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  • 1.
    Ahmet, Zeynep
    et al.
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Jonsson, Martin
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Sumon, Saiful Islam
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Holmquist, Lars Erik
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Supporting embodied exploration of physical concepts in mixed digital and physical interactive settings2011Ingår i: TEI'11: Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction, Funchal, Portugal: ACM Press, 2011, s. 109-116Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper findings are presented from a study on how sensor equipped computer game technologies can be used to create tools for educational settings to learn about for example concepts in physics. In a workshop focusing on the concept of gravity, a group of children interacted with an environment consisting of both physical and digital interactive components. We discuss how the mixed digital and physical setting affects the children's coordination and collaboration and their strategies to solve the given assignment. Findings suggest that the embodied nature of the technology create new opportunities for collaboration and that the alignment of the physical and digital parts of the interactive setting is important in order to create a seamless experience that takes advantage of the properties of the respective media.

  • 2.
    Asplund, S.
    et al.
    KTH.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    SWAY - designing for balance and posture awareness2018Ingår i: TEI 2018 - Proceedings of the 12th International Conference on Tangible, Embedded, and Embodied Interaction, New York: Association for Computing Machinery (ACM), 2018, s. 470-475Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper presents the SWAY prototype that encourages people to explore aspects around balance and posture in a playful way. The prototype senses small movements and shifts in posture using a Kinect sensor, and translates these movements to the tilting of a platform holding a set of marbles, and to haptic feedback in the form of vibrations. The prototype provides an interactive experience focusing on building body awareness with a particular focus on balance and posture. The design inquiry provided new insights with respect to reinforcement of bodily experiences and how different modalities affect the guiding of attention.

  • 3.
    Bergström, I.
    et al.
    KTH.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Sarka: Sonification and somaesthetic appreciation design2016Ingår i: MOCO '16: Proceedings of the 3rd International Symposium on Movement and Computing, New York: Association for Computing Machinery (ACM), 2016, artikel-id 1Konferensbidrag (Refereegranskat)
    Abstract [en]

    We often take for granted that we have immediate access to our perception and experience of and through our bodies. But inward listening is a demanding activity and thus not easy to learn to perform or design for. With the Sarka mat we want to support the ability to direct attention by providing sound feedback linked to the weight distribution and motion intensity of different parts of the body, and to provide an exemplar for how such design may be conducted. The process of Sarka's creation is informed by Somaesthetic Appreciation Design. We discuss how a sonic feedback signal can influence listeners, followed by how we, in this design, worked to navigate the complex design space presented to us. We detail the design process involved, and the very particular set of limitations which this interactive sonification presented.

  • 4.
    Dew, K. N.
    et al.
    University of Washington, USA.
    Landwehr Sydow, Sophie
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik. Stockholm University.
    Rosner, D. K.
    University of Washington, USA.
    Thayer, A.
    Immersive Experiences Lab of HP Labs.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Producing Printability: Articulation Work and Alignment in 3D Printing2019Ingår i: Human-Computer Interaction, ISSN 0737-0024, E-ISSN 1532-7051, Vol. 34, nr 5-6, s. 433-469Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Three-dimensional printing is widely celebrated as enabling open design and manufacturing practice. With easy-to-use techniques such as automated modeling, fabrication machines ostensibly help designers turn ideas into fully fledged objects. Prior HCI literature focuses on improving printing through optimization and by developing printer and material capabilities. This paper expands such considerations by asking, how do 3D printing practitioners understand and create “printability?” And how might HCI better support the work that holds together printing workflows and changing ecosystems of materials and techniques? We conducted studies in two sites of open design: a technology firm in Silicon Valley, California and a makerspace in Stockholm, Sweden. Deploying workshops and interviews, we examine how practitioners negotiate the print experience, revealing a contingent process held together by trial and error exploration and careful interventions. These insights point to the value of tools and processes to support articulation work, what Strauss and colleagues have called the acts of fitting together people, tasks, and their ordering to accomplish an overarching project. We show that despite the sought-after efficiencies of such manufacturing, 3D printing entails articulation work, particularly acts of alignment, exposing messy modes of production carried out by a varied cast of practitioners, machines, and materials.

