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Fernaeus, Ylva, DocentORCID iD iconorcid.org/0000-0002-3972-9689
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Vega-Cebrián, J. M., Lindegren, A., Gamboa, M., Tajadura-Jiménez, A., Fernaeus, Y. & Segura, E. M. (2025). Embodied Ideation, Toolkits, and Sketching. In: Proceedings of the 19th International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2025: . Paper presented at 19th International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2025, Bordeaux, France, Mar 4 2025 - Mar 7 2025. Association for Computing Machinery (ACM), Article ID 128.
Öppna denna publikation i ny flik eller fönster >>Embodied Ideation, Toolkits, and Sketching
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2025 (Engelska)Ingår i: Proceedings of the 19th International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2025, Association for Computing Machinery (ACM) , 2025, artikel-id 128Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

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

Ort, förlag, år, upplaga, sidor
Association for Computing Machinery (ACM), 2025
Nyckelord
Biofeedback, Body Movement, Body Perception, Body-based Design, Bodystorming, Bodystorming Basket, Embodied Sketching, Ideation, Ideation Probes, Ideation Props, Movement-based Design, Multisensory Feedback, Sketching, Soma Design, Technology Probes, Toolkit
Nationell ämneskategori
Design Människa-datorinteraktion (interaktionsdesign) Annan teknik
Identifikatorer
urn:nbn:se:kth:diva-361957 (URN)10.1145/3689050.3708393 (DOI)001440836900128 ()2-s2.0-105000407361 (Scopus ID)
Konferens
19th International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2025, Bordeaux, France, Mar 4 2025 - Mar 7 2025
Anmärkning

Part of ISBN 9798400711978

QC 20250408

Tillgänglig från: 2025-04-03 Skapad: 2025-04-03 Senast uppdaterad: 2025-12-08Bibliografiskt granskad
Jonsson, M., Tholander, J., Rost, M., Sarkar, A., Fernaeus, Y., Kharrufa, A. & Ludwig, T. (2025). The End of Programming as We Know It. In: Conference Proceedings: Computing X Crisis - 6th Decennial Aarhus Conference, AAR Adjunct 2025: . Paper presented at 6th Decennial Aarhus Conference: Computing X Crisis, AAR Adjunct 2025, Aarhus, Denmark, Aug 18 2025 - Aug 22 2025. Association for Computing Machinery (ACM), Article ID 30.
Öppna denna publikation i ny flik eller fönster >>The End of Programming as We Know It
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2025 (Engelska)Ingår i: Conference Proceedings: Computing X Crisis - 6th Decennial Aarhus Conference, AAR Adjunct 2025, Association for Computing Machinery (ACM) , 2025, artikel-id 30Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

In this workshop we investigate “alternative futures” of programming with generative-AI tools. The workshop aims to establish a strand of HCI research on the future of AI-supported programming that goes beyond the current focus on usability and performance of GenAI-assisted programming tools, to instead explore radical re-conceptualizations of co-coding and co-creation with AI. The workshop is open to researchers and practitioners engaged in critically exploring novel ways of coding and interacting with AI-based programming tools. We encourage speculative design inquiries exploring prototypes, and provocations that facilitate engagement with a wider spectrum of human skills, experiences and ways of knowing when programming with AI. The workshop welcomes contributions that i) present examples of novel interaction, empirical studies or prototypes of AI-based programming, ii) re-conceptualize how programming with AI-based tools may be conducted and designed for, iii) reflect on values and ethical challenges of AI-based programming.

