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Simbelis, V. & Lundström, A. (Eds.). (2018). Synesthetic Experience in S T R A T I C. Paper presented at Arts Session: TEI ArtsTEI 2018, Tangible, Embedded Interactions, March 18–21, 2018, Stockholm, Sweden. ACM Press
Open this publication in new window or tab >>Synesthetic Experience in S T R A T I C
2018 (English)Conference proceedings (editor) (Refereed) [Artistic work]
Abstract [en]

How do we humanize digital interactive technology? One way is through our experience with technology. With S T R A T I C we present several post-digital concepts to discuss the relationship of the digital in regard to our human lives. We emphasize the synesthetic experience along with other aesthetic experiences and materiality issues with manifestations of the digital in the physical world, tangible approaches to sonic performances, or exposure of internal logics of technological processes.

In this paper, we propose both exhibiting our work as an art installation and via a live performance. We regard it as being highly relevant to the topic of the TEI Arts Track exhibition: post-digital materiality at the intersection of the analog and the digital, and to its tangible aspects. 

Place, publisher, year, edition, pages
ACM Press, 2018. p. 7
Keywords
Synesthetic experience; post digital; post-digital aesthetics; interactive art; interaction design; audio- visual performance; sampling rate.
National Category
Humanities and the Arts Engineering and Technology
Research subject
Art, Technology and Design; Human-computer Interaction; Machine Design; Computer Science
Identifiers
urn:nbn:se:kth:diva-224617 (URN)
Conference
Arts Session: TEI ArtsTEI 2018, Tangible, Embedded Interactions, March 18–21, 2018, Stockholm, Sweden
Note

QC 20180321

Available from: 2018-03-20 Created: 2018-03-20 Last updated: 2018-03-21Bibliographically approved
Simbelis, V. & Lundström, A. (2018). Synesthetic experience in STRATI C. In: TEI 2018 - Proceedings of the 12th International Conference on Tangible, Embedded, and Embodied Interaction: . Paper presented at 12th International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2018, Stockholm, Sweden, 18 March 2018 through 21 March 2018 (pp. 574-580). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Synesthetic experience in STRATI C
2018 (English)In: TEI 2018 - Proceedings of the 12th International Conference on Tangible, Embedded, and Embodied Interaction, Association for Computing Machinery (ACM), 2018, p. 574-580Conference paper, Published paper (Refereed)
Abstract [en]

How do we humanize digital interactive technology? One way is through our experience with technology. With S T R A T I C we present several post-digital concepts to discuss the relationship of the digital in regard to our human lives. We emphasize the synesthetic experience along with other aesthetic experiences and materiality issues with manifestations of the digital in the physical world, tangible approaches to sonic performances, or exposure of internal logics of technological processes. In this paper, we propose both exhibiting our work as an art installation and via a live performance. We regard it as being highly relevant to the topic of the TEI Arts Track exhibition: post-digital materiality at the intersection of the analog and the digital, and to its tangible aspects.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2018
Keywords
Audiovisualperformance, Interaction design, Interactive art, Post digital, Post-digital aesthetics, Sampling rate, Synesthetic experience
National Category
Interaction Technologies
Identifiers
urn:nbn:se:kth:diva-228572 (URN)10.1145/3173225.3173310 (DOI)2-s2.0-85046736504 (Scopus ID)9781450355681 (ISBN)
Conference
12th International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2018, Stockholm, Sweden, 18 March 2018 through 21 March 2018
Note

QC 20180528

Available from: 2018-05-28 Created: 2018-05-28 Last updated: 2018-05-28Bibliographically approved
Lundström, A. & Pargman, D. (2017). Developing a framework for evaluating the sustainability of computing projects. In: LIMITS 2017 - Proceedings of the 2017 Workshop on Computing Within Limits: . Paper presented at 3rd Annual Workshop on Computing within Limits, LIMITS 2017, 22 June 2017 through 24 June 2017 (pp. 111-117). Association for Computing Machinery, Inc
Open this publication in new window or tab >>Developing a framework for evaluating the sustainability of computing projects
2017 (English)In: LIMITS 2017 - Proceedings of the 2017 Workshop on Computing Within Limits, Association for Computing Machinery, Inc , 2017, p. 111-117Conference paper, Poster (with or without abstract) (Refereed)
Abstract [en]

Toyama [19] has proposed a "preliminary taxonomy" for classifying computing projects as a way of separating sustainable computing efforts from unsustainable ones. In this paper we explore the feasibility of Toyama's taxonomy. We begin by describing how we revised and developed his taxonomy to make it more practically useful and then conducted a pilot study where we used the revised version to evaluate four computing projects. The pilot study was then used as a foundation for further discussing and developing the revised taxonomy into yet another, third and final version which we have chosen to call the Sustainable Computing Evaluation Framework (SCEF). While our proposed framework (SCEF) is more practically useful than Toyama's "preliminary taxonomy", there are still challenges that need to be addressed and we end the paper by suggesting where future efforts could be focused.

