uu.seUppsala universitets publikationer
Ändra sökning
Avgränsa sökresultatet
1 - 37 av 37
RefereraExporteraLänk till träfflistan
Permanent länk
Referera
Referensformat
  • apa
  • ieee
  • modern-language-association
  • vancouver
  • Annat format
Fler format
Språk
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Annat språk
Fler språk
Utmatningsformat
  • html
  • text
  • asciidoc
  • rtf
Träffar per sida
  • 5
  • 10
  • 20
  • 50
  • 100
  • 250
Sortering
  • Standard (Relevans)
  • Författare A-Ö
  • Författare Ö-A
  • Titel A-Ö
  • Titel Ö-A
  • Publikationstyp A-Ö
  • Publikationstyp Ö-A
  • Äldst först
  • Nyast först
  • Skapad (Äldst först)
  • Skapad (Nyast först)
  • Senast uppdaterad (Äldst först)
  • Senast uppdaterad (Nyast först)
  • Disputationsdatum (tidigaste först)
  • Disputationsdatum (senaste först)
  • Standard (Relevans)
  • Författare A-Ö
  • Författare Ö-A
  • Titel A-Ö
  • Titel Ö-A
  • Publikationstyp A-Ö
  • Publikationstyp Ö-A
  • Äldst först
  • Nyast först
  • Skapad (Äldst först)
  • Skapad (Nyast först)
  • Senast uppdaterad (Äldst först)
  • Senast uppdaterad (Nyast först)
  • Disputationsdatum (tidigaste först)
  • Disputationsdatum (senaste först)
Markera
Maxantalet träffar du kan exportera från sökgränssnittet är 250. Vid större uttag använd dig av utsökningar.
  • 1.
    Back, Jon
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Bedwell, Benjamin
    Benford, Steve
    Eklund, Lina
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Sundnes Løvlie, Anders
    Preston, William
    Rajkowska, Paulina
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Ryding, Karin
    Spence, Jocelyn
    Thorn, Emily-Clare
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Wray, Tim
    GIFT: Hybrid Museum Experiences through Gifting and Play2018Ingår i: Proceedings of the Workshop on Cultural Informatics / [ed] Angeliki Antoniou, Manolis Wallace, 2018, Vol. 2235, s. 31-40Konferensbidrag (Refereegranskat)
    Abstract [en]

    he GIFT project develops new approaches to creating hybrid physi-cal-digital visitor experiences in museums. Through design exploration of two concepts focusing on gifting and playful appropriation, the project charts how museums can create a deeper and more meaningful experience by giving visitors the tools to tell their own stories. The project is highly cross-disciplinary com-bining HCI research, artist-led exploration, technology explorations, and experi-ence design in collaboration with museums. Furthermore, the project gathers 10 prominent museums from Europe and the US in an action research project that both serves to ground the prototypes and framework in the needs of museums, while also facilitating the museum sector's need to become 'digital-ready', under-standing and capitalising on digital technology. As the project has progressed through half of its duration, we report on initial findings and how these have shaped our direction of progress.

  • 2.
    Back, Jon
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Heeffer, Caspar
    Paget, Susan
    Rau, Andreas
    Sallnäs Pysander, Eva Lotta
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Designing Children’s Digital-Physical Play in Natural Outdoors Settings2016Ingår i: CHI Extended Abstracts, 2016Konferensbidrag (Refereegranskat)
    Abstract [en]

    Children's outdoor play is fluent and fluctuating, shaped by environmental features and conditions. The article reports on a project where interaction designers and landscape architects work together to develop solutions for integrating interactive play in outdoor environments. Here we report on a schoolyard trial, where interactive play technology was installed as an integral part of the schoolyard environment, and discuss the interplay between technology and the environment. We highlight in particular how the interactive technology contributed to the versatility of play activities, but also how the nature setting and the availability of natural materials contributed to the play activities around the interactive artefacts.

