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  • 51.
    Kilic Afsar, Ozgun
    et al.
    MIT Media Lab, Massachusetts Institute of Technology, United States.
    Luft, Yoav
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Cotton, Kelsey
    Division of Interaction Design at Department of Computer Science and Engineering, Chalmers University of Technology, Sweden, Sweden.
    Stepanova, Ekaterina R.
    School of Interactive Arts and Technology, Simon Fraser University, Canada.
    Núñez-Pacheco, Claudia
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Kleinberger, Rebecca
    College of Art, Media, & Design, Northeastern University, United States and MIT Media Lab, Massachusetts Institute of Technology, United States.
    Ben Abdesslem, Fehmi
    RISE SICS, Computer Systems, Sweden.
    Ishii, Hiroshi
    MIT Media Lab, Massachusetts Institute of Technology, United States.
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Corsetto: A Kinesthetic Garment for Designing, Composing for, and Experiencing an Intersubjective Haptic Voice2023In: CHI '23: Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, New York, NY, USA: Association for Computing Machinery (ACM) , 2023, p. 1-23, article id 181Conference paper (Refereed)
    Abstract [en]

    We present a novel intercorporeal experience – an intersubjective haptic voice. Through an autobiographical design inquiry, based on singing techniques from the classical opera tradition, we created Corsetto, a kinesthetic garment for transferring somatic reminiscents of vocal experience from an expert singer to a listener. We then composed haptic gestures enacted in the Corsetto, emulating upper-body movements of the live singer performing a piece by Morton Feldman named Three Voices. The gestures in the Corsetto added a haptics-based ‘fourth voice’ to the immersive opera performance. Finally, we invited audiences who were asked to wear Corsetto during live performances. Afterwards they engaged in micro-phenomenological interviews. The analysis revealed how the Corsetto managed to bridge inner and outer bodily sensations, creating a feeling of a shared intercorporeal experience, dissolving boundaries between listener, singer and performance. We propose that ‘intersubjective haptics’ can be a generative medium not only for singing performances, but other possible intersubjective experiences.

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  • 52.
    Kilic Afsar, Özgun
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID. MIT Media Lab, United States.
    Shtarbanov, A.
    Mor, H.
    Nakagaki, K.
    Forman, J.
    Modrei, Karen
    Department of Arts and Crafts, Konstfack, Sweden.
    Jeong, S. H.
    Hjort, K.
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Ishii, H.
    OmniFiber: Integrated Fluidic Fiber Actuators for Weaving Movement based Interactions into the Fabric of Everyday Life'2021In: UIST 2021 - Proceedings of the 34th Annual ACM Symposium on User Interface Software and Technology, Association for Computing Machinery (ACM) , 2021, p. 1010-1026Conference paper (Refereed)
    Abstract [en]

    Fiber - a primitive yet ubiquitous form of material - intertwines with our bodies and surroundings, from constructing our fibrous muscles that enable our movement, to forming fabrics that intimately interface with our skin. In soft robotics and advanced materials science research, actuated fibers are gaining interest as thin, flexible materials that can morph in response to external stimuli. In this paper, we build on fluidic artificial muscles research to develop OmniFiber - a soft, line-based material system for designing movement-based interactions. We devised actuated thin (øouter < 1.8 mm) fluidic fibers with integrated soft sensors that exhibit perceivably strong forces, up to 19 N at 0.5 MPa, and a high speed of linear actuation peaking at 150mm/s. These allow to flexibly weave them into everyday tangible interactions; including on-body haptic devices for embodied learning, synchronized tangible interfaces for remote communication, and robotic crafting for expressivity. The design of such interactive capabilities is supported by OmniFiber's design space, accessible fabrication pipeline, and a fluidic I/O control system to bring omni-functional fluidic fibers to the HCI toolbox of interactive morphing materials.

  • 53. Konstan, J. A.
    et al.
    Chi, E. H.
    Höök, Kristina
    KTH, School of Information and Communication Technology (ICT), Communication Systems, CoS, Mobile Service Laboratory (MS Lab).
    Welcome to CHI 2012!2012In: Conference on Human Factors in Computing Systems, 2012Conference paper (Refereed)
  • 54. Konstan, Joseph A.
    et al.
    Chi, EdGoogle.Höök, KristinaKTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Proceedings of the SIGCHI Conference on Human Factors in Computing Systems2012Conference proceedings (editor) (Refereed)
    Abstract [en]

    After nearly two years of preparation, we are thrilled to welcome you to CHI 2012 in Austin, Texas. Austin is justifiably proud of being the Live Music Capital of the World (R), and it is home to a world-class university, innovative technology and design firms, superb restaurants, exciting culture and nightlife, and genuinely friendly people--what a perfect fit for our CHI conference. We encourage you to get out and explore the city.

    But we also are working hard to lure you back indoors with a phenomenal technical program. At the core of the program are over a hundred technical sessions with research papers and notes, case studies, and other exciting presentations that bring you the best new work on human-computer interaction.

    We give thanks to our hundreds of review committee members and our more than one thousand reviewers--they invested thousands of hours to help make sure that we've picked the best content. All of the technical content can be found in the ACM Digital Library.

    At the same time, we hope to lure you into our useful courses, engaging panels, and thoughtful invited talks. We're very excited to have Margaret Gould Stewart and Hugh Herr as our keynote speakers. In spanning from Margaret's talk on connecting the world through video to Hugh's talk on designing intelligent orthotics and prosthetics we span the scope of this conference--from social interaction with each other through computing to the very personal and intimate interaction of a human with computerized limbs or other assistive devices. We're also excited to have two special invited talks: Stu Card, SIGCHI's 2000 Lifetime Achievement Award winner, will talk about what interaction science means in today's environment; and Richard Shusterman will bridge HCI and the humanities as he introduces us to Somaesthetics and how it can improve our understanding and experience. We are also honored to have Dan Olsen, Joy Mountford, and Batya Friedman--SIGCHI's Lifetime Research, Lifetime Practice, and Social Impact awardees--each giving talks at CHI 2012. Each of the three of them has made an indelible impact on our field.

    The theme of this year's CHI conference is "It's the Experience!" and from the beginning it has been our goal to ensure that CHI 2012 attendees don't only hear about HCI, but experience it with all of their senses. We are therefore delighted to have more than 60 interactivity demonstrations and installations--opportunities for you to see, feel, hear, and interact with exciting new technologies and also to reflect on technologies of the past, thanks to Roger Ibars' HWD collection--a hands-on installation of historic hard-wired input devices. We'll be featuring the full set of interactivity on Tuesday afternoon and Wednesday lunchtime; selected installations will be available at other times--check the Interactivity tab for more details. Our video program will provide another way to experience innovative forms of HCI.

