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- research-articleJuly 2024
A Danish Blend: The Copenhagen Walkshop
DIS '24 Companion: Companion Publication of the 2024 ACM Designing Interactive Systems ConferencePages 392–395https://doi.org/10.1145/3656156.3658394The walkshop introduces participants to an embodied, structural approach to understand, conceptualize, and design experiences that blend physical and digital space to create a novel space of action, with its own sense of presence, its own affordances, ...
- ArticleJune 2024
Iterative Design of an Interactive Augmented Reality Board Game: A Playful Approach to Recruiting Prospective Students
Human-Centered Design, Operation and Evaluation of Mobile CommunicationsPages 149–166https://doi.org/10.1007/978-3-031-60458-4_11AbstractVirtual and Augmented Reality (VR and AR) technologies have inspired educational institutions to incorporate unique experiences for recruiting prospective students. With the turn to remote engagements and the advancements in AR technology towards ...
- research-articleOctober 2023
Digital Cultural Items in Space: The Impact of Contextual Information on Presenting Digital Cultural Items
Journal on Computing and Cultural Heritage (JOCCH), Volume 16, Issue 4Article No.: 70, Pages 1–15https://doi.org/10.1145/3594725Cultural heritage practitioners continue to engage with ever-changing technological opportunities, and digital cultural items (DCIs) offer the potential for engaging interactive experiences. As DCIs become more prevalent, we are motivated to seek new ...
- research-articleAugust 2023
Automatic Extraction and Linkage between Textual and Spatial Data for Architectural Heritage
Journal on Computing and Cultural Heritage (JOCCH), Volume 16, Issue 3Article No.: 48, Pages 1–19https://doi.org/10.1145/3586158Recent developments in experience technologies such as augmented reality (AR)/virtual reality (VR) have facilitated receiving content about the audience on site and experiencing architectural heritage in a virtual space. Despite the development of ...
- ArticleJuly 2023
Presenting a Digital Toolkit for Training Hyper-Observant Experience Design Researchers
AbstractThis article describes Aspects of Experiences for Design (AoE4D), a framework supported by an online toolkit that expands undergraduate and graduate students’ perceptions when conducting observational field research necessary for designing useful, ...
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- research-articleJuly 2023Honorable Mention
Art Critique by Other Means
DIS '23: Proceedings of the 2023 ACM Designing Interactive Systems ConferencePages 343–352https://doi.org/10.1145/3563657.3596069HCI projects bringing digital and interactive technologies into art museums are affected by a conception of the relation between art and design that narrows the available design space. This is often done by positioning such technologies either as ...
- courseApril 2023
Ethical Experience Design for the Value of Privacy based on Psychological Needs
CHI EA '23: Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing SystemsArticle No.: 537, Pages 1–4https://doi.org/10.1145/3544549.3574166Ethical design can avoid collateral damage by anticipating or counteracting possible negative consequences of technology on society, users, environment, among others. In this course, we aim to provide knowledge about psychological needs and values and ...
- research-articleMarch 2023
Content Curation for Spatial Experience of Architectural Heritage
Journal on Computing and Cultural Heritage (JOCCH), Volume 15, Issue 4Article No.: 69, Pages 1–41https://doi.org/10.1145/3513136Augmented space can be usefully applied to cultural heritage experience, because it is possible to experience physical space and acquire information at the same time. Experiencers can expand their experiences through virtual content while feeling the ...
- short-paperMarch 2023
Aimoji, an Affordable Interaction Kit that Upcycles Used Toy as Companion Robot
HRI '23: Companion of the 2023 ACM/IEEE International Conference on Human-Robot InteractionPages 798–801https://doi.org/10.1145/3568294.3580186When a child wants to talk with a toy, usually it is a one-way interaction with the child imagining the toy's responses. Our design enables every toy to have a two-way interaction using our low-cost interaction kit. The reaction of the toy is based on a ...
- research-articleJune 2023
Reimagining the Role of Friction in Experience Design
Journal of User Experience (JUX), Volume 17, Issue 4Pages 131–139Current definitions of friction in user experience generally advocate for reducing or eliminating friction in the pursuit of efficiency and ease of use. As the field of user experience design increasingly aims to develop highly personalized ...