  • 3.
    Back, Jon
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Heeffer, Caspar
    Royal Institute of Technology, Media Technology and Interaction Design.
    Paget, Susan
    Swedish University of Agricultural Sciences, Department of Urban and Rural Development.
    Rau, Andreas
    Royal Institute of Technology, Media Technology and Interaction Design.
    Sallnäs Pysander, Eva Lotta
    Royal Institute of Technology, Media Technology and Interaction Design.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Designing for Children's Outdoor Play2016Ingår i: Proceedings Of The 2016 ACM Conference On Designing Interactive Systems, 2016, s. 28-38Konferensbidrag (Refereegranskat)
    Abstract [en]

    Children's outdoor play is fluent and fluctuating, shaped by environmental features and conditions. The article reports on a project where interaction designers and landscape architects work together to fuse their knowledge into working solutions for integrating interactive play in outdoor environments. We report on a schoolyard trial, where interactive play technology was installed as an integral part of a schoolyard environment, and discuss the interplay between technology and the environment that was partly natural forest and partly constructed playground. We highlight in particular the importance of the adaptability of the natural environment, how the combination of interactive technology and natural environment can contribute to the versatility of play activities, and how the interactive technology can both be useful for presenting invitations to play in such adaptable places, and enhance the adaptability for play in otherwise impoverished places.

  • 4.
    Back, Jon
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Márquez Segura, Elena
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Designing for Transformative Play2017Ingår i: ACM Transactions on Computer-Human Interaction, ISSN 1073-0516, E-ISSN 1557-7325, Vol. 24, nr 3, artikel-id 18Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Numerous studies have foregrounded how play is only partially shaped by the artifacts that their designers design. The play activity can change the structures framing it, turning players into co-designers through the mere act of playing. This article contributes to our understanding of how we can design for play taking into account that play has this transformative power. We describe four ways that players can engage with framing structures, which we classify in terms of whether players conform to explore, transgress, or (re)create them. Through the examples of three case studies, we illustrate how this model has been useful in design: as an analytical tool for deconstructing player behavior, to articulate design goals and support specific design choices, and for shaping the design process.

  • 5.
    Back, Jon
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Márquez Segura, Elena
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Playing with Structure: An Analytic Model of Transformative PlayManuskript (preprint) (Övrigt vetenskapligt)
  • 6.
    Back, Jon
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Paget, Susan
    Swedish University of Agricultural Sciences.
    Sallnäs Pysander, Eva Lotta
    Royal Institute of Technology Stockholm.
    Turmo Vidal, Laia
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Playing Close to Home: Interaction and Emerging Play in Outdoor Play Installations2018Konferensbidrag (Refereegranskat)
    Abstract [en]

    Outdoor play is becoming an increasingly marginalised activity in the urban landscape. Even in HCI, research on interactive solutions for outdoor play has largely been limited to special areas and in particular playgrounds. But children play everywhere, and especially play close to home is central in children's play activities. In this article we draw upon knowledge about designing for children's play in interaction design as well as in landscape architecture, to study how interactive play installations can be integrated in outdoor environments of a residential area. We present a field study in which digitally enhanced play installations were installed, in dialogue with the landscape, in between the buildings of a residential area. We focus on how emerging play activities made use of the installations as well as of the surrounding landscape in expected as well as unexpected ways. Based on the observations, we discuss how residential play is special, and how this affects how to design for it.

  • 7.
    Back, Jon
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Codename Heroes – Designing for Experience in Public Places in a Long Term Pervasive Game2014Ingår i: Proceedings of the 9th International Conference on the Foundations of Digital Games: Society for the Advancement of the Science of Digital Games, 2014Konferensbidrag (Refereegranskat)
    Abstract [en]

    Codename Heroes is a persistent, multiplayer, crowd-sourced pervasive game that uses Bluetooth, GPS and the phone camera. It plays in the world around you and is always active. Players take the roles of secret superheroes, fighting for their rights and their beliefs. The game also makes use of physical objects and places in the environment.

    The game targets teenagers with a specific focus on young women. The purpose of the game is to engage and empower players. The design is informed by ethnographic studies of young women as well as by gender studies. The goal is to create an incitement for young people to appropriate spaces they do not usually move in, and try things they would not otherwise do.