Place, publisher, year, edition, pages
Association for Computing Machinery, Inc, 2017
Keywords
Computing, Framework, Sustainability, Sustainable computing, Taxonomy, Sustainable development, Computing projects, Evaluation framework, Pilot studies, Taxonomies
National Category
Computer Engineering
Identifiers
urn:nbn:se:kth:diva-216452 (URN)10.1145/3080556.3080562 (DOI)2-s2.0-85025811501 (Scopus ID)9781450349505 (ISBN)
Conference
3rd Annual Workshop on Computing within Limits, LIMITS 2017, 22 June 2017 through 24 June 2017
Note

QC 20171205

Available from: 2017-12-05 Created: 2017-12-05 Last updated: 2018-01-13Bibliographically approved
Lundström, A. (2016). Designing Energy-Sensitive Interactions: Conceptualising Energy from the Perspective of Electric Cars. (Doctoral dissertation). Stockholm: KTH Royal Institute of Technology
Open this publication in new window or tab >>Designing Energy-Sensitive Interactions: Conceptualising Energy from the Perspective of Electric Cars
2016 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

As technology is increasingly used in mobile settings, energy and battery management is becoming a part of everyday life. Many have experienced how quickly a battery can be depleted in a smartphone, laptop or electric cars, sometimes causing much distress. An important question is how we can understand and work with energy as a factor in interaction design to enable better experiences for end-users.

Through design-oriented research, I have worked with the specific case of electric cars, which is currently a domain where people struggle in terms of energy management. The main issue in this use case is that current driving range estimates cause distrust and anxiety among drivers. Through sketches, prototypes and studies, I investigated causes as well as possible remedies to this situation. My conclusion is that instead of providing black-boxed predictions, in-car interfaces should expose the logics of estimates so that drivers know how their own actions in e.g. driving style, climate control, and other equipment, affects energy use. Revealing such energy mechanisms will not only empower the driver, it will also acknowledge the impact of variables that cannot be predicted automatically.

In this work, understanding the dynamic aspects of energy has emerged as central to interaction with systems. This points to a need to design energy sensitive interactions - focusing on supporting users to find the right balance between energy use and the experiential values sought for. To ease design of energy sensitive interactions, energy use is divided into three different categories with accompanying ideals. These are exergy (always needed to achieve the required interaction), intergy (controllable and changing over time and use, needs to be addressed in design), and anergy (always waste that needs to be reduced). This articulation highlights aspects of energy that are specific to interaction design, and possible aspects to expose to allow more energy-efficient interactions in use. 

Abstract [sv]

I takt med att vi använder alltmer teknik i mobila sammanhang blir energi- och batterihantering en allt större del av vår vardag. Många har erfarenheter av de besvär som ett plötsligt urladdat batteri i en mobiltelefon, laptop eller elbil kan orsaka. En central fråga för att uppnå bättre användarupplevelser är hur vi kan förstå och arbeta med energi som en faktor i design av interaktion med mobil teknik.

Genom designdriven forskning har jag arbetat specifikt med interaktionen i elbilar, en situation där många brottas med just hantering och förståelse av begränsad energi. En specifik utmaning i denna kontext är den misstro som många upplever kring existerande system för räckviddsberäkning. Genom skisser, prototyper och användarstudier har jag undersökt orsaker och praktiska lösningar på detta problem. Min slutsats är att bilens gränssnitt bör exponera den inre logik som beräkningarna bygger på, så att föraren förstår hur egna handlingar, såsom körsätt och användning av t ex kupévärmare, påverkar energiförbrukning och räckvidd. Detta leder till ökad upplevelse av kontroll för föraren, och samtidigt till mer tillförlitliga beräkningar då det tar hänsyn till variabler som inte kan förutsägas automatiskt.

