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  • 1. Fernaeus, Ylva
    et al.
    Tholander, Jakob
    Södertörn University, School of Communication, Technology and Design, Media technology.
    Jonsson, Martin
    Södertörn University, School of Communication, Technology and Design, Media technology.
    Beyond representations: towards an action centric perspective on tangible interaction2008In: International Journal of Arts and Technology, ISSN 1754-8853, E-ISSN 1754-8861, Vol. 1, no 3/4, 249-267 p.Article in journal (Refereed)
  • 2. Fernaeus, Ylva
    et al.
    Tholander, Jakob
    Södertörn University, School of Communication, Technology and Design, Media technology.
    Jonsson, Martin
    Södertörn University, School of Communication, Technology and Design, Media technology.
    Towards a new set of ideals: consequences of the practice turn in tangible interaction2008In: Proceedings of the 2nd international conference on Tangible and embedded interaction, New York: ACM , 2008, 223-230 p.Conference paper (Other academic)
  • 3.
    Johansson, Carloina
    et al.
    Mobile Life Centre.
    Ahmet, Zeynep
    Mobile Life Centre.
    Tholander, Jakob
    Mobile Life Centre.
    Aleo, Franc
    Mobile Life Centre.
    Jonsson, Martin
    Södertörn University, School of Communication, Media and it, Media technology.
    Sumon, Saiful
    Södertörn University, School of Communication, Media and it, Media technology.
    Weather Gods and Fruit Kids - Embodying abstract concepts using tactile feedback and whole body interaction2011In: 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, 160-167 p.Conference paper (Refereed)
    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.

  • 4.
    Jonsson, Martin
    et al.
    Södertörn University, School of Communication, Technology and Design, Media technology.
    Tholander, Jakob
    Södertörn University, School of Communication, Technology and Design, Media technology.
    Fernaeus, Ylva
    Setting the stage - Embodied and spatial dimensions in emerging programming practices2008In: Interacting with computers, ISSN 0953-5438, E-ISSN 1873-7951, Vol. 21, no 1/2, 117-124 p.Article in journal (Refereed)
    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.

  • 5.
    Landwehr Sydow, Sophie
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Tholander, Jakob
    Jonsson, Martin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    "It's a Bomb!" - Material Literacy and Narratives of Making2017In: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, New York: Association for Computing Machinery (ACM), 2017, 121-132 p.Conference paper (Refereed)
    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.

  • 6.
    Normark, Maria
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. Stockholms universitet.
    Tholander, Jakob
    Stockholms universitet.
    Performativity in Sustainable Interaction: The Case of Seasonal Grocery Shopping in EcoFriends2014In: CHI '14 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, New York: ACM Press, 2014, 271-280 p.Conference paper (Refereed)
    Abstract [en]

    The EcoFriends application was developed as an attempt tosupport grocery shopping adjusted to vegetables’seasonality through a performative approach to interactionand interactive applications. The design aimed at criticalreflection and inspiration among users, rather thanachieving a certain kind of persuasion. This guided thepractical design to be modelled around open-endednessand social voices to challenge ideas and points of view. Weargue that research addressing design for interactions aboutvalue-laden concepts such as sustainable action need tofind ways of supporting various knowledge discourses, bydistinguishing between performative and representationaltechnologies. The approach allowed us to identify anumber of design challenges regarding interactivetechnology and interaction design in relation to aspects ofknowledge and truth, trust, negotiation and responsibility.

  • 7.
    Tholander, Jakob
    et al.
    Södertörn University, School of Communication, Technology and Design, Media technology.
    Fernaeus, Ylva
    Three challenges when designing for children’s everyday digital literacy2008In: Nordic Journal of Digital Literacy, ISSN 1891-943X, E-ISSN 1891-943X, Vol. 3, no 2, 130-141 p.Article in journal (Refereed)
    Abstract [en]

    We use the concept of digital literacy to refer to people’s competence of expressing themselves in computational form, and in this paper we specifically discuss the design of interactive technology aimed at letting children become digitally literate. A rarely discussed aspect of digital literacy in this respect concerns how it is supposed to take form in the context of improvised styles of use and interaction, resembling the kinds of activity commonly observed in kindergartens, school yards and centres for after-school activities. In such settings children often organize their own play activities, peers may go in and out of activities as they want, often without any necessary intervention by adult supervision. We align this kind of activity with the notion of ‘casual leisure’, and outline four basic challenges concerned with: a) a perspective on interaction, b) activity and context, c) the view of the user, and d) the character and role of the technology. We discuss these in relation to research attempting to design, evaluate, and make useful sense of children’s digital literacy in such activity. Our analysis identifies the sources of these challenges as due to expressions of tension between play and learning, between designers and users and a general striving for ‘hard fun’. The challenges and their consequences may be summarised as 1) the use of setting as allowing for spontaneous interactions, 2) the striving towards a participants’ perspective, 3) the incorporation of offline and social aspects into the design, and 4) the balancing of challenge with the easy and the accessible.

  • 8.
    Tholander, Jakob
    et al.
    Data- och systemvetenskap, Stockholms universitet.
    Normark, Maria
    Södertörn University, School of Communication, Media and it, Media technology.
    Rossitto, Chiara
    Data- och systemvetenskap, Stockholms universitet.
    Understanding Agency in Interaction Design Materials2012In: CHI '12 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, New York: Association for Computing Machinery (ACM), 2012, 2499-2508 p.Conference paper (Refereed)
1 - 8 of 8
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  • en-US
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