    Codename Heroes is part of a project investigating pervasive games, games that are played in the physical world with the aid of mobile technology. The current research is focused at exploring large scale, long term, non-location-specific pervasive games, while still keeping the physical aspect of game-specific objects, to understand how this physicality affects the experience of the game.

  • 8.
    Back, Jon
    et al.
    Mobile Life @ Stockholm University.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    "We are two strong women": Designing Empowerment in a Pervasive Game2013Ingår i: Defragging game studies: Proceedings of DIGRA 2013, DIGRA , 2013Konferensbidrag (Refereegranskat)
    Abstract [en]

    Gender-aware design is important in computer games in general, and perhaps even more so in the design of pervasive games, as these are played in the ordinary world. As pervasive games blur the distinction between game and non-game situations, they influence the everyday lives of their players.

    We discuss the design process for the game ‘Codename Heroes’ from a gender-aware perspective. The focus is on how players reacted to the experience of playing the game during a sequence of design workshops. We found that playing the game made people less sensitive to ‘fear of the outside’. The participants were aware they ‘should’ feel unsafe in unknown neighbourhoods, but mostly did not. Furthermore, a combination of collaboration with internal competition fostered a sense of empowerment. Finally, we could confirm what previous researchers have seen, that women participants tended to blame themselves, rather than the technology or the situation, for errors.

  • 9.
    Cockton, Gilbert
    et al.
    Northumbria Univ, Sch Design, Commun Design, Squires Bldg, Newcastle Upon Tyne NE1 8ST, Tyne & Wear, England.
    Höök, Kristina
    Royal Inst Technol, Lindstedsvagen 3, S-10044 Stockholm, Sweden.
    Kaye, Jofish
    Mozilla, 331 E Evelyn Ave, Mountain View, CA 94041 USA.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Wynn, Eleanor
    6311 Palomino Way, West Linn, OR 97068 USA.
    Williamson, Julie
    Univ Glasgow, Sch Comp Sci, Glasgow, Lanark, Scotland.
    Moving Towards a Journal-centric Publication Model for CHI: Possible Paths, Opportunities and Risks2019Ingår i: CHI EA '19 EXTENDED ABSTRACTS: EXTENDED ABSTRACTS OF THE 2019 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, ASSOC COMPUTING MACHINERY , 2019, artikel-id panel no. 6Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    As a scholarly field, the ACM SIGCHI community maintains a strong focus on conferences as its main outlet for scholarly publication. Historically, this originates in how the field of computer science adopted a conference-centric publication model as well as in the organizational focus of ACM. Lately, this model has become increasingly challenged for a number of reasons, and multiple alternatives are emerging within the SIGCHI community as well as in adjacent communities. Through revisiting examples from other conferences and neighboring communities, this panel explores alternative publication paths and their opportunities and risks.

  • 10. Höök, Kristina
    et al.
    Bardzell, Jeffrey
    Bowen, Simon
    Dalsgaard, Peter
    Reeves, Stuart
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Framing IxD knowledge2015Ingår i: ACM Interactions, ISSN 1072-5520, Vol. 22, nr 6Artikel i tidskrift (Övrigt vetenskapligt)
  • 11.
    Marques-Segura, Elena
    et al.
    Inst. för data och systemvetenskap.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Moen, Jin
    Johansson, Carolina
    Swedish Institute of Computer Science.
    The Design Space of Body Games: Technological, Physical, and Social Design2013Ingår i: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems / [ed] Susanne Bødker and Stephen Brewster, New York: ACM Press, 2013, s. 3365-3374Konferensbidrag (Refereegranskat)
    Abstract [en]

    The past decade has seen an increased focus on bodymovement in computer games. We take a step further tolook at body games: games in which the main source ofenjoyment comes from bodily engagement. We argue thatfor these games, the physical and social settings becomejust as important design resources as the technology.Although all body games benefit from an integrated designapproach, the social and physical setting becomeparticularly useful as design resources when the technologyhas limited sensing capabilities. We develop ourunderstanding of body games through a literature study anda concrete design experiment with designing multiplayergames for the BodyBug, a mobile device with limitedsensing capabilities. Although the device was designed forfree and natural movements, previous games fell short inrealizing this design ideal. By designing the technologyfunction together with its physical and social context, wewere able to overcome some of the device limitations. Oneof the games was subsequently incorporated in itscommercial release.