Ort, förlag, år, upplaga, sidor
Association for Computing Machinery (ACM), 2025
Nyckelord
AI-based programming, co-coding, co-creativity, empirical study, Generative AI
Nationell ämneskategori
Programvaruteknik
Identifikatorer
urn:nbn:se:kth:diva-371726 (URN)10.1145/3737609.3747093 (DOI)2-s2.0-105016697980 (Scopus ID)
Konferens
6th Decennial Aarhus Conference: Computing X Crisis, AAR Adjunct 2025, Aarhus, Denmark, Aug 18 2025 - Aug 22 2025
Anmärkning

Part of ISBN 9798400719684

QC 20251020

Tillgänglig från: 2025-10-20 Skapad: 2025-10-20 Senast uppdaterad: 2025-10-20Bibliografiskt granskad
Fernaeus, Y. (2025). Turning Back to Planet Earth: Defining the Aesthetics of a New Sustainable High-Tech. In: TEI '25: Proceedings of the Nineteenth International Conference on Tangible, Embedded, and Embodied Interaction: . Paper presented at 19th International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2025, Bordeaux, France, March 4-7, 2025. Association for Computing Machinery (ACM), Article ID 15.
Öppna denna publikation i ny flik eller fönster >>Turning Back to Planet Earth: Defining the Aesthetics of a New Sustainable High-Tech
2025 (Engelska)Ingår i: TEI '25: Proceedings of the Nineteenth International Conference on Tangible, Embedded, and Embodied Interaction, Association for Computing Machinery (ACM) , 2025, artikel-id 15Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

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

Ort, förlag, år, upplaga, sidor
Association for Computing Machinery (ACM), 2025
Nyckelord
Sustainable TEI, post-industrial design, Aesthetics in interaction design
Nationell ämneskategori
Design Människa-datorinteraktion (interaktionsdesign)
Forskningsämne
Människa-datorinteraktion; Filosofi; Historiska studier av teknik, vetenskap och miljö; Konst, teknik och design
Identifikatorer
urn:nbn:se:kth:diva-362132 (URN)10.1145/3689050.3704935 (DOI)001440836900015 ()2-s2.0-105000448332 (Scopus ID)
Konferens
19th International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2025, Bordeaux, France, March 4-7, 2025
Forskningsfinansiär
Vetenskapsrådet, 2019-04826
Anmärkning

Part of ISBN 9798400711978

QC 20250527

Tillgänglig från: 2025-04-08 Skapad: 2025-04-08 Senast uppdaterad: 2025-05-27Bibliografiskt granskad
Ciobanu, P. & Fernaeus, Y. (2024). Material Deconstructions of Time: Posthumanist Interventions Through Media Art. ACM Transactions on Computer-Human Interaction, 31(6), Article ID 80.
Öppna denna publikation i ny flik eller fönster >>Material Deconstructions of Time: Posthumanist Interventions Through Media Art
2024 (Engelska)Ingår i: ACM Transactions on Computer-Human Interaction, ISSN 1073-0516, E-ISSN 1557-7325, Vol. 31, nr 6, artikel-id 80Artikel i tidskrift (Refereegranskat) Published
Abstract [en]

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

Ort, förlag, år, upplaga, sidor
Association for Computing Machinery (ACM), 2024
Nyckelord
critical analysis, media art, posthumanism, time, unmaking
Nationell ämneskategori
Design
Identifikatorer
urn:nbn:se:kth:diva-358897 (URN)10.1145/3685267 (DOI)001398366600003 ()2-s2.0-85214557501 (Scopus ID)
Anmärkning

QC 20250127

Tillgänglig från: 2025-01-23 Skapad: 2025-01-23 Senast uppdaterad: 2025-01-27Bibliografiskt granskad
Fernaeus, Y. & Lindegren, A. (2023). Celebration of Finitude as a Post-Industrial Aesthetics of Interaction. In: Ninth Computing within Limits 2023: . Paper presented at LIMITS.
Öppna denna publikation i ny flik eller fönster >>Celebration of Finitude as a Post-Industrial Aesthetics of Interaction
2023 (Engelska)Ingår i: Ninth Computing within Limits 2023, 2023Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

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

Nyckelord
Post-industrial design, sustainable interaction design, computing within limits
Nationell ämneskategori
Design Annan teknik Datorsystem
Forskningsämne
Människa-datorinteraktion
Identifikatorer
urn:nbn:se:kth:diva-334223 (URN)10.21428/bf6fb269.cf43f46a (DOI)
Konferens
LIMITS
Projekt
Precious Keys
Forskningsfinansiär
Vetenskapsrådet, 2019-04826
Anmärkning

