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Fernaeus, Ylva, DocentORCID iD iconorcid.org/0000-0002-3972-9689
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Publications (10 of 70) Show all publications
Vega-Cebrián, J. M., Lindegren, A., Gamboa, M., Tajadura-Jiménez, A., Fernaeus, Y. & Segura, E. M. (2025). Embodied Ideation, Toolkits, and Sketching. In: Proceedings of the 19th International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2025: . Paper presented at 19th International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2025, Bordeaux, France, Mar 4 2025 - Mar 7 2025. Association for Computing Machinery (ACM), Article ID 128.
Open this publication in new window or tab >>Embodied Ideation, Toolkits, and Sketching
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2025 (English)In: Proceedings of the 19th International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2025, Association for Computing Machinery (ACM) , 2025, article id 128Conference paper, Published paper (Refereed)
Abstract [en]

Movement-based design foregrounds the moving and sentient body, fostering holistic engagement with the surrounding physical, material, and sociospatial contexts. Over the years, this approach has yielded multiple methodologies, tools, and exemplars to support body-based ideation. In this studio, we explore tools that facilitate embodied thinking and the creative processes of designing with, through, and for the body. In particular, we focus on: i) embodied ideation tools, kits, and technology probes to prompt ideation; ii) sketching and other documentation techniques to materialize ephemeral embodied action during ideation. We will bring tools and techniques to engage with both aspects, and we will invite participants to bring their own, which can be physical or technological, low or high-fidelity. This hands-on studio will provide a space to collectively engage in embodied ideation and sketching; exploring, analysing, and engaging deeply with the available objects and methods. The studio will culminate in a rich set of visual material and an annotated portfolio, which will be shared with the broader community, fostering connections among designers interested in movement-based and tangible design.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2025
Keywords
Biofeedback, Body Movement, Body Perception, Body-based Design, Bodystorming, Bodystorming Basket, Embodied Sketching, Ideation, Ideation Probes, Ideation Props, Movement-based Design, Multisensory Feedback, Sketching, Soma Design, Technology Probes, Toolkit
National Category
Design Human Computer Interaction Other Engineering and Technologies
Identifiers
urn:nbn:se:kth:diva-361957 (URN)10.1145/3689050.3708393 (DOI)2-s2.0-105000407361 (Scopus ID)
Conference
19th International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2025, Bordeaux, France, Mar 4 2025 - Mar 7 2025
Note

Part of ISBN 9798400711978

QC 20250408

Available from: 2025-04-03 Created: 2025-04-03 Last updated: 2025-04-08Bibliographically approved
Fernaeus, Y. (2025). Turning Back to Planet Earth: Defining the Aesthetics of a New Sustainable High-Tech. In: TEI '25: Proceedings of the Nineteenth International Conference on Tangible, Embedded, and Embodied Interaction: . Paper presented at 19th International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2025, Bordeaux, France, March 4-7, 2025. Association for Computing Machinery (ACM), Article ID 15.
Open this publication in new window or tab >>Turning Back to Planet Earth: Defining the Aesthetics of a New Sustainable High-Tech
2025 (English)In: TEI '25: Proceedings of the Nineteenth International Conference on Tangible, Embedded, and Embodied Interaction, Association for Computing Machinery (ACM) , 2025, article id 15Conference paper, Published paper (Refereed)
Abstract [en]

This paper explores the aesthetic value shifts required for sustainable design of so called ‘high-tech’ products, highlighting an increasing down-to-earth ethos within the field. Using a spaceship metaphor and drawing from principles of post-industrial design and visions for long-term sustainable transformation, a high-level analysis is presented of how grassroot activist cultures and alternative tastemaking practices are currently steering designs towards the systemic, earthy and organic. This direction is illustrated by diverse examples from within the TEI discourse that investigates new material approaches and that critically challenge conventional aesthetic orientations. While such approaches can be criticized for insufficiently addressing interactive and electronic components, this research underscores their essential role in reimagining technology and materials, to navigate complex cultural interdependencies and advance sustainable design futures.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2025
Keywords
Sustainable TEI, post-industrial design, Aesthetics in interaction design
National Category
Design Human Computer Interaction
Research subject
Human-computer Interaction; Philosophy; History of Science, Technology and Environment; Art, Technology and Design
Identifiers
urn:nbn:se:kth:diva-362132 (URN)10.1145/3689050.3704935 (DOI)001440836900015 ()2-s2.0-105000448332 (Scopus ID)
Conference
19th International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2025, Bordeaux, France, March 4-7, 2025
Funder
Swedish Research Council, 2019-04826
Note