    CHI 2012 has new depth in Computer Games (including a new student games competition), digital arts, and the humanities. We have an unusually rich collection of Digital Arts installations--we invite you to take some time to interact with the artists and learn about how art--like science, engineering, and design--has its own ways of posing and exploring challenging questions.

    And there's so much more. We will also have over 250 posters representing exciting works-in-progress and much more. Student venues at CHI 2012 include our doctoral consortium--an intimate opportunity for extensive mentoring and peer support; student research and design competitions, and the games competition. Come see the competition finalists! And let's not forget CHI Madness--a frenetic but highly efficient whirlwind tour through each days technical papers.

    Even before we "formally" open the conference Monday morning, we will have had an intensive weekend of workshops where CHI attendees gather to address emerging fields, tackle challenging questions, and simply support each other in areas of common interest. The mutual support continues both in formal SIG gatherings and in informal gatherings in the convention center halls and at tables in our exhibit hall. We particularly invite you to gather together in affinity groups built around our nine communities--these communities not only shape our program, they also can help enrich your experience as an attendee.

  • 55.
    Kun, Andrew L.
    et al.
    University of New Hampshire, University of New Hampshire.
    Churchill, Elizabeth
    Google, Google.
    Clegg, Tamara L.
    University of Maryland, University of Maryland.
    Grudin, Jonathan
    Microsoft and University of Washington.
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Loi, Daria
    Fishtail, Fishtail.
    Rankin, Yolanda
    Florida State University, Florida State University.
    Rosenzweig, Elizabeth
    Brandeis University, Brandeis University.
    Toyama, Kentaro
    University of Michigan, University of Michigan.
    Dray, Susan
    Dray & Associates, Dray and Associates.
    SIGCHI at 402022In: interactions, ISSN 1072-5520, E-ISSN 1558-3449, Vol. 29, no 6, p. 24-29Article in journal (Other (popular science, discussion, etc.))
  • 56. Liang, Rong-Hao
    et al.
    Chan, Liwei
    Tseng, Hung-Yu
    Kuo, Han-Chih
    Huang, Da-Yuan
    Yang, De-Nian
    Chen, Bing-Yu
    Grosse-Puppendahl, Tobias
    Beck, Sebastian
    Wilbers, Daniel
    Kuijper, Arjan
    Heo, Heejeong
    Park, Hyungkun
    Kim, Seungki
    Chung, Jeeyong
    Lee, Geehyuk
    Lee, Woohun
    Unander-Scharin, Carl
    Unander-Scharin, Åsa
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Elblaus, Ludvig
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Demo Hour2014In: interactions, ISSN 1072-5520, E-ISSN 1558-3449, Vol. 21, no 5, p. 6-9Article in journal (Refereed)
  • 57. Lucero, A.
    et al.
    Desjardins, A.
    Neustaedter, C.
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Hassenzahl, M.
    Cecchinato, M. E.
    A sample of one: First-person research methods in HCI2019In: DIS 2019 Companion - Companion Publication of the 2019 ACM Designing Interactive Systems Conference, Association for Computing Machinery (ACM), 2019, p. 385-388Conference paper (Refereed)
    Abstract [en]

    First-person research (i.e., research that involves data collection and experiences from the researcher themselves) continues to become a viable addition and, possibly even, alternative to more traditional HCI methods. While we have seen the benefits of using methods such as autoethnography, autobiographical design, and autoethnographical research through design, we also see the need to further explore, define, and investigate the practices, techniques, tactics, and implications of first-person research in HCI. To address this, this one-day workshop aims to bring together a community of researchers, designers, and practitioners who are interested in exploring and reimagining research in HCI and interaction design, with an emphasis on first-person methods.

  • 58.
    Luft, Yoav
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Karpashevich, Pavel
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Boards Hit Back: Reflecting on Martial Arts Practices Through Soma Design2023In: Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems (CHI ’23), Association for Computing Machinery (ACM) , 2023, p. 1-18, article id 683Conference paper (Refereed)
    Abstract [en]

    There is an increasing interest in the HCI community in designing for bodily practices. We report on a soma design process for martial arts and the resulting artifact – an interactive wooden dummy. Through a detailed account of the design process, we show how it enriched and revamped the bodily practice, but also how it changed the martial arts expert in the design team. Based on a phenomenological account of his experiences, we argue that the estrangement methods in soma design may allow practitioners engaging as soma designers, to cultivate and create new artistic habits fused with thought and feeling, changing themselves and their practice in directions they seek.

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  • 59.
    Lundström, Anders
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Fernaeus, Ylva
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Höök, Kristina
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Exergy, Anergy, and Intergy: Uncovering Energy in InteractionManuscript (preprint) (Other academic)
  • 60.
    Marshall, Joe
    et al.
    Mixed Reality Lab, School of Computer Science, University of Nottingham, United Kingdom.
    Tennant, Paul
    Mixed Reality Lab, School of Computer Science, University of Nottingham, United Kingdom.
    Li, Christine
    Mixed Reality Lab, School of Computer Science, University of Nottingham, United Kingdom.
    Núñez-Pacheco, Claudia
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Garrett, Rachael
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Tsaknaki, Vasiliki
    Digital Design, IT University of Copenhagen, Denmark.
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Caleb-Solly, Praminda
    School of Computer Science, University of Nottingham, United Kingdom.
    Benford, Steven David
    Mixed Reality Lab, School of Computer Science, University of Nottingham, United Kingdom.
    Collision Design2023In: CHI EA '23: Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM) , 2023, article id 411Conference paper (Refereed)
    Abstract [en]

    Collision, "the violent encounter of a moving body with another", is poorly understood in HCI. When we discuss people colliding with the physical artifacts we create, or colliding with each other while using our systems, this is primarily treated as a hazard, something which we should design to avoid. However many other human activities involve situations where deliberate exposure to risk of collision may in fact have positive aspects. In this paper we discuss how the ’risk matrix’, a widely used risk-management tool, which categorizes risks in terms of likelihood and severity, may limit interaction in unintended ways. We discuss reframings of this matrix in relation to design concepts of ’adventure’, ’disempowerment/agency’ and ’consent’. and show that a range of design spaces for collisions exist which may be fruitful to explore.

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  • 61. Mentis, H.
    et al.
    Isbister, K.
    Höök, Kristina
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Khut, G. P.
    Mueller, F.
    Robertson, T.
    Designing for the experiential body2014In: Proceeding CHI EA '14 CHI '14 Extended Abstracts on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2014, p. 1069-1073Conference paper (Refereed)
    Abstract [en]

    The goal of this panel is to reflect on the past and discuss the present and future of designing for an experiencing body in HCI. The motivation is to discuss the full range of rich body/movement-based experiences and how the CHI community can embrace and extend these perspectives on designing for the body. The panelists and audience will be asked to share their perspectives on what has most influenced thought in designing for the body, how new sensing technologies are crafting the HCI perspective, and where they see this line of research and design heading in the next ten years.