QC 20230818

Tillgänglig från: 2023-08-17 Skapad: 2023-08-17 Senast uppdaterad: 2025-02-24Bibliografiskt granskad
Clark, B. & Fernaeus, Y. (2023). Playing with the elasticity of hybrid design education. IxD&A: Interaction Design and Architecture(s) (58), 110-131
Öppna denna publikation i ny flik eller fönster >>Playing with the elasticity of hybrid design education
2023 (Engelska)Ingår i: IxD&A: Interaction Design and Architecture(s), ISSN 1826-9745, E-ISSN 2283-2998, nr 58, s. 110-131Artikel i tidskrift (Refereegranskat) Published
Abstract [en]

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

Ort, förlag, år, upplaga, sidor
Association for Smart Learning Ecosystems and Regional Development, 2023
Nyckelord
design education, hybrid formats, interaction elasticity
Nationell ämneskategori
Pedagogik Design Människa-datorinteraktion (interaktionsdesign)
Forskningsämne
Människa-datorinteraktion; Teknik och lärande; Medieteknik
Identifikatorer
urn:nbn:se:kth:diva-342095 (URN)10.55612/s-5002-058-005 (DOI)001252765500002 ()
Anmärkning

QC 20240115

Tillgänglig från: 2024-01-11 Skapad: 2024-01-11 Senast uppdaterad: 2026-01-19Bibliografiskt granskad
Miniotaitė, J., Pakulytė, V. & Fernaeus, Y. (2022). Gentle Gestures of Control: On the Somatic Sensibilities of an IoT Remote App. Diseña (20), 1-16, Article ID 1.
Öppna denna publikation i ny flik eller fönster >>Gentle Gestures of Control: On the Somatic Sensibilities of an IoT Remote App
2022 (Engelska)Ingår i: Diseña, ISSN 2452-4298, nr 20, s. 1-16, artikel-id 1Artikel i tidskrift (Refereegranskat) Published
Abstract [en]

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

Ort, förlag, år, upplaga, sidor
Pontificia Universidad Catolica de Chile, 2022
Nyckelord
domestic robots, soma design, embodied interaction, gestures, IoT experiences
Nationell ämneskategori
Annan teknik Människa-datorinteraktion (interaktionsdesign)
Forskningsämne
Människa-datorinteraktion
Identifikatorer
urn:nbn:se:kth:diva-309528 (URN)10.7764/disena.20.Article.1 (DOI)2-s2.0-85150656981 (Scopus ID)
Forskningsfinansiär
Stiftelsen för strategisk forskning (SSF), RIT15-0046
Anmärkning

QC 20251218

Tillgänglig från: 2022-03-07 Skapad: 2022-03-07 Senast uppdaterad: 2025-12-18Bibliografiskt granskad
Lundström, A. & Fernaeus, Y. (2022). Making Crank-Powered Interactions: Methods, Demonstrators, Materials. In: DIS '22: Designing Interactive Systems Conference. Paper presented at 2022 ACM Designing Interactive Systems Conference: Digital Wellbeing, DIS 2022, Virtual/Online, 13 June - 17 June 2022. ACM Digital Library
Öppna denna publikation i ny flik eller fönster >>Making Crank-Powered Interactions: Methods, Demonstrators, Materials
2022 (Engelska)Ingår i: DIS '22: Designing Interactive Systems Conference, ACM Digital Library, 2022Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

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

Ort, förlag, år, upplaga, sidor
ACM Digital Library, 2022
Nationell ämneskategori
Annan teknik Design
Forskningsämne
Människa-datorinteraktion
Identifikatorer
urn:nbn:se:kth:diva-316639 (URN)10.1145/3532106.3533453 (DOI)001036715000063 ()2-s2.0-85133604290 (Scopus ID)
Konferens
2022 ACM Designing Interactive Systems Conference: Digital Wellbeing, DIS 2022, Virtual/Online, 13 June - 17 June 2022
Projekt
Arts and CraftsHuman ScatterHuman-Powered Interactions
Anmärkning