Part of ISBN 9798400711978

QC 20250527

Available from: 2025-04-08 Created: 2025-04-08 Last updated: 2025-05-27Bibliographically approved
Ciobanu, P. & Fernaeus, Y. (2024). Material Deconstructions of Time: Posthumanist Interventions Through Media Art. ACM Transactions on Computer-Human Interaction, 31(6), Article ID 80.
Open this publication in new window or tab >>Material Deconstructions of Time: Posthumanist Interventions Through Media Art
2024 (English)In: ACM Transactions on Computer-Human Interaction, ISSN 1073-0516, E-ISSN 1557-7325, Vol. 31, no 6, article id 80Article in journal (Refereed) Published
Abstract [en]

The topic of time and how it can be unpacked, deconstructed and designed with is fundamental to HCI, but it is also extensively engaged within artistic practice. By analysing a selection of ten media artworks, all in different ways concerned with time and temporality, we explore how artists approach these matters as culturally and politically loaded. The selected projects align with the ongoing scholarly interest in alternatives to common perceptions on time, unmaking the normative clock time and the posthuman discourse. Following an analysis of the theoretical and material expressions of these artworks, we conceptualised four themes through which unmaking was represented: dissecting temporality, the unmaking of the singular, unmaking as messing up and unmaking the other. We close with a discussion on how these themes intersect with the current discourse on unmaking in HCI and reflect on challenges and opportunities for design and theory.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2024
Keywords
critical analysis, media art, posthumanism, time, unmaking
National Category
Design
Identifiers
urn:nbn:se:kth:diva-358897 (URN)10.1145/3685267 (DOI)001398366600003 ()2-s2.0-85214557501 (Scopus ID)
Note

QC 20250127

Available from: 2025-01-23 Created: 2025-01-23 Last updated: 2025-01-27Bibliographically approved
Fernaeus, Y. & Lindegren, A. (2023). Celebration of Finitude as a Post-Industrial Aesthetics of Interaction. In: Ninth Computing within Limits 2023: . Paper presented at LIMITS.
Open this publication in new window or tab >>Celebration of Finitude as a Post-Industrial Aesthetics of Interaction
2023 (English)In: Ninth Computing within Limits 2023, 2023Conference paper, Published paper (Refereed)
Abstract [en]

This paper elaborates on design visions for computing, by attending to the values expressed in ideals around post-industrial ways of living. Such ideals highlight finitude not only as a challenge to overcome, but as an aesthetic quality, captured by notions of preciousness. We discuss three themes: to embrace possibilities within limits, to resist fantasies of unlimited power, and welcoming complexity as an inherent feature of the living.

Keywords
Post-industrial design, sustainable interaction design, computing within limits
National Category
Design Other Engineering and Technologies Computer Systems
Research subject
Human-computer Interaction
Identifiers
urn:nbn:se:kth:diva-334223 (URN)10.21428/bf6fb269.cf43f46a (DOI)
Conference
LIMITS
Projects
Precious Keys
Funder
Swedish Research Council, 2019-04826
Note

QC 20230818

Available from: 2023-08-17 Created: 2023-08-17 Last updated: 2025-02-24Bibliographically approved
Clark, B. & Fernaeus, Y. (2023). Playing with the elasticity of hybrid design education. IxD&A: Interaction Design and Architecture(s) (58), 110-131
Open this publication in new window or tab >>Playing with the elasticity of hybrid design education
2023 (English)In: IxD&A: Interaction Design and Architecture(s), ISSN 1826-9745, E-ISSN 2283-2998, no 58, p. 110-131Article in journal (Refereed) Published
Abstract [en]