  • 62. Mentis, Helena M.
    et al.
    Laaksolahti, Jarmo
    Höök, Kristina
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    My Self and You: Tension in Bodily Sharing of Experience2014In: ACM Transactions on Computer-Human Interaction, ISSN 1073-0516, E-ISSN 1557-7325, Vol. 21, no 4Article in journal (Refereed)
    Abstract [en]

    There is a growing interest in designing systems for sharing experience through bodily interaction. To explore this design space, we built a probe system we named the Lega. In our 2-month-long research design process, we noted that the users' attention was set on their own reflective experience, rather than attending to the person(s) with which they were sharing their experience. To explain these findings, we present an inductive analysis of the data through a phenomenological lens to pinpoint what causes such behavior. Our analysis extends our understanding of how to design for social embodied interaction, pointing to how we need to embrace the tension between self-reflection and shared experience, making inward listening and social expression visible acts, accessible to social construction and understanding. It entails experiencing our embodied self as others experience us in order to build a dialogue.

  • 63. Mueller, Florian "Floyd"
    et al.
    Andres, Josh
    Marshall, Joe
    Svanæs, Dag
    schraefel, m. c.
    Gerling, Kathrin
    Tholander, Jakob
    Martin-Niedecken, Anna Lisa
    Segura, Elena Márquez
    van den Hoven, Elise
    Graham, Nicholas
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Sas, Corina
    Body-centric Computing: Results from a Weeklong Dagstuhl Seminar in a German Castle2018In: interactions, ISSN 1072-5520, E-ISSN 1558-3449, Vol. 25, no 4, p. 34-39Article in journal (Refereed)
  • 64.
    Obrist, Marianna
    et al.
    Newcastle University.
    Wright, Peter
    Newcastle University.
    Kuutti, Kari
    Oulu University.
    Rogers, Yvonne
    City University London.
    Höök, Kristina
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Pyla, Pardha S.
    Freshin, J-L
    Theory and practice in ux research: uneasy bedfellows?2013In: Conference on Human Factors in Computing Systems - Proceedings, Association for Computing Machinery (ACM), 2013, p. 2433-2438Conference paper (Refereed)
    Abstract [en]

    We believe that it is time to talk about user experience and its theoretical roots as well as about the relationship between theory and practice in UX research. Although user experience is overused as a buzzword, it defines a main step change in the evolvement of the HCI field and deserves a proper (theoretical) attention. Within this panel we follow up on discussions on the theoretical foundations and the value of theory for HCI and UX research from over the last years. In particular we want to go a step further and strengthen the interdisciplinary dialogue on the relationship between theory and practice when talking about user experience. We invited panelists from academia and industry to join a fruitful dialogue talking about the different perspectives on user experience, theoretical roots, and the relevance of theory for practice and vice versa. Two moderators will ensure that the audience gets their beliefs and thoughts across to the panelists as well.

  • 65. Oulasvirta, A.
    et al.
    Tamminen, S.
    Höök, Kristina
    KTH, School of Information and Communication Technology (ICT), Computer and Systems Sciences, DSV.
    Comparing two approaches to context: Realism and constructivism2005In: Critical Computing - Between Sense and Sensibility: Proceedings of the 4th Decennial Aarhus Conference, 2005, p. 195-198Conference paper (Refereed)
    Abstract [en]

    During the last few years, there have been debates over what is context and how computers should act upon it. Two disparate camps of thought can be recognized. First, Realism, having its roots in natural sciences, believes that contexts exist out there and that, if properly instrumented and programmed, computers can correctly recognize and adapt to them. Second, Constructivism, having its roots in human and social sciences, believes that contexts are human creations, mental and social, and that computers ought to provide resources for managing them. We reveal some fundamental differences between the two in three different application domains. We show that despite the deep-going controversies, both camps benefit from considering the alternative approach and a middle ground can be found.

  • 66.
    Popova, Kristina
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Garrett, Rachael
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Núñez-Pacheco, Claudia
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Lampinen, A.
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Vulnerability as an ethical stance in soma design processes2022In: CHI '22: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM) , 2022Conference paper (Refereed)
    Abstract [en]

    We articulate vulnerability as an ethical stance in soma design processes and discuss the conditions of its emergence. We argue that purposeful vulnerability - an act of taking risk, exposing oneself, and resigning part of one's autonomy - is a necessary although often neglected part of design, and specifically soma design, which builds on felt experience and stimulates designers to engage with the non-habitual by challenging norms, habitual movements, and social interactions. With the help of ethnography, video analysis, and micro-phenomenological interviews, we document an early design exploration around drones, describing how vulnerability is accomplished in collaboration between members of the design team and the design materials. We (1) define vulnerability as an active ethical stance; (2) make vulnerability visible as a necessary but often neglected part of an exploratory design process; and (3) discuss the conditions of its emergence, demonstrating the importance of deliberating ethics within the design process.

  • 67.
    Sanches, Pedro
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Sas, Corina
    Univ Lancaster, Sch Comp & Commun, Lancaster, England;Univ Lancaster, Inst Social Futures, Lancaster, England.
    Stahl, Anna
    RISE Res Inst Sweden AB, ICT SICS, Box 1263, SE-16429 Kista, Sweden.
    Ambiguity as a resource to inform proto-practices: The case of skin conductance2019In: ACM Transactions on Computer-Human Interaction, ISSN 1073-0516, E-ISSN 1557-7325, Vol. 26, no 4, article id 21Article in journal (Refereed)
    Abstract [en]

    Skin conductance is an interesting measure of arousal level, largely unfamiliar to most end-users. We designed a mobile application mirroring end-users’ skin conductance in evocative visualizations, purposefully made ambiguous to invite rich interpretations. Twenty-three participants used the system for a month. Through the lens of a practice-based analysis of weekly interviews and the logged data, several quite different—sometimes even mutually exclusive—interpretations or proto-practices arose: as stress management; sports performance; emotion tracking; general life logging; personality representation; or behavior change practices. This suggests the value of a purposefully open initial design to allow for the emergence of broader proto-practices to be followed by a second step of tailored design for each identified goal to facilitate the transition from proto-practice to practice. We contribute to the HCI discourse on ambiguity in design, arguing for balancing openness and ambiguity with scaffolding to better support the emergence of practices around biodata.

