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Mobile technology enters almost all areas of human life both for work and pleasure. In the fashion field researchers focus on the mobile as an accessory and other mobile accessories as well as on the use of mobile technology in fashion consumption. These are some of the challenges for the mFashion project at Mobile Life Centre.
Yesterday we had prominent visitors from the WWTF - more precisely the Vienna Science and Technology Fund Board of Directors, including the Mayor of Vienna and the Director of Vienna's university. Kristina Höök introduced the centre and talked about the work conducted in the Centre, followed by a tour through with short presentation on current research. The Vienna Science and Technology Fund WWTF derives its promotion strategy from the context of the Austrian science and research scene, as well as the special position held by Vienna as the capital of Austrian research.
Gilbert Cockton - Stronger concepts
Strong Concepts have been proposed by Kristina Höök and Jonas Löwgren as a viable and worthwhile form of intermediate knowledge for design research. They can build on longstanding initiatives in other disciplines, such as Robert Merton’s Middle-range theories for Sociology, which aim at integrating theory and empirical research. In this talk, I argue that Strong Concepts can be strengthened by my theoretical construct of Abstract Design Situations, which are ideal types for all units of analysis in design, from major paradigms (e.g., Applied Arts, Engineering, Human-Centred) to low level resources such as personas and heuristics. All design phenomena can be understood as explicitly supporting one or more types of design choice, and also co-ordinating these where multiple types are involved. Four types of design choice have been identified in design theory, which I refer to as choices about Artefacts, Beneficiaries, Evaluations and Purposes. Such choices can have simple 1:1 co-ordinations, or more complex ones that co-ordinate multiple types of choice. The extent of possible co-ordinations is potentially infinite, so there can be no theoretical closure for coordinating design choices. Abstract Design Situations are a simple conceptual device that scopes commitment in concrete design settings, as well as specific activities within them, as well as the disciplinary and professional value systems with design work aligns. In this talk, I will introduce and illustrate Abstract Design Situations, and apply them to the continuum of design phenomena from practical resources, via Strong Concepts, to disciplinary cultures. I will show how Abstract Design Situations support structured scoping of Strong Concepts, and how a further concept family of approach and resource functions can further support scoping, analysis and evaluation of Strong Concepts and other design phenomena.
Gilbert Cockton is Professor of Design Theory as well as Head of the Department of Media and Communication Design at Northumbria University in North East England. His current research focuses on interactions between designers’ capabilities, values and knowledge and re-usable adaptable resources manifested in approaches for design work. His main focus is on the balance between human-focused practices, creative inventiveness and technical rigour in interaction design. His research aims to develop design and evaluation approaches that expose the tacit knowledge underlying the many connections within the design process, e.g., between designs and their beneficiaries, design purpose and evaluation, and more complex connections between multiple aspects of designs and their interconnections. This integrates much of his previous research on software structures and design, usability, accessibility, cultural design, user experience, worth and philosophical aspects of interaction design.
Gilbert has been active in Human-Computer Interaction (HCI) and Interaction Design research since 1983, with almost 220 publications on usability, user experience and accessibility, grounded- and worth/value-focused design, and notations and architectures for interactive software, and almost 220 invited presentations in 22 countries, including 12 keynote addresses. He has a broad multidisciplinary background, with an MA/PGCE in History and Human Sciences (Education) and a PhD in Computer Science. His research spans from the theoretical foundations of design and evaluation approaches, to applied work with industry on usability, user experience, accessibility and applications of value-focused design and evaluation. From 1997 to 2009, he was Research Chair in HCI at the University of Sunderland, where he secured funding for research and knowledge transfer projects and research infrastructure with a value exceeding £6M. This included a NESTA Fellowship from 2005-2008 on value-centred design. He has served in many roles within the international HCI community, including Vice-Chair of IFIP TC13 (2004 06), Chair of British HCI Group (2001-2004), (Co-)chair of ACM CHI 2003 and BCS HCI 2000 Conferences, and Secretary of IFIP WG2.7 on user interface engineering (1993-99). He is Editor Emeritus of the journal Interacting with Computers, and a member of the editorial board of the Journal of Usability Studies.