  • 5. Fernaeus, Ylva
    et al.
    Jonsson, Martin
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Tholander, Jakob
    Revisiting the Jacquard Loom: Threads of History and Current Patterns in HCI2012Ingår i: CHI '12 Proceedings of the 2012 ACM annual conference on Human Factors in Computing Systems, New York: ACM Press, 2012, s. 1593-1602Konferensbidrag (Refereegranskat)
  • 6. Fernaeus, Ylva
    et al.
    Tholander, Jakob
    Södertörns högskola, Institutionen för kommunikation, teknik och design, Medieteknik.
    Jonsson, Martin
    Södertörns högskola, Institutionen för kommunikation, teknik och design, Medieteknik.
    Beyond representations: towards an action centric perspective on tangible interaction2008Ingår i: International Journal of Arts and Technology, ISSN 1754-8853, E-ISSN 1754-8861, Vol. 1, nr 3/4, s. 249-267Artikel i tidskrift (Refereegranskat)
  • 7. Fernaeus, Ylva
    et al.
    Tholander, Jakob
    Södertörns högskola, Institutionen för kommunikation, teknik och design, Medieteknik.
    Jonsson, Martin
    Södertörns högskola, Institutionen för kommunikation, teknik och design, Medieteknik.
    Towards a new set of ideals: consequences of the practice turn in tangible interaction2008Ingår i: Proceedings of the 2nd international conference on Tangible and embedded interaction, New York: ACM , 2008, s. 223-230Konferensbidrag (Övrigt vetenskapligt)
  • 8.
    Grufberg, Katja
    et al.
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Jonsson, Martin
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Sciensations: making sense of science by designing with sensors2012Ingår i: Proceedings of the 11th International Conference on Interaction Design and Children, New York: Association for Computing Machinery (ACM), 2012, s. 116-124Konferensbidrag (Refereegranskat)
  • 9.
    Höök, K.
    et al.
    KTH.
    Hummels, C.
    Eindhoven University of Technology, Eindhoven, Netherlands.
    Isbister, K.
    University of California, Santa Cruz, Santa Cruz, CA, USA.
    Marti, P.
    University of Siena, Siena, Italy.
    Segura, E. M.
    University of California, Santa Cruz, Santa Cruz, CA, USA.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Mueller, F.
    RMIT University, Melbourne, VIC, Australia.
    Sanches, P. A. N.
    KTH.
    Schiphorst, T.
    Simon Fraser University, Vancouver, BC, Canada.
    Ståhl, A.
    Mobile Life@SICS, Kista.
    Svanaes, D.
    Norwegian University of Science and Technology, Trondheim, Norway.
    Trotto, A.
    Interactive Institute Umeå.
    Petersen, M. G.
    Aarhus University, Aarhus, Denmark.
    Lim, Y. -K
    Korea Advanced Institute of Science and Technology, Daejeon, Republic of Korea.
    Soma-based design theory2017Ingår i: CHI EA '17 Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, New York: Association for Computing Machinery (ACM), 2017, s. 550-557Konferensbidrag (Refereegranskat)
    Abstract [en]

    Movement-based interaction design is increasingly popular, with application domains ranging from dance, sport, gaming to physical rehabilitation. In a workshop at CHI 2016, a set of prominent artists, game designers, and interaction designers embarked on a research journey to explore what we came to refer to as "aesthetics in soma-based design". In this follow-up workshop, we would like to take the next step, shifting from discussing the philosophical underpinnings we draw upon to explain and substantiate our practice, to form our own interaction design theory and conceptualisations. We propose that soma-based design theory needs practical, pragmatic as well as analytical study - otherwise the felt dimension will be missing. We will consider how such tacit knowledge can be articulated, documented and shared. To ground the discussion firmly in the felt experience of our own practice, the workshop is organised as a joint practical design work session, supported by analytical study.