I arbetet har dynamiska aspekter av energi framträtt som centralt i användning av interaktiva system. Detta pekar på behovet av att designa energikänsliga interaktioner, som hjälper användaren att förstå balansen mellan energiåtgång och bruksvärde. För att stödja design av energikänsliga interaktioner artikuleras tre kategorier av energianvändning i interaktiva system. Dessa är exergi (behövs för att uppnå tänkt interaktion), intergi (kontrollerbar och föränderlig över tid och användning, måste adresseras med design), och anergi (är alltid ett slöseri som behöver reduceras). Denna artikulation belyser specifikt de aspekter av energiförbrukningen som varierar genom användning, och som skulle kunna exponeras för mer energieffektiv interaktion med ny teknik. 

Place, publisher, year, edition, pages
Stockholm: KTH Royal Institute of Technology, 2016. p. 99
Series
TRITA-CSC-A, ISSN 1653-5723 ; 10
Keywords
Interaction design, Electric vehicles, Range anxiety, Energy management, Battery management, Intergy, Exergy, Anergy, Energy-Sensitive Interactions, Energy dynamics, Energy compromises, Empowerment, Resourceful interaction
National Category
Human Computer Interaction
Research subject
Human-computer Interaction
Identifiers
urn:nbn:se:kth:diva-185931 (URN)978-91-7595-952-8 (ISBN)
Public defence
2016-05-27, E2, Lindstedtsvägen 3, E-huset, huvudbyggnaden, plan 3, Stockholm, 14:00 (English)
Opponent
Supervisors
Funder
StandUpSwedish Energy Agency, 37054-1
Note

QC 20160429

Available from: 2016-04-29 Created: 2016-04-28 Last updated: 2018-01-10Bibliographically approved
Paloranta, J., Lundström, A., Elblaus, L., Bresin, R. & Frid, E. (2016). Interaction with a large sized augmented string instrument intended for a public setting. In: Großmann, Rolf and Hajdu, Georg (Ed.), Sound and Music Computing 2016: . Paper presented at Sound and Music Computing 2016 (pp. 388-395). Hamburg: Zentrum für Mikrotonale Musik und Multimediale Komposition (ZM4)
Open this publication in new window or tab >>Interaction with a large sized augmented string instrument intended for a public setting
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2016 (English)In: Sound and Music Computing 2016 / [ed] Großmann, Rolf and Hajdu, Georg, Hamburg: Zentrum für Mikrotonale Musik und Multimediale Komposition (ZM4) , 2016, p. 388-395Conference paper, Published paper (Refereed)
Abstract [en]

In this paper we present a study of the interaction with a large sized string instrument intended for a large installation in a museum, with focus on encouraging creativity,learning, and providing engaging user experiences. In the study, nine participants were video recorded while interacting with the string on their own, followed by an interview focusing on their experiences, creativity, and the functionality of the string. In line with previous research, our results highlight the importance of designing for different levels of engagement (exploration, experimentation, challenge). However, results additionally show that these levels need to consider the users age and musical background as these profoundly affect the way the user plays with and experiences the string.

Place, publisher, year, edition, pages
Hamburg: Zentrum für Mikrotonale Musik und Multimediale Komposition (ZM4), 2016
Series
Proceedings SMC, ISSN 2518-3672
National Category
Other Electrical Engineering, Electronic Engineering, Information Engineering Media and Communication Technology Media Engineering Human Computer Interaction Interaction Technologies Music Performing Arts
Research subject
Media Technology; Human-computer Interaction
Identifiers
urn:nbn:se:kth:diva-193003 (URN)978-3-00-053700-4 (ISBN)
Conference
Sound and Music Computing 2016
Projects
Ljudskogen
Note

QC 20161007

Available from: 2016-09-24 Created: 2016-09-24 Last updated: 2018-01-10Bibliographically approved
Šimbelis, V. & Lundström, A. (2016). Synthesis in the audiovisual. In: Conference on Human Factors in Computing Systems - Proceedings: . Paper presented at 34th Annual CHI Conference on Human Factors in Computing Systems, CHI EA 2016, 7 May 2016 through 12 May 2016 (pp. 301-304). Association for Computing Machinery
Open this publication in new window or tab >>Synthesis in the audiovisual
2016 (English)In: Conference on Human Factors in Computing Systems - Proceedings, Association for Computing Machinery , 2016, p. 301-304Conference paper, Published paper (Refereed)
Abstract [en]

The S T R A T I C audiovisual project1 is based on the phenomenon that occurs when filming a pulsating light - lines appear on the screen. The thickness, color and movement of these lines are directly related to the frequency of the sound. In other words, the sound generates the visuals in real-time. The visuals are examined by the use of shutter speed and frame rate of a camera. In this project we explore the interactive potential through our live performances and the space for aesthetic expression by synthesizing the audio and the visuals. The project relates to the genre of visual music and abstraction in the arts and creates a synesthetic experience for the audience. We find it highly relevant to CHI since it concerns aspects of materiality at the intersection of the analog and the digital. 