This article explores the shift in design education from traditional, hands-on practices to digitally-based approaches, particularly accelerated by the sudden and temporary remote teaching mandates that affected design schools during the global pandemic restrictions of the early 2020’s. It uses a case involving an interaction design class during such restrictions, where students engaged in, designed, and facilitated 15-minute remote collaborative activities called “Fire-up” sessions, to demonstrate how a short design doing task can provide surface what is at stake in the design of hybrid learning activities. Reflections of the students and teachers are used to take the pulse of remote and hybrid teaching arrangements that are physicality and materiality inherent in design education, emphasizing the perceived elasticity of physical and digital arrangements in these contexts. The paper offers three main sensitizing instruments to consider when arranging and engaging in hybrid design work.

Place, publisher, year, edition, pages
Association for Smart Learning Ecosystems and Regional Development, 2023
Keywords
design education, hybrid formats, interaction elasticity
National Category
Pedagogy Design Human Computer Interaction
Research subject
Human-computer Interaction; Technology and Learning; Media Technology
Identifiers
urn:nbn:se:kth:diva-342095 (URN)10.55612/s-5002-058-005 (DOI)001252765500002 ()
Note

QC 20240115

Available from: 2024-01-11 Created: 2024-01-11 Last updated: 2025-02-24Bibliographically approved
Miniotaitė, J., Pakulytė, V. & Fernaeus, Y. (2022). Gentle Gestures of Control: On the Somatic Sensibilities of an IoT Remote App. Diseña (20), 1-16, Article ID 1.
Open this publication in new window or tab >>Gentle Gestures of Control: On the Somatic Sensibilities of an IoT Remote App
2022 (English)In: Diseña, ISSN 2452-4298, no 20, p. 1-16, article id 1Article in journal (Refereed) Published
Abstract [en]

The design of user experiences for physical appliances increasingly involves connection, monitoring, and control via smartphone applications. Despite the rich possibilities for interaction provided by smartphones, the current standard mode of engagement with such apps is through graphical user interface manipulations. To explore new felt experiences for this use context, a remote-control app for a robotic vacuum cleaner was designed, enabling participants to have their gaze focused on the robot, while steering it by gently tilting the phone. This particular interaction is used as a case to emphasize the role of somatic sensibilities when designing smartphone applications in the context of IoT. Through a phenomenologically-inspired analysis, we describe the user experience in terms of physical manipulation, perception, effort, and utility, and through social and emotional engagement. An important attribute was how the interaction, through its subtleness, created a somatically connected experience.

Place, publisher, year, edition, pages
Pontificia Universidad Catolica de Chile, 2022
Keywords
domestic robots, soma design, embodied interaction, gestures, IoT experiences
National Category
Other Engineering and Technologies Human Computer Interaction
Research subject
Human-computer Interaction
Identifiers
urn:nbn:se:kth:diva-309528 (URN)10.7764/disena.20.Article.1 (DOI)2-s2.0-85150656981 (Scopus ID)
Funder
Swedish Foundation for Strategic Research, RIT15-0046
Note

QC 20220309

Available from: 2022-03-07 Created: 2022-03-07 Last updated: 2025-02-18Bibliographically approved
Lundström, A. & Fernaeus, Y. (2022). Making Crank-Powered Interactions: Methods, Demonstrators, Materials. In: DIS '22: Designing Interactive Systems Conference. Paper presented at 2022 ACM Designing Interactive Systems Conference: Digital Wellbeing, DIS 2022, Virtual/Online, 13 June - 17 June 2022. ACM Digital Library
Open this publication in new window or tab >>Making Crank-Powered Interactions: Methods, Demonstrators, Materials
2022 (English)In: DIS '22: Designing Interactive Systems Conference, ACM Digital Library, 2022Conference paper, Published paper (Refereed)
Abstract [en]

We here present a series of design explorations focusing on batteryless interactions powered by hand cranking body movements. The explorations concern not only the matter of powering but also the use of human physical engagement for controlling interactive systems, as well as how to support designers in testing, exploring, and making such interactions. This pictorial illustrates contributions concerned with the embodied and electro-physical prototyping of such experiences, in addition to our efforts to facilitate such design work through new technical tools.