- research-articleApril 2022Honorable Mention
The Unboxing Experience: Exploration and Design of Initial Interactions Between Children and Social Robots
CHI '22: Proceedings of the 2022 CHI Conference on Human Factors in Computing SystemsArticle No.: 151, Pages 1–14https://doi.org/10.1145/3491102.3501955Social robots are increasingly introduced into children’s lives as educational and social companions, yet little is known about how these products might best be introduced to their environments. The emergence of the “unboxing” phenomenon in media ...
- extended-abstractOctober 2020
AURA: Altering Self-Perception Through Interactive Light Emitting Textiles
NordiCHI '20: Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping SocietyArticle No.: 118, Pages 1–3https://doi.org/10.1145/3419249.3421234AURA is a speculative design project that criticizes the social problem, body image obsession, which is influenced by consumer culture, social media etc. In this regard, AURA consists of three woven light emitting interactive textile artifacts which ...
- short-paperSeptember 2020
Designing positive experience for nurses in intensive care
Decision support systems in intensive care units are developed with safety, efficiency, and effectiveness in mind. In contrast, user experience (UX) for decision support systems has received limited attention in practice and research. In this paper, we ...
- abstractJuly 2020
The Osteoarthritis-Journey: Patients' Development of Long-Term Motivation
DIS' 20 Companion: Companion Publication of the 2020 ACM Designing Interactive Systems ConferencePages 111–116https://doi.org/10.1145/3393914.3395854While a number of technologies support people to be more physically active, their long-term success seems limited. For chronic conditions, such as Osteoarthritis, however, physical activity is an essential part of therapy. To develop supportive ...
- research-articleApril 2020
Crime Story as a Tool for Scientific and Technological Outreach
CHI EA '20: Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–10https://doi.org/10.1145/3334480.3381822In a world where public engagement is increasingly important, where there is the urge of leaving the research laboratories to tell people what is being done, and where the effort from Academy is still limited, we propose Death on the Nile, a novel ...
- research-articleFebruary 2020
Local foodie: experience design of a mobile augmented reality application for tourists to encourage local food consumption
AcademicMindtrek '20: Proceedings of the 23rd International Conference on Academic MindtrekPages 110–119https://doi.org/10.1145/3377290.3377298Food is an essential part of travel experience. Consumption of locally produced food while traveling has the two-fold benefit of providing insight into the local culture and increasing the sustainability of tourism. However, finding local food often ...
- posterNovember 2019
Visiting a virtual graveyard: designing virtual reality cultural heritage experiences
MUM '19: Proceedings of the 18th International Conference on Mobile and Ubiquitous MultimediaArticle No.: 56, Pages 1–4https://doi.org/10.1145/3365610.3368425Virtual reality offers a potential solution to enable visiting inaccessible cultural heritage sites. We present the design, prototyping and evaluation (n = 6) of a virtual visit to a historic graveyard. The Salla World War II graveyard is located in an ...
- research-articleNovember 2019
The Technological Gaze
HttF '19: Proceedings of the Halfway to the Future Symposium 2019Article No.: 27, Pages 1–7https://doi.org/10.1145/3363384.3363471In addressing the question of how we think and model the participant, user or audience for interactive systems, we initiate an interrogation of who we think we are, and what we think technology is in relation to who we think we are. Future-proofing ...
- research-articleSeptember 2019
Exploring the Future Experience of Automated "Valet Parking" - a User Enactment
AutomotiveUI '19: Proceedings of the 11th International Conference on Automotive User Interfaces and Interactive Vehicular ApplicationsPages 24–34https://doi.org/10.1145/3342197.3344518While the general debate about the potential of automated vehicles is pervasive, less is known about how people experience those vehicles in everyday life. To this end, we studied the experiential consequences of a speculative automated "valet parking" ...
- posterJune 2019
Research on learning experience of intangible cultural heritage workshop from the perspective of innovation
Chinese CHI '19: Proceedings of the Seventh International Symposium of Chinese CHIPages 109–112https://doi.org/10.1145/3332169.3332260The workshop is one of the activities inheriting and experiencing the Intangible Cultural Heritage (ICH) in modern times. It is mainly launched in the form of knowledge acquiring and hand-making experience which for users. There are studies show that ...