  • 10.
    Höök, Kristina
    et al.
    KTH.
    Caramiaux, Baptiste
    UMR STMS Ircam CNRS UPMC, Paris, France / McGill University, Montreal, Canada / University Paris Saclay, Gif Sur Yvette, France.
    Erkut, Cumhur
    Aalborg University, Copenhagen, Denmark..
    Forlizzi, Jodi
    Carnegie Mellon University, Pittsburgh, PA, USA.
    Hajinejad, Nassrin
    City University of Applied Sciences, Bremen, Germany.
    Haller, Michael
    Upper Austria University of Applied Sciences, Hagenberg, Austria..
    Hummels, Caroline C. M.
    University of Technology, Eindhoven, Netherlands..
    Isbister, Katherine
    University of California, Santa Cruz, CA, USA..
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Khut, George
    University of New South Wales, Sydney, Australia..
    Loke, Lian
    University of Sydney, Sydney, Australia..
    Lottridge, Danielle
    Yahoo Inc, Sunnyvale, CA, USA..
    Marti, Patrizia
    University of Technology, Eindhoven, The Netherlands / Department of Social, Political and Cognitive Science, 53100 Siena, Italy.
    Melcer, Edward
    New York University, Brooklyn, NY, USA.
    Muller, Florian Floyd
    RMIT University, Melbourne, Australia.
    Petersen, Marianne Graves
    Aarhus University, Aarhus, Denmark..
    Schiphorst, Thecla
    Simon Fraser University, Burnaby, Canada..
    Segura, Elena Marquez
    University of California, Santa Cruz, CA, USA.
    Ståhl, Anna
    RISE.
    Svanaes, Dag
    Norwegian University of Science and Technology (NTNU), Trondheim, Norway / IT-University of Copenhagen, Copenhagen, Denmark..
    Tholander, Jakob
    Stockholm University.
    Tobiasson, Helena
    Umea University.
    Embracing First-Person Perspectives in Soma-Based Design2018Ingår i: Informatics, E-ISSN 2227-9709, Vol. 5, nr 1, artikel-id 8Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    A set of prominent designers embarked on a research journey to explore aesthetics in movement-based design. Here we unpack one of the design sensitivities unique to our practice: a strong first person perspective-where the movements, somatics and aesthetic sensibilities of the designer, design researcher and user are at the forefront. We present an annotated portfolio of design exemplars and a brief introduction to some of the design methods and theory we use, together substantiating and explaining the first-person perspective. At the same time, we show how this felt dimension, despite its subjective nature, is what provides rigor and structure to our design research. Our aim is to assist researchers in soma-based design and designers wanting to consider the multiple facets when designing for the aesthetics of movement. The applications span a large field of designs, including slow introspective, contemplative interactions, arts, dance, health applications, games, work applications and many others.

  • 11.
    Höök, Kristina
    et al.
    KTH.
    Ståhl, Anna
    Swedish Institute of Computer Science, Stockholm.
    Jonsson, Martin
    KTH.
    Mercurio, Johanna
    Swedish Institute of Computer Science, Stockholm.
    Karlsson, Anna
    Boris Design Ltd., Hong Kong.
    Johnson, Eva-Carin Banka
    IKEA Future Homes, United Kingdom.
    Somaesthetic Design2015Ingår i: interactions, ISSN 1072-5520, E-ISSN 1558-3449, Vol. 22, nr 4, s. 26-33Artikel i tidskrift (Refereegranskat)
  • 12.
    Johansson, Carloina
    et al.
    Mobile Life Centre.
    Ahmet, Zeynep
    Mobile Life Centre.
    Tholander, Jakob
    Mobile Life Centre.
    Aleo, Franc
    Mobile Life Centre.
    Jonsson, Martin
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Sumon, Saiful
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Weather Gods and Fruit Kids - Embodying abstract concepts using tactile feedback and whole body interaction2011Ingår i: Connecting computer-supported collaborative learning to policy and practice: CSCL 2011 Conference Proceedings - Long Papers, 9th International Computer-Supported Collaborative Learning Conference / [ed] Hans Spada, Gerry Stahl, Naomi Miyake, Nancy Law, International Society of the Learning Sciences, 2011, s. 160-167Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper we present findings based on the design and study of a game like activity that allows for physical and bodily interaction around abstract concepts like energy and energy consumption in a collaborative learning setting. The game, called Weather Gods and Fruit Kids, uses motion sensing technologies in combination with tactile and audio feedback to create an embodied interactive setting without computer screens. We analyze and discuss the properties of the interactive setting as well as the interactions with and around the system using characteristics such as multiple modalities of response, large space interaction and aspects of focus and attention. The work suggests that alternative pedagogical activities can be created providing new entries to theoretical concepts using an embodied interaction approach. In particular it may support kinesthetic learners in their preference to learn by being physically engaged.