Mobile Life organises this seminar with Gilbert Cockton on Wednesday April 9th at 11:00. The seminar will be held at the Knuth conference room at SICS, Isafjordsgatan 22/Kistagången 16, elevator B, floor 6. The seminar will last for an hour and will also be broadcasted via bambuser.
Data Places -- Molly Wright Steenson, University of Wisconsin Madison
The Mobile Life Centre is looking to hire three new postdoctoral researchers to lead and conduct research in Human Computer Interaction (HCI) and related fields. We seek proven researchers with an international reputation, a history of excellent research, and a sensitivity to both social and computing sciences. Three ideal candidates:
Candidates must have received a PhD degree no more than three years prior to the application deadline, unless there are special circumstances that should be taken into account. Candidates should have a record of recent published research in top ranked conferences or journals.
More information about the positions and the application procedure can be found here.
Please contact Barry Brown for more information about the positions or the Centre.
The application, marked with the reference number SU FV-0865-14, is to be submitted no later than April 4, 2014, by e-mail to: firstname.lastname@example.org
Internet of Things - allt blir uppkopplat, påverkar oss, underlättar livet, skapar nya innovationer - helt enkelt förändrar världen. Föredrag av Petra Sundström, baserad i Stockholm, med bakgrund från SICS Swedish ICT och Mobile Life, numera Ayond, vid svenska stadsnätsföreningens konferens 19 mars 2014. Här finns det videolänken till själva presentationen.
Mobile Life is represented by a number of talented researchers at DIS this year.
Lucian Leahu with Freaky: hybrid human-machine emotion
Abstract: This paper studies the use of automatic inference of useremotion as a resource for user interpretation. It makes several contributions. First, we offer a case study designing a system that uses machine learning (ML) models to support human interpretation: Freaky is an interactive, system engaging sensor-based statistical classification designed to help users experience and understand their emotions. Second, we provide an alternative account of ML models based on the feminist concept of performativity. Third, it presents a set of design strategies for incorporating ML models in systems designed for open-ended user interpretation of affect: exposing the models through design, blurring the line between human and machine
interpretations of emotion, and providing opportunities for users to rework distinctions between their interpretations and the system’s. Qualitative results from a user deployment show that these strategies make possible hybrid human-machine enactments of emotion.
Ylva Fernaeus and Anna Vallgårda with Ajna: negotiating forms in the making of a musical cabinet
Abstract: Ajna is a musical cabinet made from a rich composition of acoustic materials and designed to perform digitally composed music. In this paper, we aim to unpack the design process that lead up to this unique artwork. We base our analysis on interviews with its two inventors as well as observations of Ajna performing in different contexts. From the perspective of interaction design, we discuss the values of aesthetic intentions, the explorative design process, and the negotiations between physical form, temporal from, and the interactive gestalts.
Vasiliki Tsaknaki, Ylva Fernaeus, Mischa Schaub (Hyperwerk Institute for Post Industrial Design, Basel) with the title: Leather as a Material for Crafting Interactive and Physical Artifacts
Abstract: Leather is a material used for the making of artifacts ever since early human history, and which can potentially be used also in contemporary design for various types of interactive and electronic products. In this paper, we present a series of small scale explorations of leather, first as skin close interfaces for physical engagement, and secondly in terms of crafting using hand tools and a laser cutter. We reflect on our experiences along these two strands and discuss future possibilities of leather as a rich material for providing new types of interactive experiences. By discussing emerging topics related to traditional crafting processes and contemporary rapid fabrication with this material, we find a great potential of merging such processes and tools for future interaction design settings
Petra Sundström, Beck, et al. with the title Gaming to Sit Safe: The Constrained Body as an Integral Part of Gameplay
Abstract: It is a well known fact that constrains can provide nerve to a design. In this paper we present how we have approached the design space set up from automotive driving and full-body interaction games. We describe how we have designed and evaluated the core experiences of three different games that all three have the potential of being used in some more fully-fledged game-design aimed at making it more fun to sit still, and thereby potentially more safe, while as a young child being transported by car. We show to how design efforts like this can help broaden on the knowledge we in HCI have of how to design for more bodily experiences with technology in general. And how the constraints we for this design task were working with can help to improve on the methods we use, and have developed in HCI for this.