  • 12.
    Márquez Segura, Elena
    et al.
    Department of Computational Media University of California, Santa Cruz, USA.
    Isbister, Katherine
    Department of Computational Media University of California, Santa Cruz, USA.
    Back, Jon
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Design, Appropriation, and Use of Technology in Larps2017Ingår i: Proceedings of the 12th International Conference on the Foundations of Digital Games (FDG'17), 2017, artikel-id 53Konferensbidrag (Refereegranskat)
    Abstract [en]

    During the last decade, there has been an increasing interest in supporting social play through the design of collocated digital games, alongside efforts to better understand social-physical modes of play. In this paper, we present relevant insights from a well-established gaming community, the larp (Live Action Role Play) community. This community has a longstanding tradition of making use of costumes, physical environments, and objects to shape player experience. We conducted a survey completed by 39 larpers concerning how they use digital technology in larp, and the way technology is designed and appropriated to augment the larp experience. Here, we present early results in the form of a preliminary taxonomy of technologies in larps, as well as key trends for design, use, and appropriation of technology to impact in-game social and emotional experience.

  • 13.
    Márquez Segura, Elena
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Turmo Vidal, Laia
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Luis, Parrilla Bel
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Using Training Technology Probes in Bodystorming for Physical Training2019Ingår i: Proceedings of the 6th International Conference on Movement and Computing, 2019Konferensbidrag (Refereegranskat)
    Abstract [en]

    A promising domain technology design for physical training is as assistive tangible and wearable tools to help people understand, access, and act on their movement senses. To design these tools in close relation to a targeted training practice, we propose an embodied design activity using Training Technology Probes (TTPs). These are pieces of technology with a simple interactivity augmenting and exteriorizing cues from those senses. Here, we explain how we used existing TTPs as design material to spur creativity in an embodied co-creation design workshop that happened as part of an ongoing technology-supported circus training course for children with motor difficulties. Our contribution is two-fold: We present a novel form of embodied ideation method using TTPs as design materials. We also present and characterize novel design concepts, elaborating on three that were implemented and deployed in the context of our circus training class. We discuss their relevance in several physical training domains.

  • 14.
    Márquez Segura, Elena
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Turmo Vidal, Laia
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Rostami, Asreen
    Stockholm Univ, Mobile Life Ctr, Stockholm, Sweden.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Embodied Sketching2016Ingår i: 34th Annual Chi Conference On Human Factors In Computing Systems, Chi 2016, New York, USA: ACM Digital Library, 2016, s. 6014-6027Konferensbidrag (Refereegranskat)
    Abstract [en]

    Designing bodily experiences is challenging. In this paper, we propose embodied sketching as a way of practicing design that involves understanding and designing for bodily experiences early in the design process. Embodied sketching encompasses ideation methods that are grounded in, and inspired by, the lived experience and includes the social and spatial settings as design resources in the sketching. Embodied sketching is also based on harnessing play and playfulness as the principal way to elicit creative physical engagement. We present three different ways to implement and use embodied sketching in the application domain of co-located social play. These include bodystorming of ideas, co-designing with users, and sensitizing designers. The latter helps to uncover and articulate significant, as well as novel embodied experiences, whilst the first two are useful for developing a better understanding of possible design resources. 