  • 13.
    Jonsson, Martin
    KTH.
    Sensing and Making Sense: Designing Middleware for Context Aware Computing2007Doktorsavhandling, monografi (Övrigt vetenskapligt)
    Abstract [en]

    Computing devices are becoming wireless, smaller and embedded into other artifacts. Some of them are mobile while others are built into the environment. The novel technologies are also becoming more dependent of communication with other computing devices over different kinds of networks. These interconnected devices constitute locally and globally distributed service environments that will enforce new requirements on the design of software systems. These new type of environments provide both opportunities for new types of applications as well as a number of new problems that will have to be addressed. One approach that have been suggested both in order to provide new functionalities and as a possible solution to some of the problems is to try and collect and incorporate aspects of the /context/ of a person, activity or device as a part of the computer system.

    This thesis addresses some issues that have to be considered when designing this kind of systems. In particular the thesis examines how to design middleware that can support the creation of context aware applications. As a part of this work several instances of such systems have been implemented and put in use and tested in various applications. Some key problems with respect to the design of context information middleware are also identified and examined. One question that is addressed concerns the clash between the need for internal representations of context information and the goal of middleware to support a broad range of applications. Another problem that has been addressed concerns how to create means for context aware service discovery in ubiquitous computing environments. Various mechanisms that address these problems have been implemented and tested. Finally the work addresses issues related to the role of the users in this kind of systems. Implementations and experiments have been performed where users take more active roles in aspects of system maintenance and adaptation as well as in the interpretation and representation of context information.

  • 14. Jonsson, Martin
    Using a Folksonomy Approach for Location Tagging in Community Based Presence Systems2007Ingår i: Proceedings of the 2007 International Conference on Mobile Data Management, Washington: IEEE Computer Society , 2007, s. 304-308Konferensbidrag (Övrigt vetenskapligt)
  • 15.
    Jonsson, Martin
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Lundmark, Sofia
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Lärande genom designutforskande: En pedagogisk ansats för samverkan och social innovation inom högre utbildning2020Ingår i: NU2020: Hållbart lärande, Södertörns högskola, 2020Konferensbidrag (Refereegranskat)
    Abstract [sv]

    Problembaserat lärande (PBL) är en vanlig undervisningsform inom såväl grundskola som högre utbildning. Inom PBL arbetar studenterna självständigt och lösningsorienterat med problem eller utmaningar som utgångspunkt. Denna undervisningsform lämpar sig därför bra för å ena sidan samverkansprojekt där man arbetar med externa utmaningar, och å andra sidan för att utforska samhällsutmaningar där fokus ofta ligger på hållbarhet eller socialt ansvarstagande. Trots att PBL är en väletablerad undervisningsform, kan den ibland upplevas som trubbig och underutvecklad från ett pedagogiskt perspektiv. 

    Inom vår utbildningspraktik har vi under många år arbetat med utbildningar i designmetodik, designtänkande och innovationspraktiker. I det arbetet har vi identifierat möjligheter att generalisera och överföra delar av dessa praktiker till andra domäner där man arbetar med PBL, samverkan och samhällsutmaningar. Ett intressant exempel är masterkursen “Challenges for Emerging Cities: Open Lab Multidisciplinary Project Course”, där studenter från en mängd olika discipliner från fyra olika universitet och högskolor använder designmetoder för att beforska och hitta kreativa lösningar på samhällsproblem formulerade av externa uppdragsgivare. 

    Som en del i arbetet med att utveckla dessa lärandeformer har vi tagit fram en pedagogisk modell - Lärande genom designutforskande (Design Inquiry Learning), där vi strävar efter att vidareutveckla befintliga problembaserade ansatser genom att arbeta fram en form av utforskningsbaserat lärande baserat på processorienterat och kreativt designutforskande. Central för modellen är designtänkande-metodik (Design Thinking), där ett kreativt förhållningssätt och problemlösningsmetoder inspirerade av professionella designers verksamhet används för att hitta lösningar på komplexa problem och samhällsutmaningar. Denna metod är speciellt lämplig för att ifrågasätta konventionella tankesätt, se nya möjligheter i strategiska sammanhang och att fokusera på att identifiera intressanta och hanterbara problem i ett större problemkomplex. Designers utgår som regel från ett användarperspektiv och experimenterar sig fram till insikter och lösningar med hjälp av praktiska metoder och verktyg för datainsamling, visualisering, idégenerering, testning och beslutsfattande. 