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  • 68.
    Sanches, Pedro
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Janson, Axel
    KTH.
    Karpashevich, Pavel
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Nadal, Camille
    Qu, Chengcheng
    Daudén Roquet, Claudia
    Umair, Muhammad
    Windlin, Charles
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Doherty, Gavin
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Corina, Sas
    HCI and Affective Health: Taking stock of a decade of studies and charting future research directions2019Conference paper (Refereed)
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  • 69. Sas, C.
    et al.
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Doherty, G.
    Sanches, Pedro
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Leufkens, T.
    Westerink, J.
    Mental wellbeing: Future agenda drawing from design, HCI and big data2020In: DIS 2020 Companion - Companion Publication of the 2020 ACM Designing Interactive Systems Conference, Association for Computing Machinery, Inc , 2020, p. 425-428Conference paper (Refereed)
    Abstract [en]

    Most HCI work on the exploration and support of mental wellbeing involves mobiles, sensors, and various on-line systems which focus on tracking users. However, adoption of, and adherence to such systems is not ideal. Are there innovative ways to better design for mental wellbeing? A promising novel approach is to encourage changes to behavior through the use of tailored feedback informed by machine learning algorithms applied to large sets of use data. This one day workshop aims to explore novel ways to actively engage participants through interactive systems, with an overall aim to shape the research agenda of future HCI work on mental wellbeing. The workshop is designed in an innovative format offering a mixture of traditional presentation, hands-on design and future-thinking activities. The workshop brings together both practitioners and HCI researchers from across a range areas addressing mental wellbeing. 

  • 70.
    Sas, Corina
    et al.
    Lancaster University.
    Fratczak, T
    Rees, M
    Gellersen, Hans
    Kalnikaite, V
    Coman, A
    Höök, Kristina
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    AffectCam: arousal-augmented sensecam for richer recall of episodic memories2013In: CHI2013 Changing perspectives: extended abstracts : the 31st Annual CHI Conference on Human Factors in Computing Systems, 2013, p. 1041-1046Conference paper (Refereed)
    Abstract [en]

    This paper describes the design and evaluation of AffectCam, a wearable system integrating SenseCam and BodyMedia SenseWear for capturing galvanic skin response as a measure of bodily arousal. AffectCam's algorithms use arousal as a filtering mechanism for selecting the most personally relevant photos captured during people's ordinary daily life, i.e. high arousal photos. We discuss initial findings showing that emotional arousal does improve the quality of memory recall associated with emotionally arousing events. In particular, the high arousal photos support richer recall of episodic memories than low arousal ones, i.e. over 50% improvement. We also consider how various phenomenological characteristics of autobiographical memories such as event, emotions, thoughts, place and time are differently cued by the AffectCam.

  • 71.
    Schiphorst, Thecla
    et al.
    Simon Fraser Univ, Surrey, BC V3T 0A3, Canada..
    Loke, Lian
    Univ Sydney, 148 City Rd, Darlington, NSW 2006, Australia..
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Designing for Sensory Appreciation: Cultivating Somatic Approaches to Experience Design2020In: CHI'20: Extended abstracts of the 2020 chi conference on human factors in computing systems, Association for Computing Machinery (ACM) , 2020Conference paper (Refereed)
    Abstract [en]

    This course explores somatic approaches to experience design in HCI. Designing for Sensory Appreciation focuses on cultivating our bodily sensory experience as a resource for design. This course exemplifies how somatic approaches can be applied through sensory appreciation in the form of case studies that incorporate experience-based activities. The course invites a rethinking of the process of designing for technology based on the emerging somatic turn within Human Computer Interaction [15, 19, 20, 25, 26] that acknowledges design for the experience of the self [15,31] and recognizes the interiority of human experience as an equal partner in technological design processes.

  • 72.
    Simbelis, Vygandas
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Höök, Kristina
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Metaphone: an artistic exploration of biofeedback and machine aesthetics2013In: CHI EA '13 CHI '13 Extended Abstracts on Human Factors in Computing Systems, ACM Press , 2013, p. 2995-2998Conference paper (Refereed)
    Abstract [en]

    The Metaphone is an interactive art piece that transforms biosensor data extracted from participants into colorful, evocative perceivable visual patterns on a big canvas. The biosensors register movement, pulse and skin conductance, the latter two relating to emotional arousal. The machine creates a traditional art form colorful paintings which can be contrasted with the pulsating, living body of the participants and the machine-like movements of the Metaphone. Participants interacting with the machine get their own painting drawn for them a highly involving activity spurring a whole range of questions around bio-sensing technologies. The participants engaging with Metaphone have to agree to share their personal data, thereby expanding the interactive discourse while questioning the extension of the body with the machine and involving participants with public exposition of their inner worlds.

  • 73.
    Simbelis, Vygandas 'Vegas'
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Ferreira, Pedro
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Vaara, Elsa
    Laaksolahti, Jarmo
    Höök, Kristina
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Repurposing Bits and Pieces of the Digital2015In: 34TH ANNUAL CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, CHI 2016, ACM Digital Library, 2015, p. 840-851Conference paper (Refereed)
    Abstract [en]

    Repurposing refers to a broad set of practices, such as recycling or upcycling, all aiming to make better use of or give new life to physical materials and artefacts. While these practices have an obvious interest regarding sustainability issues, they also bring about unique aesthetics and values that may inspire design beyond sustainability concerns. What if we can harness these qualities in digital materials? We introduce Delete by Haiku, an application that transforms old mobile text messages into haiku poems. We elaborate on how the principles of repurposing - working on a low budget, introducing chance and combining the original values with the new ones - can inform interaction design in evoking some of these aesthetic values. This approach changes our views on what constitutes "digital materials" and the opportunities they offer. We also connect recent debates concerning ownership of data with discussions in the arts on the "Death of the Author."

  • 74. Stahl, Anna
    et al.
    Lowgren, Jonas
    Höök, Kristina
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Evocative Balance: Designing for Interactional Empowerment2014In: International Journal of Design, ISSN 1991-3761, E-ISSN 1994-036X, Vol. 8, no 1, p. 43-57Article in journal (Refereed)
    Abstract [en]

    We propose an experiential quality called evocative balance as key in designing for affective interaction that aims to empower users in and through the interaction. Evocative balance draws on the dual meaning of the word "evoke" in characterizing the user's sense that data and actions evoke familiar recollections of lived experience, yet are still open enough to evoke multiple interpretations in an ongoing process of co-constructive making of meaning. Our aim is to capture those experiences that resonate with our lived, everyday, social and bodily experiences; those experiences that we can recognise in ourselves and, through empathy, in others. We elaborate on and substantiate the meaning of this quality by means of retrospective reflection on three of our own design projects. This account provides detailed insights on how to find the balance between openness and familiarity through design.