-------------------------------- Short paper:
Jarmo Laaksolahti, Jakob Tholander, Stina Nylander with the title: Experiencing art through kinesthetic dialogue
Abstract: From the analysis of how the Lega, a touch, motion, and location sensitive device that allows museum visitors to share their experiences, we identifiedkinaesthetic dialogue as an orienting concept for the understanding and the design of movement-based social interaction and experiences. It provides an analytical lens which captures critical aspects of kinaesthetic action in aesthetic experiences, as well as for better understanding of how users appropriate such artefacts in interaction. We believe that kinaesthetic dialog is a promising candidate for a meta-concept to capture interaction design knowledge in movement based technologies.
-------------------------------- Doctoral Consortium:
Jinyi Wang, with the title: Exploring the Alternative Means to Communicate Interaction Design Research
Abstract: This paper describes the author’s doctoral study that intends to explore the alternative means to communicate interactions design research to practice, with the focus on communication of hybrid interactions. This exploration is realized by proposing and validating different approaches in various particular design situations via Research through Design. The processes and outcomes contribute to interaction design community in the ongoing discussion of bridging the gap between research and design, in particular, in designing hybrid interactive systems.
"Researching and experiencing a connected future" was the leading topic of last wednesdays event, we organized together with Anders Mellbratt from Ziggy Creative Colony. In this meetup we presented our vision of technology designed so as to enhance the pleasure we experience when using active, engaged, embodied and connected technologies. Within this vision we at Mobile Life see that Internet of Things will merge with a experience centered design perspective to create entirely new and novel applications that goes beyond the current stream of interconnected home appliances currently being rolled out.
We started the evening by a presentation round of all meetup participants, which acoording to the amount of interest, took quiet a while. Afterwards Prof. Kristina Höök gave a short presentation about Mobile Life by highlighting our values "Always explore! Always create! Always enjoy!". To spur the discussion we presented and demonstrated a few ongoing research projects from our centre:
As a usual procedure at meetups discussion, mingle and networking were in focus after the talks; accompanied by snacks and drinks.
Foto: Anders Mellbratt
ZIGGY says "Några råder om Cameron, IoT, Obama och Daniel Ek": http://t.co/cHSrNPPVku
Information is the infrastructure of modern digital democracy
We live in a connected world. Technology is developing in a rapidly pace and enables to create services that change and shape everything around us. Soon, we live in a completely different, connected society. But the Swedish government seems to have missed the extent of the revolution that is imminent, argue Kristina Höök and Darja Isaksson.
Read the full DN debate article in Swedish: ”Gör Sverige till testbädd för sakernas internet”
(Foto: Alamy; DN)
Eve Hoggan gives a talk on Augmenting Communication. Join us live at http://t.co/wySnACExk1
Eve Hoggan - Augmenting Communication with Multimodal Interaction and Flexible Interfaces
This weekend was a golden success for Sweden in the Olympics with two gold medals for the cross-country skiing teams. Both the ladies' 4 x 5km relay as well as the men's 4 x 10 km relay made historic success.
And, as all the members of the male Swedish team are part of the testing rounds for the app mySKILAB, a system developed by our colleagues at SICS and here in the Mobile Life Centre, the success feels even sweeter!
Way to go!