    Våra erfarenheter från ett flertal kurser på både grund-, avancerad-, och doktorandnivå visar att studenter som jobbar med denna typ av metoder snabbt skapar djup förståelse för och insikter inom komplexa problemområden, samt att metoderna ger stöd och struktur, inte bara för det praktiska arbetet utan även för lärprocesserna. Denna typ av arbetsformer ger även ett bra gränssnitt gentemot externa uppdragsgivare, med tydliga former för erfarenhetsutbyten och återrapportering. Ofta när designmetodik och designtänkande diskuteras inom utbildning, ligger fokus på förmåga till innovation och kreativa lösningar. En viktig poäng vi vill göra här är dock att sådana processer också kan fungera som medel till förståelse och kunskap om de problemdomäner som utforskas.

  • 16.
    Jonsson, Martin
    et al.
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Mattsson, Magnus
    Here be Monsters!2011Ingår i: TEI '11 Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction, New York: ACM Press, 2011, s. 389-390Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    In this work we present the monster eye installation, consisting of an artifact with which you can examine secrets that are hidden inside the walls.

  • 17.
    Jonsson, Martin
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik. Kungliga Tekniska Högskolan.
    Ståhl, Anna
    SICS Swedish ICT.
    Mercurio, Johanna
    SICS Swedish ICT.
    Karlsson, Anna
    BORIS Design, Kowloon, Hong Kong.
    Naveen, Ramani
    SICS Swedish ICT.
    Höök, Kristina
    Kungliga Tekniska Högskolan.
    The aesthetics of heat: Guiding Awareness with Thermal Stimuli2016Ingår i: TEI '16 Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction, New York: Association for Computing Machinery (ACM), 2016, s. 109-117Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper we discuss the design process and results from a design exploration on the use of thermal stimuli in body awareness exercises. A user-study was performed on an interactive prototype in the form of an interactive heat mat. The paper brings forth an alternative understanding of heat as a design material that extends the common understanding of thermal stimuli in HCI as a communication modality to instead bring the aesthetic and experiential properties to the fore. Findings account for felt body experiences of thermal stimuli and a number of design qualities related to heat as a design material are formulated, pointing to experiential qualities concerning the felt body, subjectivity and subtleness as well as material qualities concerning materiality, inertia and heat transfer.

  • 18.
    Jonsson, Martin
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Tholander, Jakob
    Stockholm University, Stockholm, Sweden.
    Cracking the code: Co-coding with AI in creative programming education2022Ingår i: ACM International Conference Proceeding Series, Association for Computing Machinery , 2022, s. 5-14Konferensbidrag (Refereegranskat)
    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.

  • 19.
    Jonsson, Martin
    et al.
    Södertörns högskola, Institutionen för kommunikation, teknik och design, Medieteknik.
    Tholander, Jakob
    Södertörns högskola, Institutionen för kommunikation, teknik och design, Medieteknik.
    Fernaeus, Ylva
    Setting the stage - Embodied and spatial dimensions in emerging programming practices2008Ingår i: Interacting with computers, ISSN 0953-5438, E-ISSN 1873-7951, Vol. 21, nr 1/2, s. 117-124Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    n the design of interactive systems, developers sometimes need to engage in various ways of physical performance in order to communicate ideas and to test out properties of the system to be realised. External resources such as sketches, as well as bodily action, often play important parts in such processes, and several methods and tools that explicitly address such aspects of interaction design have recently been developed. This combined with the growing range of pervasive, ubiquitous, and tangible technologies add up to a complex web of physicality within the practice of designing interactive systems. We illustrate this dimension of systems development through three cases which in different ways address the design of systems where embodied performance is important. The first case shows how building a physical sport simulator emphasises a shift in activity between programming and debugging. The second case shows a build-once run-once scenario, where the fine-tuning and control of the run-time activity gets turned into an act of in situ performance by the programmers. The third example illustrates the explorative and experiential nature of programming and debugging systems for specialised and autonomous interaction devices. This multitude in approaches in existing programming settings reveals an expanded perspective of what practices of interaction design consist of, emphasising the interlinking between design, programming, and performance with the system that is being developed.

  • 20.
    Landwehr Sydow, Sophie
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    The Forensics of Transient Computational Materials2016Ingår i: Nordi'CHI 2016 Workshop. Things Fall Apart: Unpacking the Temporalities of Impermanence for HCI, 2016Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    Electronic components and computational artifacts tend to have a short lifespan. When they age, they become obsolete and lose their value and meaning. In a case where members of a makerspace investigate an old artifact with electronic components, we use the notion of forensics to describe how the lost meanings of discarded objects can be revived, and how the acts of inquiry around these objects and materials also bring new meaning to the objects at hand. This points to an alternative perspective on the transiency of electronic materials, where the focus is not on prolonging their lifespan, but rather on how such objects and materials can become meaningful after their “death”.