  • 75. Stepanova, E. R.
    et al.
    Desnoyers-Stewart, J.
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Riecke, B. E.
    Strategies for Fostering a Genuine Feeling of Connection in Technologically Mediated Systems2022In: CHI '22: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM) , 2022, article id 139Conference paper (Refereed)
    Abstract [en]

    Human connection is essential for our personal well-being and a building block for a well-functioning society. There is a prominent interest in the potential of technology for mediating social connection, with a wealth of systems designed to foster the feeling of connection between strangers, friends, and family. By surveying this design landscape we present a transitional definition of mediated genuine connection and nine design strategies embodied within 50 design artifacts: affective self-disclosure, reflection on unity, shared embodied experience, transcendent emotions, embodied metaphors, interpersonal distance, touch, provocations, and play. In addition to drawing on design practice-based knowledge we also identify underlying psychological theories that can inform these strategies. We discuss design considerations pertaining to sensory modalities, vulnerability-comfort trade-offs, consent, situatedness in context, supporting diverse relationships, reciprocity, attention directedness, pursuing generalized knowledge, and questions of ethics. We hope to inspire and enrich designers' understanding of the possibilities of technology to better support a mediated genuine feeling of connection.

  • 76.
    Ståhl, Anna
    et al.
    RISE – Research Institutes of Sweden.
    Balaam, Madeline
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Comber, Robert
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Sanches, Pedro
    ITI/Larsys, Portugal.
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Making New Worlds - Transformative Becomings with Soma Design2022In: CHI '22: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM) , 2022, p. 1-17, article id 176Conference paper (Refereed)
    Abstract [en]

    Soma design is intended to increase our ability to appreciate through all our senses and lead to more meaningful interactions with the world. We contribute a longer-term study of soma design that shows evidence of this promise. Using storytelling approaches we draw on qualitative data from a three-month study of the soma mat and breathing light in four households. We tell stories of people's becomings in the world as they learn of new possibilities for their somas; and as their somas transform. We show how people drew on their somaesthetic experiences with the prototypes to find their way through troubled times; and how through continued engagement some felt compelled to make transformations in how they live their lives. We discuss the implications for the overarching soma design program, focusing on what is required to design for ways of leading a better life. 

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  • 77.
    Ståhl, Anna
    et al.
    SICS.
    Höök, Kristina
    SICS.
    Reflecting on the Design Process of the Affective Diary2008In: Proeedings NordiChi, October 20-22, 2008, ACM Press, 2008, p. 559-564Conference paper (Refereed)
    Abstract [en]

    Affective Diary is a digital diary that makes use of bio-sensors to add some reminiscence of bodily experiences. The design process behind Affective Diary was ‘sensitive’ to three design qualities extracted from a previous project; providing cues of emotional expressivity building on familiarity, making the design open for personal expressivity and be aware of contradictions between modalities. Through the design process of Affective Diary, with frequent user involvements during the process, these design qualities became further tested, developed and refi ned. By providing a fairly detailed and refl ected description of the design process behind Affective Diary, we aim to provide other designers with inspiration on several levels: both in terms of methods used, but also in why these three design qualities are important and how to realize them. Our aim is also to provide designers with knowledge in the form that makes sense to designers: the practical link between design qualities and fi nal results.

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  • 78.
    Ståhl, Anna
    et al.
    SICS.
    Höök, Kristina
    SICS.
    Kosmack-Vaara, Elsa
    SICS.
    REFLECTING ON THE DESIGN PROCESS OF AFFECTIVE HEALTH2011In: Proceedings of IASDR2011, the 4th World Conference on Design Research / [ed] Roozenburg, Chen and Stappers, 2011, p. 1-12Conference paper (Refereed)
    Abstract [en]

    We describe the design process behind a bio-sensorbased wellness-system, named Affective Health, aimed to help users to get into biofeedback loops as well as find patterns in their bodily reactions over time. By discussing details of the design process, we provide a reflected account of the particular design we arrived at. Three design qualities are used to both generate and evaluate the different design sketches. They are, in short, (1) the design must feel familiar to users, mirroring their experience of themselves, (2) creating designs that leave space for users’ own interpretation of their body data, and (3) that the modalities used in the design does not contradict one-another, but instead harmonize, helping users to make sense of the representation. The final user encounter of the Affective Health system shows that those design qualities were indeed both useful and important to users’ experience of the interaction.

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  • 79.
    Ståhl, Anna
    et al.
    SICS.
    Höök, Kristina
    KTH. SICS.
    Sundström, Petra
    SICS.
    A Foundation for Emotional Expressivity2005Conference paper (Refereed)
    Abstract [en]

    To express emotions to others in mobile text messaging in our view require designs that can both capture some of the ambiguity and subtleness that characterizes emotional interaction and keep the media specific qualities. Through the use of a body movement analysis and a dimensional model of emotion experiences, we arrived at a design for a mobile messaging service, eMoto. The service makes use of the sub-symbolic expressions; colors, shapes and animations, for expressing emotions in an open-ended way. Here we present the design process and a user study of those expressions, where the results show that the use of these sub-symbolic expressions can work as a foundation to use as a creative tool, but still allowing for the communication to be situated. The inspiration taken from body movements proved to be very useful as a design input. It was also reflected in the way our subjects described the expressions.

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  • 80.
    Ståhl, Anna
    et al.
    SICS.
    Höök, Kristina
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID. SICS.
    Svensson, Martin
    SICS.
    Taylor, Alex
    Combetti, Marco
    Experiencing the Affective Diary2009In: Journal of personal and ubiquitous computing, ISSN 1617-4917, Vol. 13, no 5, p. 365-378Article in journal (Refereed)
    Abstract [en]

    A diary is generally considered to be a book in which one keeps a regular record of events and experiences that have some personal significance. As such, it provides a useful means to privately express inner thoughts or to reflect on daily experiences, helping in either case to put them in perspective. Taking conventional diary keeping as our starting point, we have designed and built a digital diary, named Affective Diary, with which users can scribble their notes, but that also allows for bodily memorabilia to be recorded from body sensors and mobile media to be collected from users’ mobile phones. A premise that underlies the presented work is one that views our bodily experiences as integral to how we come to interpret and thus make sense of the world.

    We present our investigations into this design space in three related lines of inquiry: (i) a theoretical grounding for affect and bodily experiences; (ii) a user-centred design process, arriving at the Affective Diary system; and (iii) an exploratory end-user study of the Affective Diary with 4 users during several weeks of use. Through these three inquiries, our overall aim has been to explore the potential of a system that interleaves the physical and cultural features of our embodied experiences and to further examine what media-specific qualities such a design might incorporate. Concerning the media-specific qualities, the key appears to be to find a suitable balance where a system does not dictate what should be interpreted and, at the same time, lends itself to enabling the user to participate in the interpretive act. In the exploratory end-user study users, for the most part, were able to identify with the body memorabilia and together with the mobile data, it enabled them to remember and reflect on their past. Two of our subjects went even further and found patterns in their own bodily reactions that caused them to learn something about themselves and even attempt to alter their own behaviours.