Place, publisher, year, edition, pages
ACM Digital Library, 2022
National Category
Other Engineering and Technologies Design
Research subject
Human-computer Interaction
Identifiers
urn:nbn:se:kth:diva-316639 (URN)10.1145/3532106.3533453 (DOI)001036715000063 ()2-s2.0-85133604290 (Scopus ID)
Conference
2022 ACM Designing Interactive Systems Conference: Digital Wellbeing, DIS 2022, Virtual/Online, 13 June - 17 June 2022
Projects
Arts and CraftsHuman ScatterHuman-Powered Interactions
Note

QC 20220831

Available from: 2022-08-26 Created: 2022-08-26 Last updated: 2025-02-24Bibliographically approved
Baytaş, M. A., Cappellaro, A. & Fernaeus, Y. (2022). Stakeholders and Value in the NFT Ecosystem: Towards a Multi-disciplinary Understanding of the NFT Phenomenon. In: Conference on Human Factors in Computing Systems - Proceedings: . Paper presented at 2022 CHI Conference on Human Factors in Computing Systems, CHI EA 2022, 30 April 2022 through 5 May 2022. Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Stakeholders and Value in the NFT Ecosystem: Towards a Multi-disciplinary Understanding of the NFT Phenomenon
2022 (English)In: Conference on Human Factors in Computing Systems - Proceedings, Association for Computing Machinery (ACM) , 2022Conference paper, Published paper (Refereed)
Abstract [en]

Non-fungible tokens (NFTs) have been a defining trend for design, technology, and business in 2021. The value, legitimacy, and utility of NFTs is disputed: proponents highlight revolutionary economic and cultural potentials of an open, secure, and immutable ownership database, while opponents are displeased by the environmental issues and abundant wrongdoing in the ecosystem. Nevertheless, the phenomenon is relevant to HCI, and signifies important developments for future interactive products. To better understand the NFT phenomenon, and to inform future HCI research and design, we investigated the stakeholders in the NFT ecosystem and relations between them. Based on open data we mined from the social news website Hacker News, we contribute the first data-backed model of stakeholders in the NFT ecosystem. The model reveals a nuanced account of the outlooks of creators, owners, and technologists; identifies investment firms and auction houses as arbiters of knowledge and value; and presents implications for future research.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2022
Keywords
art market, blockchain, business, creator economy, cryptocurrencies, cryptography, digital art, economics, finance, NFTs, non-fungible tokens, speculation, startups, venture capital, Arts computing, Ecosystems, Investments, Open Data, Block-chain, Design technologies, Non-fungible token, Startup, Personal computing
National Category
Computer and Information Sciences Economics and Business
Identifiers
urn:nbn:se:kth:diva-323794 (URN)10.1145/3491101.3519694 (DOI)2-s2.0-85129693086 (Scopus ID)
Conference
2022 CHI Conference on Human Factors in Computing Systems, CHI EA 2022, 30 April 2022 through 5 May 2022
Note

Part of proceedings: ISBN 978-1-4503-9156-6

QC 20230213

Available from: 2023-02-13 Created: 2023-02-13 Last updated: 2023-02-13Bibliographically approved
Lundström, A., Ghebremikael, S. & Fernaeus, Y. (2021). Co-watching 360-Films in Nursing Homes. In: Ardito, C Lanzilotti, R Malizia, A Petrie, H Piccinno, A Desolda, G Inkpen, K (Ed.), Human-Computer Interaction, Interact 2021, PT I: . Paper presented at 18th IFIP TC 13 International Conference on Human-Computer Interaction (INTERACT), AUG 30-SEP 03, 2021, Bari, ITALY (pp. 502-521). Springer Nature, 12932
Open this publication in new window or tab >>Co-watching 360-Films in Nursing Homes
2021 (English)In: Human-Computer Interaction, Interact 2021, PT I / [ed] Ardito, C Lanzilotti, R Malizia, A Petrie, H Piccinno, A Desolda, G Inkpen, K, Springer Nature , 2021, Vol. 12932, p. 502-521Conference paper, Published paper (Refereed)
Abstract [en]