    Ladda ner fulltext (pdf)
    The Forensics of Transient Computational Materials fulltext
  • 21.
    Landwehr Sydow, Sophie
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    The organization of personal fabrication: Hackathons and makerspaces as semi-professional places for creative making2015Ingår i: On website for workshop "The Future of Making: Where Industrial and Personal Fabrication Meet", 2015Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    Maker and DIY cultures, as well as the trend towards personal fabrication have gained recent visibility in HCI research. While first reflecting on makers as a new user and “social actor”, current rhetoric has shifted towards the maker movement’s potential for empowerment and democratization. By focusing on places and the organization of personal fabrication we are drawing lines between amateur vs. professional, and home vs. work settings as well as leisure vs. educational motivations. Here we discuss and map out the characteristics of semi-professional places for making in the light of a small study from a hackathon event.

    Ladda ner fulltext (pdf)
    Sydow_Jonsson_The organization of personal fabrication: Hackathons and makerspaces as semi-professional places for creative making
  • 22.
    Landwehr Sydow, Sophie
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik. Stockholm University.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Tholander, Jakob
    Stockholm University.
    Machine Sensibility: Unpacking the Embodied and Situated Dimensions of 3D Printing2020Ingår i: NordiCHI '20: Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society, New York: Association for Computing Machinery (ACM), 2020, s. 1-13, artikel-id 53Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper offers a conceptual contribution to understand 3D printing practice. We have studied conversations between 3D printing practitioners who discuss failed and discarded printed artifacts and analyzed how they make sense of the printing process. Based on findings of interactions with the machine itself, materials used, and designs applied, this study contributes to the field of HCI by highlighting the embodied and situated dimensions of 3D printing. Introducing the concept of machine sensibility, we characterize our findings around: i) assessing printability, ii) monitoring and intervening and iii) reading the prints. We use the term machine to highlight the importance of understanding the materiality of the 3D printer, and sensibility, to address critical interactions and abilities that surfaced in studying this practice. The concept allows researchers to put 3D printing practice in the context of contemporary interaction design research and helps to understand challenges of material-machine-design interdependencies.

  • 23.
    Landwehr Sydow, Sophie
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik. Stockholm University, Stockholm, Sweden.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Tholander, Jakob
    Stockholm University, Stockholm, Sweden.
    Modding the Pliable Machine: Unpacking the Creative and Social Practice of Upkeep at the Makerspace2022Ingår i: ACM International Conference Proceeding Series, New York: Association for Computing Machinery (ACM), 2022, s. 220-233Konferensbidrag (Refereegranskat)
    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.

  • 24.
    Landwehr Sydow, Sophie
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik. Stockholm University, Sweden.
    Tholander, Jakob
    Stockholm University, Sweden.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    "It's a Bomb!" - Material Literacy and Narratives of Making2017Ingår i: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, New York: Association for Computing Machinery (ACM), 2017, s. 121-132Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper analyses a series of events in which a discarded box found in a garbage room is examined and taken apart in the context of a makerspace. The participants' inquiry provided a rich and multifaceted experience in various settings, including puzzle-solving, exploring physical and digital materials, engaging people with different skills. The social engagements with and around the artifacts brought certain interpretative aspects to the fore. Situated acts of interpretation worked as ways of building a coherent narrative and a meaningful experience. In the paper, we highlight the relationship between on the one hand the subjects' skills and motivations to understand and make sense of the technology at hand which we call material literacy, and on the other hand the specific material qualities that encourage or trigger certain interpretations and experiences. The qualities we discuss are: opacity, risk, authenticity, uniqueness, age, and hybridity. This study allows us to reposition the contemporary understanding of makerspaces beyond that of being places for innovation and learning.

  • 25.
    Lundmark, Sofia
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Becoming a Designer at the Design Lab: Empowerment and participation in children's design activities2021Ingår i: C&C ’21: Proceedings of the 13th Conference on Creativity and Cognition, New York: Association for Computing Machinery (ACM), 2021, artikel-id 15Konferensbidrag (Refereegranskat)
    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.