QC 20220831

Tillgänglig från: 2022-08-26 Skapad: 2022-08-26 Senast uppdaterad: 2025-02-24Bibliografiskt granskad
Baytaş, M. A., Cappellaro, A. & Fernaeus, Y. (2022). Stakeholders and Value in the NFT Ecosystem: Towards a Multi-disciplinary Understanding of the NFT Phenomenon. In: Conference on Human Factors in Computing Systems - Proceedings: . Paper presented at 2022 CHI Conference on Human Factors in Computing Systems, CHI EA 2022, 30 April 2022 through 5 May 2022. Association for Computing Machinery (ACM)
Öppna denna publikation i ny flik eller fönster >>Stakeholders and Value in the NFT Ecosystem: Towards a Multi-disciplinary Understanding of the NFT Phenomenon
2022 (Engelska)Ingår i: Conference on Human Factors in Computing Systems - Proceedings, Association for Computing Machinery (ACM) , 2022Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

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

Ort, förlag, år, upplaga, sidor
Association for Computing Machinery (ACM), 2022
Nyckelord
art market, blockchain, business, creator economy, cryptocurrencies, cryptography, digital art, economics, finance, NFTs, non-fungible tokens, speculation, startups, venture capital, Arts computing, Ecosystems, Investments, Open Data, Block-chain, Design technologies, Non-fungible token, Startup, Personal computing
Nationell ämneskategori
Data- och informationsvetenskap Ekonomi och näringsliv
Identifikatorer
urn:nbn:se:kth:diva-323794 (URN)10.1145/3491101.3519694 (DOI)001118038100278 ()2-s2.0-85129693086 (Scopus ID)
Konferens
2022 CHI Conference on Human Factors in Computing Systems, CHI EA 2022, 30 April 2022 through 5 May 2022
Anmärkning

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

QC 20230213

Tillgänglig från: 2023-02-13 Skapad: 2023-02-13 Senast uppdaterad: 2025-12-05Bibliografiskt granskad
Lundström, A., Ghebremikael, S. & Fernaeus, Y. (2021). Co-watching 360-Films in Nursing Homes. In: Ardito, C Lanzilotti, R Malizia, A Petrie, H Piccinno, A Desolda, G Inkpen, K (Ed.), Human-Computer Interaction, Interact 2021, PT I: . Paper presented at 18th IFIP TC 13 International Conference on Human-Computer Interaction (INTERACT), AUG 30-SEP 03, 2021, Bari, ITALY (pp. 502-521). Springer Nature, 12932
Öppna denna publikation i ny flik eller fönster >>Co-watching 360-Films in Nursing Homes
2021 (Engelska)Ingår i: Human-Computer Interaction, Interact 2021, PT I / [ed] Ardito, C Lanzilotti, R Malizia, A Petrie, H Piccinno, A Desolda, G Inkpen, K, Springer Nature , 2021, Vol. 12932, s. 502-521Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

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

Ort, förlag, år, upplaga, sidor
Springer Nature, 2021
Serie
Lecture Notes in Computer Science, ISSN 0302-9743 ; 12932
Nyckelord
360-films, Virtual reality, Nursing homes, Co-watching
Nationell ämneskategori
Omvårdnad
Identifikatorer
urn:nbn:se:kth:diva-303881 (URN)10.1007/978-3-030-85623-6_30 (DOI)000697567500030 ()2-s2.0-85115060815 (Scopus ID)
Konferens
18th IFIP TC 13 International Conference on Human-Computer Interaction (INTERACT), AUG 30-SEP 03, 2021, Bari, ITALY
Anmärkning

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

QC 20211021

Tillgänglig från: 2021-10-21 Skapad: 2021-10-21 Senast uppdaterad: 2022-06-25Bibliografiskt granskad
Organisationer
Identifikatorer
ORCID-id: ORCID iD iconorcid.org/0000-0002-3972-9689

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