@MobileLifeCentr thanks for a great talk @alansaid thanks for a great talk @alansaid thanks for a great talk @alansaid
Alan Said, Evaluation of Recommender Systems
Congratulations to Mattias Jacobsson who successfully defended his thesis, "Tinkering With Interactive Materials" on Monday December 18th at KTH, The Royal Institute of Technology in Stockholm. Opponent was Professor Yvonne Rogers from UCLIC, University College London.
Abstract: The concept of tinkering is a central practice within research in the field of Human Computer Interaction, dealing with new interactive forms and technologies. In this thesis, tinkering is discussed not only as a practice for interaction design in general, but as an attitude that calls for a deeper reflection over research practices, knowledge generation and the recent movements in the direction of materials and materiality within the field. The presented research exemplifies practices and studies in relation to interactive technology through a number of projects, all revolving around the design and interaction with physical interactive artifacts. In particular, nearly all projects are focused around robotic artifacts for consumer settings. Three main contributions are presented in terms of studies, prototypes and concepts, together with a conceptual discussion around tinkering framed as an attitude within interaction design. The results from this research revolve around how grounding is achieved, partly through studies of existing interaction and partly through how tinkering-oriented activities generates knowledge in relation to design concepts, built prototypes and real world interaction.
On Monday December 16th Mattias Jacobsson will defend his thesis Tinkering with Interactive Materials.
Abstract: The concept of tinkering is a central practice within research in the field of Human Computer Interaction, dealing with new interactive forms and technologies. In this thesis, tinkering is discussed not only as a practice for interaction design in general, but as an attitude that calls for a deeper reflection over research practices, knowledge generation and the recent movements in the direction of materials and materiality within the field. The presented research exemplifies practices and studies in relation to interactive technology through a number of projects, all revolving around the design and interaction with physical interactive artifacts. In particular, nearly all projects are focused around robotic artifacts for consumer settings. Three main contributions are presented in terms of studies, prototypes and concepts, together with a conceptual discussion around tinkering framed as an attitude within interaction design. The results from this research revolve around how grounding is achieved, partly through studies of existing interaction and partly through how tinkering-oriented activities generates knowledge in relation to design concepts, built prototypes and real world interaction. Ämnesområde: Människa- datorinteraktion, inriktning mot Interaktionsdesign Respondent: Mattias Jacobsson, MID - Medieteknik och interaktionsdesign Opponent: Prof. Yvonne Rogers, UCLIC, University College London Handledare: Ylva Fernaeus Place: KTH main campus, Kollegiesalen, Brinellvägen 8
Floyd Mueller - Designing Exertion Games
Call for paper - Extended deadline!
Sports and physical activity is an area where consumer technology is developing rapidly with GPS watches, heart rate monitors, and apps such as Runkeeper and Endomondo as the most common examples.
Following the overall trend of research in exercise, motivation, and well-being the CHI community is beginning to engage with sports and sports technology. We believe that HCI has important contributions to make in the design and user experience of future sports technology. Moreover, we believe that the HCI discipline will benefit from engaging with sports which present excellent examples of complex and variable settings where traditional interaction models are not sufficient.
We invite researchers and practitioners in the CHI community to submit position papers (max 4 pages in the CHI EA format). The workshop focuses on, but is not limited to, four themes: Bodily control and awareness, Sports motivation and fun, Pain and discomfort, and Current use and UX of existing commercial sports technology. System development, user studies, ethnographic work, as well as work on methods for HCI and sports are welcome contributions.
The goal of the workshop is to form a community around sports and HCI and start a discussion on how HCI can contribute to sports and vice versa.
Stina Nylander, Mobile Life@SICS
Jakob Tholander, Mobile Life@Stockholm University
Floyd Mueller, Exertion Labs, RMIT
Joe Marshall, Mixed Reality Lab, University of Nottingham
Submission deadline: Extended to January 21st, 2014
Notification of acceptance: February 10th, 2014
How to submit
Send your submission in pdf-format to email@example.com