  • 26.
    Lundmark, Sofia
    et al.
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik. Uppsala university.
    Jonsson, Martin
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Crafting interaction – materiality in digital interaction design and traditional crafting practices2012Ingår i: Feminist Materialisms – Gender, Nature, Body, Materiality, Copenhagen, April 26-27,2012., 2012, s. 44-Konferensbidrag (Refereegranskat)
  • 27.
    Lundmark, Sofia
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Design Inquiry Learning: Using Design Thinking Methods As Scaffolding In Problem-Based Learning2020Ingår i: EDULEARN20 Proceedings: 12th International Conference on Education and New Learning TechnologiesOnline Conference. 6-7 July, 2020, Valencia: International Association for Technology, Education and Development, 2020, s. 7779-Konferensbidrag (Refereegranskat)
    Abstract [en]

    Problem-based learning (PBL) is a common form of teaching in both primary and higher education. PBL means that the students work independently and solution-oriented with problems or challenges as a starting point. Although PBL is a well-established form of teaching, it can sometimes be perceived as blunt and underdeveloped from a pedagogical perspective.For many years, we have worked with higher education and professional courses that include design methodology, design thinking and innovation practices. As a result of this work, we have identified opportunities to generalize and transfer parts of these practices to other educational domains in which we work with PBL and societal challenges. As part of our efforts to develop these forms of teaching and learning, we are developing an educational model, Design Inquiry Learning, where we strive to further develop existing problem-based approaches. Design Inquiry Learning can be understood as a form of research-based learning based on process-oriented and creative design exploration. Central in this model is design thinking methodology, where a creative approach and problem-solving methods inspired by professional designers' activities are used to find solutions to complex problems and societal challenges. This method is particularly suitable for challenging conventional ways of thinking, seeing new opportunities in strategic contexts and focusing on identifying interesting and manageable problems in a larger problem complex. Designers usually start from a user perspective and experiment on insights and solutions using practical methods and tools for data collection, visualization, idea generation, testing and decision making.In this paper we draw on examples from our experience from a number of courses at both undergraduate, graduate and doctoral level to illustrate how students that work with these types of methods quickly create a deep understanding of, and insight into, complex problem areas, and that the methods provide support and scaffolding, not only for the practical work but also for the learning processes. Often when design methodology and design thinking are discussed in educational settings, the focus is on skills related to innovation and to generate creative solutions. An important point we want to make here, however, is that such processes can also serve as means of gaining understanding and knowledge of the complex problem domains being explored. In the paper we specifically discuss the role of empathizing, framing of wicked problems, and visual thinking.

  • 28.
    Lundmark, Sofia
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Kontio, Janne
    Stockholms universitet, Sverige.
    Att designa sin framtid: Resurser för egenmakt i konstnärliga fritidsaktiviteter2024Ingår i: Fritidsdidaktiska dilemman / [ed] Sofia Lundmark; Janne Kontio, Stockholm: Natur och kultur, 2024, s. 275-300Kapitel i bok, del av antologi (Refereegranskat)
  • 29.
    Lundmark, Sofia
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Kontio, Janne
    Stockholms universitet, Sverige .
    Makerspace i skolan: didaktiska möjligheter och utmaningar2022Ingår i: Digitala didaktiska dilemman / [ed] Sofia Lundmark; Janne Kontio, Stockholm: Natur och kultur, 2022, s. 367-390Kapitel i bok, del av antologi (Övrigt vetenskapligt)
    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. 

  • 30.
    Lundmark, Sofia
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Myhre, Marica
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Hjuberger, Alethe
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Participatory Sound Fiction: Designing a sustainable future through youth engagement in urban sound environments2023Ingår i: Proceeding of the International Sustainable Development Research Society (ISDRS) 29th conference. 11-13 June, Univeriti Kebangsaan, Malaysia, 2023Konferensbidrag (Refereegranskat)
    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.  

  • 31.
    Lundmark, Sofia
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Myhre, Marica
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Hjuberger, Alethe
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Rodela, Romina
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Miljövetenskap.
    Listening to the Future: using Participatory Sound Fiction to Engage Young People in Urban Design2023Ingår i: Mindtrek '23: Proceedings of the 26th International Academic Mindtrek Conference, New York: Association for Computing Machinery (ACM), 2023, s. 223-232Konferensbidrag (Refereegranskat)
    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.

  • 32.
    Tholander, Jakob
    et al.
    Stockholm University, Sweden.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Design Ideation with AI - Sketching, Thinking and Talking with Generative Machine Learning Models2023Ingår i: 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, s. 1930-1940Konferensbidrag (Refereegranskat)
    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.

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