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  • 81.
    Sundström, Petra
    et al.
    KTH, School of Information and Communication Technology (ICT), Computer and Systems Sciences, DSV.
    Ståhl, A
    Höök, Kristina
    KTH, School of Information and Communication Technology (ICT), Computer and Systems Sciences, DSV.
    A user-centered approach to affective interaction2005In: AFFECTIVE COMPUTING AND INTELLIGENT INTERACTION, PROCEEDINGS / [ed] Tao, J; Picard, RW, BERLIN: SPRINGER-VERLAG BERLIN , 2005, Vol. 3784, p. 931-938Conference paper (Refereed)
    Abstract [en]

    We have built eMoto, a mobile service for sending and receiving affective messages, with the explicit aim of addressing the inner experience of emotions. eMoto is a designed artifact that carries emotional experiences only achieved through interaction. Following on the theories of embodiment, we argue emotional experiences can not be design in only design for. eMoto is the result of a user-centered design approach, realized through a set of initial brainstorming methods, a persona, a Laban-analysis of body language and a two-tiered evaluation method. eMoto is not a system that could have been designed from theory only, but require an iterative engagement with end-users, however, in combination with theoretical work. More specifically, we will show how we have managed to design an ambiguous and open system that allows for users' emotional engagement.

  • 82.
    Sundström, Petra
    et al.
    KTH, School of Information and Communication Technology (ICT), Computer and Systems Sciences, DSV. SICS.
    Ståhl, Anna
    SICS.
    Höök, Kristina
    KTH, School of Information and Communication Technology (ICT), Computer and Systems Sciences, DSV. SICS.
    In situ informants exploring an emotional mobile messaging system in their everyday practice2007In: International journal of human-computer studies, ISSN 1071-5819, E-ISSN 1095-9300, Vol. 65, no 4, p. 388-403Article in journal (Refereed)
    Abstract [en]

    We have designed and built a mobile emotional messaging system named eMoto. With it, users can compose messages through using emotion-related gestures as input, rendering a message background of colours, shapes and animations expressing the emotional content. The design intent behind eMoto was that it should be engaging physically, intellectually and socially, and allow users to express themselves emotionally in all those dimensions, involving them in an affective loop experience. In here, we describe the user-centred design process that lead to the eMoto system, but focus mainly on the final study where we let five friends use eMoto for two weeks. The study method, which we name in situ informants, helped us enter and explore the subjective and distributed experiences of use, as well as how emotional communication unfolds in everyday practice when channelled through a system like eMoto. The in situ informants are on the one hand users of eMoto, but also spectators, that is close friends who observe and document user behaviour. Design conclusions include the need to support the sometimes fragile communication rhythm that friendships require – expressing memories of the past, sharing the present and planning for the future. We saw that emotions are not singular state that exist within one person alone, but permeates the total situation, changing and drifting as a process between the two friends communicating. We also gained insights into the under-estimated but still important physical, sensual aspects of emotional communication. Experiences of the in situ informants method include the need to involve participants in the interpretation of the data obtained, as well as establishing a closer connection with the spectators.

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  • 83.
    Tennent, Paul
    et al.
    Mixed Reality Lab, Nottingham University, U.K..
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Benford, Steve
    Mixed Reality Lab, Nottingham University, U.K..
    Tsaknaki, Vasiliki
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Ståhl, Anna
    RISE.
    Dauden Roquet, Claudia
    Lancaster University, U.K..
    Windlin, Charles
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Sanches, Pedro
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Marshall, Joseph
    Mixed Reality Lab, Nottingham University, U.K..
    Li, Christine
    Mixed Reality Lab, Nottingham University, U.K..
    Martinez Avila, Juan Pablo
    Mixed Reality Lab, Nottingham University, U.K..
    Alfaras, Miquel
    Plux Ltd, Portugal.
    Umair, Muhammed
    Lancaster University, U.K..
    Zhou, Feng
    Mixed Reality Lab, Nottingham University, U.K..
    Articulating Soma Experiences using Trajectories2021In: CHI '21: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems / [ed] ACM Press, New York: ACM Press, 2021, p. 1-16Conference paper (Refereed)
    Abstract [en]

    In this paper, we reflect on the applicability of the concept of trajectories to soma design. Soma design is a first-person design method which considers users’ subjective somatic or bodily experiences of a design. Due to bodily changes over time, soma experiences are inherently temporal. Current instruments for articulating soma experiences lack the power to express the effects of experiences on the body over time. To address this, we turn to trajectories, a well-known concept in the HCI community, as a way of mapping this aspect of soma experience. By showing trajectories through a range of dimensions, we can articulate individual experiences and differences in those experiences. Through analysis of a set of soma experience designs and a set of temporal dimensions within the experiences, this paper demonstrates how trajectories can provide a practical conceptual framing for articulating the temporal complexity of soma designs.

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  • 84.
    Tennent, Paul
    et al.
    University of Nottingham.
    Marshall, Joe
    University of Nottingham.
    Tsaknaki, Vasiliki
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Windlin, Charles
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Alfaras, Miquel
    PLUX Wireless Biosignals.
    Soma Design and Sensory Misalignment2020In: 2020 ACM CHI Conference on Human Factors in Computing Systems, CHI 2020, Association for Computing Machinery (ACM) , 2020, article id 3376812Conference paper (Refereed)
    Abstract [en]

    We report on a workshop bringing together researchers working in soma design and sensory misalignment. Creating experiences that make use of sensory misalignment has become increasingly common, often associated with virtual reality research. However, little attention has been paid to how to design such experiences. We argue that the practice of soma design is a relevant candidate method for designing misalignment experiences, since soma design brings with it concepts such as estrangement and disrupting the habitual as a path to design. We further argue that sensory misalignment may in turn extend soma design methods, adding methods for explicitly disrupting sensory perception using technology interventions. Finally, we draw on the findings of that workshop to discuss the ideas of: pluralism in experience; orchestration of overall experience; as well as the broader intersection of soma design and sensory misalignment approaches.

  • 85.
    Tsaknaki, Vasiliki
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Balaam, Madeline
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Ståhl, Anna
    Sanches, Pedro
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Windlin, Charles
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Karpashevich, Pavel
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Teaching Soma Design2019In: In Proceedings of the 2019 Conference on Designing Interactive Systems (DIS '19), ACM Digital Library, San Diego, CA, USA: ACM , 2019, p. 1237-1249Conference paper (Refereed)
  • 86. Tscheligi, M.
    et al.
    Obrist, M.
    Isbister, K.
    Busch, M.
    Hochleitner, C.
    Höök, Kristina
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    "Touch me" - Workshop on tactile user experience evaluation methods2014In: Proceeding CHI EA '14 CHI '14 Extended Abstracts on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2014, p. 41-44Conference paper (Refereed)
    Abstract [en]

    In this workshop we plan to explore the possibilities and challenges of physical objects and materials for evaluating the User Experience (UX) of interactive systems. These objects should face shortfalls of current UX evaluation methods and allow for a qualitative (or even quantitative), playful and holistic evaluation of UX - without interfering with the users' personal experiences during interaction. This provides a tactile enhancement to a solely visual stimulation as used in classical evaluation methods. The workshop serves as a basis for networking and community building with interested HCI researchers, designers and practitioners and should encourage further development of the field of tactile UX evaluation.