Place, publisher, year, edition, pages
Association for Computing Machinery, 2016
Keywords
Audiovisual performance, Interaction design, Interactive art, New media art, Sampling rate
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:kth:diva-207499 (URN)10.1145/2851581.2889462 (DOI)2-s2.0-85014627663 (Scopus ID)
Conference
34th Annual CHI Conference on Human Factors in Computing Systems, CHI EA 2016, 7 May 2016 through 12 May 2016
Note

Conference code: 121620; Export Date: 22 May 2017; Conference Paper. QC 20170607

Available from: 2017-06-07 Created: 2017-06-07 Last updated: 2018-01-13Bibliographically approved
Lundström, A. & Hellström, F. (2015). Getting to Know Electric Cars Through an App. In: Proceedings of the 7th International Conference on Automotive User Interfaces and Interactive Vehicular Applications: . Paper presented at AutomotiveUI '15 The 7th International Conference on Automotive User Interfaces and Interactive Vehicular Applications Nottingham, United Kingdom — September 01 - 03, 2015 (pp. 289-296). ACM Digital Library
Open this publication in new window or tab >>Getting to Know Electric Cars Through an App
2015 (English)In: Proceedings of the 7th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, ACM Digital Library, 2015, p. 289-296Conference paper, Published paper (Refereed)
Abstract [en]

Electric cars are a promising alternative to combustion engine cars to lower emissions and fossil fuel dependencies. However, many are skeptical to this unfamiliar technology and the limited driving range of these vehicles. Therefore, people disregard this option without properly knowing if it is a good practical alternative. This is unfortunate, as electric cars according to studies should cover most people’s needs. In this paper, we will share our results from a real-world study where 8 participants used an app designed to simulate the battery of electric cars using a regular combustion engine car. In this way it is intended to let people assess their real needs in their real context. Our results show that this might be an effective tool to overcome psychological barriers associated with electric cars, as they do not only assess electric cars and infrastructure, but also their own needs and habits. We also suggest a shift from a kWh and bar perspective to a percentage-perspective as our users easily could work with percentage to figure out the driving range and plan ahead. Our study also elevated a number of uncertainties causing unnecessary worries among our participants.

Place, publisher, year, edition, pages
ACM Digital Library, 2015
Series
AutomotiveUI ’15
Keywords
Battery level, driving range, electric cars, in-situ, interaction design, range anxiety, simulation
National Category
Interaction Technologies
Research subject
Human-computer Interaction
Identifiers
urn:nbn:se:kth:diva-173014 (URN)10.1145/2799250.2799272 (DOI)978-1-4503-3736-6 (ISBN)
Conference
AutomotiveUI '15 The 7th International Conference on Automotive User Interfaces and Interactive Vehicular Applications Nottingham, United Kingdom — September 01 - 03, 2015
Funder
StandUpSwedish Energy Agency, 37054-1
Note

Qc 20150908

Available from: 2015-09-07 Created: 2015-09-07 Last updated: 2016-04-29Bibliographically approved
Fernaeus, Y. & Lundström, A. (2015). Practicing Design Judgement through Intention-Focused Course Curricula. Design and Technology Education: An International Journal, 20(1), 47-58
Open this publication in new window or tab >>Practicing Design Judgement through Intention-Focused Course Curricula
2015 (English)In: Design and Technology Education: An International Journal, ISSN 1360-1431, E-ISSN 2040-8633, Vol. 20, no 1, p. 47-58Article in journal, Editorial material (Refereed) Published
Abstract [en]

This paper elaborates on how design judgement can be practiced in design education, as explored in several iterations of an advanced course in interaction design. The students were probed to address four separate design tasks based on distinct high-level intentions, i.e. to 1) take societal responsibility, 2) to generate profit, 3) to explore a new concept, and 4) to trigger reflection and debate. This structure, we found, served as a valuable tool in our context for bringing important topics to discussion in class and for actively practicing design judgement. We discuss what we see as the main qualities of this approach in relation to more conventional course structures in this area, with a focus directed more towards aspects of methodology, specific interaction techniques, and design principles more generally.