  • 15.
    Márquez Segura, Elena
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Moen, Jin
    Movinto Fun.
    Johansson, Carolina
    The Design Space of Body Games: Technological, Physical, and Social Design2013Ingår i: CHI 2013 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, New York, USA: ACM Digital Library, 2013, s. 3365-3374Konferensbidrag (Refereegranskat)
    Abstract [en]

    The past decade has seen an increased focus on body movement in computer games. We take a step further to look at body games: games in which the main source of enjoyment comes from bodily engagement. We argue that for these games, the physical and social settings become just as important design resources as the technology. Although all body games benefit from an integrated design approach, the social and physical setting become particularly useful as design resources when the technology has limited sensing capabilities. We develop our understanding of body games through a literature study and a concrete design experiment with designing multiplayer games for the BodyBug, a mobile device with limited sensing capabilities. Although the device was designed for free and natural movements, previous games fell short in realizing this design ideal. By designing the technology function together with its physical and social context, we were able to overcome device limitations. One of the games was subsequently incorporated in its commercial release.

  • 16.
    Márquez Segura, Elena
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Márquez Segura, Luis
    Fonserrana SCA Interes Social, Tocina, Sevilla, Spain.
    López Recio, David
    Royal Inst Technol, Mobile Life Ctr, Stockholm, Sweden.
    Playification: The PhyseEar case2016Ingår i: Chi Play 2016: Proceedings Of The 2016 Annual Symposium On Computer-Human Interaction In Play, 2016, s. 376-388Konferensbidrag (Refereegranskat)
    Abstract [en]

    The concept of playification has recently been proposed as an extension of, or alternative to, gamification. We present a playification design project targeting the re-design of physiotherapist rehabilitative therapy for elderly inpatients. The menial and repetitive nature of the physical exercises targeted for design might seem ideal for shallow widespread gamification approaches that add external rewards to entice usage. In our project, we introduced a “third agent” instead, a NAO robot that would take over some of the work typically carried out by the physiotherapist.  This technological intervention triggered the emergence of playfulness, when inpatients and the therapist re-signified the ongoing activity by engaging in playful role-taking, such as blaming the robot for mistakes, or for sensitivity to the inpatient’s inaccurate movements. Based on the experiences from this project, we discuss some of the major differences between playification and gamification.

  • 17.
    Nylander, Stina
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi.
    Bylund, Markus
    Waern, Annika
    The Ubiquitous Interactor - Device Independent Access to Mobile Services2004Ingår i: Proceedings of Computer-Aided Design of User Interfaces, s. 271-282Artikel i tidskrift (Refereegranskat)
  • 18.
    Nylander, Stina
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi.
    Bylund, Markus
    Waern, Annika
    Ubiquitous Service Access through Adapted User Interfaces on Multiple Devices2005Ingår i: Journal of Personal and Ubiquitous Computing, Vol. 9, nr 3, s. 123-133Artikel i tidskrift (Refereegranskat)
  • 19.
    Rostami, Asreen
    et al.
    Stockholm Univ, Stockholm, Sweden.
    Rossitto, Chiara
    Stockholm Univ, Stockholm, Sweden.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Frictional Realities: Enabling Immersion in Mixed-Reality Performances2018Ingår i: TVX 2018: Proceedings of the 2018 ACM International Conference on Interactive Experiences for Tv and Online Video, Association for Computing Machinery (ACM), 2018, s. 15-27Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper presents a case study of a Mixed-Reality Performance employing 360-degree video for a virtual reality experience. We repurpose the notions of friction to illustrate the different threads at which priming is enacted during the performance to create an immersive audience experience. We look at aspects of friction between the different layers of the Mixed-Reality Performance, namely: temporal friction, friction between the physical and virtual presence of the audience, and friction between realities. We argue that Mixed-Reality Performances that employ immersive technology, do not need to rely on its presumed immersive nature to make the performance an engaging or coherent experience. Immersion, in such performances, emerges from the audience' transition towards a more active role, and the creation of various fictional realities through frictions.

  • 20.
    Svahn, Mattias
    et al.
    Stockholm school of Economics.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Communicating the obvious: How Agents Against Power Waste influenced the attitudes of players and their families2014Ingår i: Cases on the societal effects of persuasive games / [ed] Dana Ruggiero, Bath Spa University, UK: IGI Global, 2014, s. 193-215Kapitel i bok, del av antologi (Refereegranskat)
    Abstract [en]

    This chapter describes the game design and study of “Agents Against Power Waste” (AAPW); a large scale field experiment where a persuasive pervasive game was put to use to influence households’ attitudes towards electricity consumption. This game is particularly interesting as although it was only the children of the family that were playing the whole family was affected and to some extent forced to take part in the play activity. The style of game design has been called ‘social expansion'. The chapter focuses on how this impacted the psychological process of persuasion in responding families and individuals.