  • 87.
    Unander-Scharin, Carl
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Höök, Kristina
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Elblaus, Ludvig
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    The throat III: disforming operatic voices through a novel interactive instrument2013In: Proceedings of CHI 2013 Extended Abstracts, ACM Press, 2013, p. 3007-3010Conference paper (Refereed)
    Abstract [en]

    Practitioner-led artistic research, combined with interactive technologies, opens up new and unexplored design spaces. Here we focus on the creation of a tool for opera-singers to dynamically disform, change and accompany their voices. In an opera composed by one of the authors, the title-role singer needed to be able to alter his voice to express hawking, coughing, snuffling and other disturbing vocal qualities associated with the lead role Joseph Merrick, aka "The Elephant Man". In our designerly exploration, we were guided by artistic experiences from the opera tradition and affordances of the technology at hand. The resulting instrument, The Throat III, is a singer-operated artefact that embodies and extends particular notions of operatic singing techniques while at the same time creating accompaniment. It therefore becomes an emancipatory tool, putting a spotlight on some of the power hierarchies between singers, composers, conductors, and stage directors in the operatic world.

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  • 88.
    Unander-Scharin, Carl
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Unander-Scharin, Åsa
    Höök, Kristina
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    The Vocal Chorder: Empowering opera singers with a large interactive instrument2014In: CHI '14 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2014, p. 1001-1010Conference paper (Refereed)
    Abstract [en]

    With The Vocal Chorder, a large interactive instrument to create accompaniment, opera singers can get more power over the performance. The device allows performers to interactively accompany themselves through pushing, leaning on and bending steel wires. The design was guided by the unique needs of the solo-singer, explored through autobiographical design and material explorations, some on stage, and later tested by other singers. We discuss how designing for opera and for the stage requires extraordinary durability and how opera performances can change with a bodilyoriented instrument such as The Vocal Chorder. Through a designerly exploration, we arrived at a device that offered (1) a tool for singers to take control over the rhythmical pace and overall artistic and aesthetic outcome of their performances, (2) an enriched sense of embodiment between their voice and the overall performance; and (3) a means to empower opera singers on stage.

  • 89.
    Unander-Scharin, Carl
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Unander-Scharin, Åsa
    Höök, Kristina
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Elblaus, Ludvig
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Interacting with the Vocal Chorder: Re-empowering the Opera Diva2014In: CHI '14 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 2014Conference paper (Refereed)
    Abstract [en]

    With The Vocal Chorder, a large interactive instrument to create accompaniment, opera singers can get more power over the performance. The device allows performers to interactively accompany themselves through pushing, leaning on, and bending steel wires. The design was guided by the unique needs of the solo-singer, explored through autobiographical design and material explorations on stage, and later tested by other singers. Through our designerly exploration, we arrived at a device that offered (1) a tool for singers to appropriate and take control over the rhythmical pace and overall artistic and aesthetic outcome of their performances, (2) an enriched sense of embodiment between their voice and the overall performance; and (3) a means to empower opera singers on stage.

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  • 90. Unander-Scharin, Carl
    et al.
    Unander-Scharin, Åsa
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Elblaus, Ludvig
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    The Vocal Chorder2014In: interactions, ISSN 1072-5520, E-ISSN 1558-3449, Vol. 21, no 6, p. 14-15Article in journal (Refereed)
  • 91.
    Vaara, Elsa
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID. SICS, Swedish ICT.
    Akner Koler, Cheryl
    Höök, Kristina
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Boudet, Sebastien
    Felt Time, From Sourdough Baking to Interaction Design2017Manuscript (preprint) (Other academic)
  • 92.
    Vaara, Elsa
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID. SICS, Swedish ICT.
    Harper, Richard
    School of Computing and Communications (SCC).
    Höök, Kristina
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Hagnell, Fredrik
    Clapping Time, Reading Time, Time in Interaction2017Manuscript (preprint) (Other academic)
  • 93.
    Vaara, Elsa
    et al.
    Mobile Life, Swedish Institute of Computer Science.
    Höök, Kristina
    Stockholm University .
    Tholander, Jakob
    Stockholm University .
    Mirroring Bodily Reactions Over Time2009In: Extended Abstracts on Human Factors in Computing System., ACM Digital Library, 2009, p. 4471-4476Conference paper (Refereed)
    Abstract [en]

    The Affective Health system is a mobile lifestyle application that aims to empower people to reflect on their lives and lifestyles. The system logs a mixture of biosensor-data and other contextually oriented data and transforms these to a colorful, animated expression on their mobiles. It is intended to create a mirror and thereby empower users to see activity patterns and relate these to their experiences of stress. People’s different cultural backgrounds and their different physiological and psychological composition give them different perceptions and associations of time. We explore the time dimension of our system through working through a set of different designs that organize events as time going linearly forward, in a circular movement or relating to geographical places. Here we discuss the process of designing a mobile interface for presenting temporal data in a way that allows multiple and subjective interpretation. 

  • 94.
    Vaara, Elsa
    et al.
    Mobile life centre, Sweden .
    Silvasan, Iuliana
    Technical University of Cluj N{apoca, Romania.
    Ståhl, Anna
    Mobile life centre, Sweden .
    Höök, Kristina
    Mobile life centre, Sweden .
    Temporal Relations in Affective Health2010In: In Proceedings of the 6th Nordic Conference on Human-Computer Interaction:: Extending Boundaries / [ed] ACM, ACM Press, 2010, p. 833-838Conference paper (Refereed)
    Abstract [en]

    In the Affective Health project we explore possibilities of how to, through biofeedback support users in making sense of the relationship between their stress and their behavior in everyday life. Affective Health is a tool for visualizing patterns and trends of bodily and contextual information. It is particularly important that the design reflects changes over time as this is how people start recognizing patterns in their own behavior and connect it to their bodily reactions. We spent substantial effort sketching and testing ways of portraying time that would move us away from more mathematically inspired representations such as for example graphs and calendars. Instead, we want users to see the signals our bodies emit as part of themselves, of their own ways of being in the world, alive, acting and reacting to their environment. We have explored many possible, alternative ways of visualizing biofeedback over time. For example as the relation between different places and with time as different layers of history in a concept inspired from ecology. The latest and most developed concept is a cyclic repetition of biodata mapped on a spiral shape.