Keywords
interaction design, design education, design intentions
National Category
Pedagogy Human Aspects of ICT Human Computer Interaction Design
Research subject
Human-computer Interaction
Identifiers
urn:nbn:se:kth:diva-172305 (URN)
Note

QC 20150825

Available from: 2015-08-17 Created: 2015-08-17 Last updated: 2019-02-26Bibliographically approved
Lundström, A. (2014). Differentiated driving range: Exploring a solution to the problems with the "guess-o-meter" in electric cars. In: AutomotiveUI 2014 - 6th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, in Cooperation with ACM SIGCHI - Proceedings: . Paper presented at 6th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, AutomotiveUI 2014, 17 September 2014 through 19 September 2014.
Open this publication in new window or tab >>Differentiated driving range: Exploring a solution to the problems with the "guess-o-meter" in electric cars
2014 (English)In: AutomotiveUI 2014 - 6th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, in Cooperation with ACM SIGCHI - Proceedings, 2014Conference paper, Published paper (Refereed)
Abstract [en]

Electric cars may be an important alternative to combustion engine cars in the process towards a more sustainable transportation system. However, the short and varying driving range communicated by what has become known as the "guess-o-meter" on the dashboard of current electric car models is known to sometimes cause confusion for electric car drivers. In this paper, we analyze this issue and propose alternative solutions to the current way of presenting the remaining driving range to the driver. We do this by exploring a concept that we call differentiated driving range. The concept aims to reveal the relationship between factors related to driving and the estimated driving range. Starting from this concept we explore different ways of giving it a concrete form and eventually reach a fully testable interactive design. We believe that this is of interest to a wider audience and reflect on some issues with our current instantiation and directions for future work.

Keywords
Driving range, Electric cars, Guess-O-meter, In-car interface, Interaction design, Range anxiety, In-car interfaces, Range anxieties
National Category
Media Engineering
Identifiers
urn:nbn:se:kth:diva-167930 (URN)10.1145/2667317.2667347 (DOI)2-s2.0-84910046920 (Scopus ID)9781450332125 (ISBN)
Conference
6th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, AutomotiveUI 2014, 17 September 2014 through 19 September 2014
Note

QC 20150608

Available from: 2015-06-08 Created: 2015-05-22 Last updated: 2016-04-29Bibliographically approved
Osswald, S., Schroeter, R., Loehmann, S., Butz, A., Lundström, A. & Lienkamp, M. (2014). EVIS 2014: 3rd Workshop on Electric Vehicle Information Systems. In: AutomotiveUI 2014 - 6th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, in Cooperation with ACM SIGCHI - Adjunct Proceedings: . Paper presented at 6th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, AutomotiveUI 2014, 17 September 2014 through 19 September 2014 (pp. 93-98).
Open this publication in new window or tab >>EVIS 2014: 3rd Workshop on Electric Vehicle Information Systems
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2014 (English)In: AutomotiveUI 2014 - 6th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, in Cooperation with ACM SIGCHI - Adjunct Proceedings, 2014, p. 93-98Conference paper, Published paper (Refereed)
Abstract [en]

The effort to push the electric vehicle development worldwide is continuously rising. Production sites for electric vehicle components are built, billions are invested to create new battery electric vehicle concepts (BEV) and new players are entering the market. The information systems of electric vehicles (EVIS) need to cope with a variety of new features that are related to changes of vehicle components and driving behavior, but also with changes and new systems that are silently introduced into the vehicles. Sustainability, mobility concepts and smart mobility are just a few points out of many that can be attributed to the "silent" category. With this workshop, we continue to bring together researchers, designers and practitioners to explore the related field and generate a state of the art perspective on EVIS.

Keywords
H.5.2 user interfaces: Evaluation/methodology, Electric vehicles, Information systems, User interfaces, Battery electric vehicles, Driving behavior, Evaluation/methodology, Production sites, State of the art, Vehicle components, Vehicle development, Vehicle information systems, Vehicles
National Category
Vehicle Engineering
Identifiers
urn:nbn:se:kth:diva-167600 (URN)10.1145/2667239.2667300 (DOI)2-s2.0-84910631479 (Scopus ID)9781450307253 (ISBN)
Conference
6th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, AutomotiveUI 2014, 17 September 2014 through 19 September 2014
Note

QC 20150529

Available from: 2015-05-29 Created: 2015-05-22 Last updated: 2015-05-29Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0003-1974-1100

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