  • 21.
    Turmo Vidal, Laia
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Márquez Segura, Elena
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Christopher, Boyer
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Enlightened Yoga: Designing an Augmented Class with Wearable Lights to Support Instruction2019Konferensbidrag (Refereegranskat)
    Abstract [en]

    Designing technology to support instructed physical training is challenging, due to how instructions rely on complex interactional and situational social processes. To support in-the-moment instruction, we engaged in a co-creative Research through Design process with a Yoga instructor. Together, we designed and deployed Enlightened Yoga: a training class featuring wearable projecting lights that augment the instructor's and trainee's movements, and highlight the orientation and positioning of key body parts. We present insights from the design process and a study of the class. We show how the wearable lights enabled a new shared frame of reference between instructor and trainees, that became instructable through the way participants could reference and orient themselves to it. This allowed the instructor to extend his instructional strategies, and enabled trainees to better act upon cues. We discuss how this was made possible by jointly designing the technology, its coupling with the body, instructions and exercises.

  • 22.
    Turmo Vidal, Laia
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Márquez Segura, Elena
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Parrilla Bel, Luis
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    BalBoa: A Balancing Board for Handstand Training2019Ingår i: CHI EA '19 Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2019, artikel-id LBW1414Konferensbidrag (Refereegranskat)
    Abstract [en]

    Balance is an essential physical skill to master, but a challenging one given that it requires a heightened body awareness to control, maintain and develop. In HCI physical training research, the design space of technology support for developing such body awareness remains narrow. Here, we introduce BalBoa, a balancing board to support balance training during handstands. We describe key highlights of the design process behind the Balboa, and present a work-in-progress prototype, which we tested with handstand beginners and experts. We discuss feedback from our users, preliminary insights, and sketch the future steps towards a fully developed prototype.

  • 23.
    Turmo Vidal, Laia
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Márquez Segura, Elena
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Parrilla Bel, Luis
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Exteriorizing Body Alignment in Collocated Physical Training2018Ingår i: Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, Móntreal, Canada: ACM Digital Library, 2018Konferensbidrag (Refereegranskat)
    Abstract [en]

    Proprioceptive awareness is an essential but challenging skill to master. In HCI physical training research, the design space of how technology can help people to develop such awareness remains narrow. Here, we present a technological device that exteriorizes misalignments of different body parts by translating them to haptic feedback. We present preliminary insights gained during the design process and device testing, and trace the future steps of its technological development.

  • 24.
    Turmo Vidal, Laia
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Márquez Segura, Elena
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Movement Correction in Instructed Fitness Training: Design Recommendations and Opportunities2018Konferensbidrag (Refereegranskat)
    Abstract [en]

    The use of technology to assist in instructed fitness training in collocated social settings is underexplored. Here we focus on how technology can be designed to fit within, leverage, and be part of the strategies and tools that fitness trainees and instructors use to detect and correct performance errors. Drawing on ethnomethodological approaches and using the concept of correction to focus our analysis, we scrutinize the interaction between instructor and trainees in two fitness activities, AntiGravity Fitness and Pilates. We identify social configurations and resources employed in instances of correction. We also present an analytical tool useful for deconstructing such correction processes, highlighting the strategies and resources used by the social actors, and their impact on performance. Based on insights gained from our analyses, we propose design recommendations and identify design opportunities that capitalize on existing tools and collaborative correction strategies, such as scaffolding the correction process.