  • 95. Wadley, G.
    et al.
    Kostakos, V.
    Koval, P.
    Smith, W.
    Webber, S.
    Cox, A.
    Gross, J. J.
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Mandryk, R.
    Slovak, P.
    The Future of Emotion in Human-Computer Interaction2022In: CHI EA '22: Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM) , 2022, article id 93Conference paper (Refereed)
    Abstract [en]

    Emotion has been studied in HCI for two decades, with specific traditions interested in sensing, expressing, transmitting, modelling, experiencing, visualizing, understanding, constructing, regulating, manipulating or adapting to emotion in human-human and human-computer interactions. This CHI 2022 workshop on the Future of Emotion in Human-Computer Interaction brings together interested researchers to take stock of research on emotion in HCI to-date and to explore possible futures. Through group discussion and collaborative speculation we will address questions such as: What are the relationships between digital technology and human emotion? What roles does emotion play in HCI research? How should HCI researchers conceptualize emotion? When should HCI researchers use interdisciplinary theories of emotion or create new theory? Can specific emotions be designed for, and where is this knowledge likely to be applied? What are the implications of emotion research for design, ethics and wellbeing? What is the future of emotion in human-computer interaction?

  • 96. Wilde, Danielle
    et al.
    Tomico, Oscar
    Lucero, Andrés
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Buur, Jacob
    Embodying Embodied Design Research Techniques2015In: Aarhus Series on Human Centered Computing, E-ISSN 2445-7221, Vol. 1, no 1Article in journal (Refereed)
    Abstract [en]

    The value of engaging the full gamut of sensory motor skills in the design and use of smart objects and systems is recognized. Yet methods for arriving at robust and reliable outcomes for their development are not fully understood, nor are they easily reported or transferred through typical conference presentations and paper submissions. New forms of knowledge transfer, such as pictorials (e.g., DIS and RTD conferences), and video are enabling enhanced, image-enriched reporting of outcomes. Yet appropriate transfer of embodied research methods remains elusive. In this workshop we propose to investigate how embodied research techniques may be used as direct and unmediated vehicles for their own reporting. Rather than engaging in oral presentations, participants will lead other participants through a proven embodied method or approach. Small groups will create mash-ups of techniques, exploring ways that the new approaches might coherently be reported. Participants will be encouraged to experiment with different recording techniques, including body-mounted sensing and recording devices, as well as less conventional approaches. The intention is to find appropriate ways of reporting embodied experiments, so that intangible elements are not lost. Participants will be supported to reflect on unfolding discoveries, to share impressions, as well as outcomes, including documentation experiments that aim to tangibly capture and communicate the processes undertaken. Embodied ideation, communication and collaboration techniques enable enhanced creative engagement and assist creativity [2]. By applying such methods to the problem of their reporting, we hope to deepen understanding of how to move towards enriched, nuanced and repeatable methods for embodied design and knowledge transfer. Crucially, our intention is not simply to find the next form of research reporting. Rather, this workshop will engage participants in an experimental enquiry, so that embodied design research may become an active area of inquiry moving forward.

  • 97.
    Windlin, Charles
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Laaksolahti, Jarmo
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Sketching Soma Bits2022In: DIS 2022 - Proceedings of the 2022 ACM Designing Interactive Systems Conference: Digital Wellbeing, Association for Computing Machinery (ACM) , 2022, p. 1758-1772Conference paper (Refereed)
    Abstract [en]

    To support sketching in soma design processes, we built the Soma Bits. These simple technology pieces enable one bit actuation like vibration, heat or shape-changing behaviors. After using them for three years, we ask how well they support soma design processes and what designs they spur? Through analyzing nine soma design projects, we note how they contributes to forming subtle, intimate, body awareness designs, as well as fast, uncomfortable, sensory misaligned, somaesthetic designs or skill training. More importantly, experiencing actuation in the early sketching phases helps the design team to articulate joint somatic understanding and direction. During past design sessions, we noticed that the Soma Bits lack support for the overall orchestration: looping, tweaking, or arranging sequences of interactions, and coupling sensing to actuation. Hence, we present a novel Soma Bits toolkit concept for sketching, composing, documenting, and sharing somatic experience.

  • 98.
    Windlin, Charles
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Ståhl, Anna
    RISE SICS, Kista, Sweden.
    Sanches, Pedro
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Tsaknaki, Vasiliki
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Karpashevich, Pavel
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Balaam, Madeline
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Soma Bits - Mediating Technology to Orchestrate Bodily Experiences2019In: Proceedings of the 4th Biennial Research Through Design Conference19–22/03/2019, 2019Conference paper (Refereed)
    Abstract [en]

    The Soma Bits are a prototyping toolkit that facilitates Soma Design. Acting as an accessible ‘sociodigital material’ Soma Bits allow designers to pair digital technologies, with their whole body and senses, as part of an iterative soma design process.The Soma Bits addresses the difficulty we experienced in past Soma Design processes — that articulating ofsensations we want to evoke to others, and thenmaintaining these experiences in memory throughout a design process. Thus, the Soma Bits enable designers to know and experience what a designmight ‘feel like’ and to share that with others.

    The Soma Bits relate to three experiential qualities:‘feeling connected’, ‘feeling embraced’, and ‘being in correspondence’ with the interactive materials. The Soma Bits have a form factor and materiality thatallow actuators (heat, vibration, and shape-changing) to be placed on and around the body; they are easily configurable to enable quick and controllable creations of soma experiences which can be both part of a first-person approach as well as shared withothers. The Soma Bits are a living, growing library ofshapes and actuators. We use them in our own designpractices, as well as when engaging others in soma design processes.

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  • 99.
    Šimbelis, Vygandas
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Lundström, Anders
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Höök, Kristina
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Solsona, Jordi
    KTH, School of Information and Communication Technology (ICT), Electronic Systems.
    Lewandowski, Vincent
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Metaphone: Machine aesthetics meets interaction design2014In: CHI '14 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2014, p. 1-10Conference paper (Refereed)
    Abstract [en]

    Through our art project, Metaphone, we explored a particular form of aesthetics referred to in the arts tradition as machine aesthetics. The Metaphone machine collects the participant's bio-data, Galvanic Skin Response (GSR) and Heart Rate (HR), creating a process of movement, painting and sound. The machine behaves in machine-like, aesthetically evocative ways: A shaft on two large wheels rotates on the floor, carrying paint that is dripped onto a large sheet of aquarelle paper on the floor according to bio-sensor data. A soundscape rhythmically follows the bio-sensor data, but also has its own machine-like sounds. Six commentators were invited to interact with the machine. They reported a strangely relaxing atmosphere induced by the machine. Based on these experiences we discuss how different art styles can help to describe aesthetics in interaction design generally, and how machine aesthetics in particular can be used to create interesting, sustained, stylistically coherent interactions.

  • 100. Šimbelis, Vygandas ’Vegas’
    et al.
    Vaara, Elsa
    Ferreira, Pedro
    Laaksolahti, Jarmo
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Delete by Haiku: Poetry from Old SMS Messages2017In: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, ACM , 2017, p. 460-460Conference paper (Refereed)
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