This work investigates experiences and practical aspects of co-located and co-watched 360-videos in head mounted displays by groups of older people at nursing homes. In a study involving 19 residents at two different nursing homes, co-watching screenings were arranged with 360-videos produced in the local area by filmmakers. Data was collected through non-participant observation and semi-structured interviews with the participants. Input from nurses and facilitators were also collected. We found this to be a much appreciated, feasible, and enjoyable immersive experience improving short-term well-being, expressed through (e.g.) new conversations, pride in participation, and spontaneous movements. However, the value of co-watching was mainly captured for residents who already knew each other, and we found limited indications of virtual co-presence. We further recognized the value of the videos themselves and the desire for new 360-video experiences. But also, a need for better headsets suitable for older people and shared use at nursing homes to avoid social isolation due to the introduction of VR technology.

Place, publisher, year, edition, pages
Springer Nature, 2021
Series
Lecture Notes in Computer Science, ISSN 0302-9743 ; 12932
Keywords
360-films, Virtual reality, Nursing homes, Co-watching
National Category
Nursing
Identifiers
urn:nbn:se:kth:diva-303881 (URN)10.1007/978-3-030-85623-6_30 (DOI)000697567500030 ()2-s2.0-85115060815 (Scopus ID)
Conference
18th IFIP TC 13 International Conference on Human-Computer Interaction (INTERACT), AUG 30-SEP 03, 2021, Bari, ITALY
Note

Part of book: ISBN: 978-3-030-85623-6; 978-3-030-85622-9

QC 20211021

Available from: 2021-10-21 Created: 2021-10-21 Last updated: 2022-06-25Bibliographically approved
Roumen, G. & Fernaeus, Y. (2021). Envisioning Arduino Action: A collaborative tool for physical computing in educational settings. International Journal of Child-Computer Interaction, 29, Article ID 100277.
Open this publication in new window or tab >>Envisioning Arduino Action: A collaborative tool for physical computing in educational settings
2021 (English)In: International Journal of Child-Computer Interaction, ISSN 2212-8689, E-ISSN 2212-8697, Vol. 29, article id 100277Article in journal (Refereed) Published
Abstract [en]

Micro-controllers like Arduino are increasingly used in classroom settings to teach skills, attitudesand knowledge around technology. Education around these tools is often set in group contexts andcollaboration is typically considered an important part of the learning process. However, much of thesoftware tools currently available are still designed around a laptop programming paradigm that tendsto restrict collaboration rather than encourage shifting of roles and sharing of experiences. This paperexplores how to design tools that invite collaborative interactions, in particular how mobile softwaretools, with heavy usage of video as an interactive resource, could allow for collaborative sketchingand understanding. Based on contextual inquiries with educators, observations and engagements withstudents in classroom settings, and a workshop with Arduino Education, this paper sketches out avision for how the software tools used for learning physical computing can be re-designed to better work within the context of group work from the observations, for groups of students aged 14–16-years old.

Place, publisher, year, edition, pages
Elsevier BV, 2021
Keywords
physical computing, interaction design, Arduino
National Category
Other Engineering and Technologies
Research subject
Computer Science; Media Technology; Technology and Learning; Human-computer Interaction; Art, Technology and Design
Identifiers
urn:nbn:se:kth:diva-292462 (URN)10.1016/j.ijcci.2021.100277 (DOI)2-s2.0-85103120175 (Scopus ID)
Projects
Arts and Crafts
Note

QC 20220826

Available from: 2021-04-06 Created: 2021-04-06 Last updated: 2025-02-18Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0002-3972-9689

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