  • 25.
    Turmo Vidal, Laia
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Márquez Segura, Elena
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Sensory bodystorming for collocated physical training desig2018Ingår i: NordiCHI '18 Proceedings of the 10th Nordic Conference on Human-Computer Interaction, Oslo, Norway: ACM Publications, 2018, s. 247-259Konferensbidrag (Refereegranskat)
    Abstract [en]

    Although the use of technology to support physical training has been gaining traction in HCI, the design space of sensory augmentations to improve and support physical training remains narrow. To help open this design space in the domain of collocated instructed physical training, we first present Sensory Bodystorming, a hybrid ideation method influenced by material and embodied approaches to ideation. Sensory Bodystorming targets the generation of ideas that support, and are underpinned by, a rich and nuanced sensorial experience. Ideas are generated through physically engaging with evocative sensorial stimuli elicited by ideation probes featuring diverse material qualities. Secondly, we present ideas resulting from three Sensory Bodystorming sessions that extend prior sensory augmentation works in the domain. Lastly, we identify interesting research and design directions based on prior works and our own.

  • 26.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Game Analysis as a Signature Pedagogy of Game Studies2013Ingår i: Foundations of Digital Games / [ed] Mark J. Nelson, ACM Press, 2013Konferensbidrag (Refereegranskat)
    Abstract [en]

    Teaching game studies has proven to be difficult. There is a marked difference between the fairly uniform professional and fan culture perception of games, and the scholarly perspective that most teachers will foster in a classroom setting.

    I argue that game analysis has the potential of being the signature pedagogy of game studies; that is, the practice through which students acquire theory in practical usage. However, in order to make this happen, we must develop the pedagogic aspect of game analysis, that is, we must understand how the skill is best acquired in an educational context.

    This paper is an attempt to critically examine the practices of teaching the skill of game analysis, a skill that is at the same time practically useful and conceptually difficult. Based on an online discussion with academic teachers involved in university level teaching in game studies, I discuss the methods that currently are in use and evaluate them against present knowledge in university pedagogy. My investigation shows that while all the participating teachers have developed practical and inquiry-based methods, the practices are still too diverse to form a signature practice.

  • 27.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    I’m in love with someone who doesn’t exist!: Bleed in the context of a computer game.2015Ingår i: Game Love: Essays on play and affection / [ed] Jessica Enevold and Esther MacCallum-Stewart, McFarland, 2015, s. 25-45Kapitel i bok, del av antologi (Övrigt vetenskapligt)
  • 28.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Play, Participation and Empowerment: Design strategies and dilemmas2016Ingår i: CHI PLAY 2016: Proceedings Of The 2016 Annual Symposium On Computer-Human Interaction In Play, 2016, s. 3-3Konferensbidrag (Refereegranskat)
  • 29.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    The Ethics of Unaware Participation in Public Interventions2016Ingår i: CHI4good: Proceedings of the Intl. conference on Human Factors in Computing Systems CHI'16, ACM Digital Library, 2016Konferensbidrag (Refereegranskat)
    Abstract [en]

    Interaction design is increasingly merging with designing our everyday environment. Trialing and evaluating such designs in an ecologically valid way often requires that they be installed in public space without clearly communicating their nature as trials. This leads to unaware participation in what, in fact, is an experimental intervention. This article focuses on the ethical considerations that arise from doing, and studying, interventions in public space, including but not restricted to interactive installations. It argues that under certain circumstances, such as when the known risks are low and the intervention presents sufficient support for avoiding involvement, active participation can be considered implicit consent. We revisit some example interventions from literature and press to scrutinize the potential risks and pitfalls associated to unaware participation.

  • 30.
    Waern, Annika
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Back, Jon
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Activity as the Ultimate Particular of Interaction Design2017Ingår i: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, New York: Association for Computing Machinery (ACM), 2017, s. 3390-3402Konferensbidrag (Refereegranskat)
    Abstract [en]

    In the turn towards practice-oriented research in interaction design, one of the most important proposals has been the emphasis on the 'ultimate particulars' produced by design, as embodiments of design knowledge. In current HCI research, those particulars are almost always taken to be ‘things’ – artefacts or singular systems. We argue that this emphasis may have come at a cost that can be described as a loss of identity; interaction design research was never primarily concerned with the design of artefacts, but with how humans act and interact with each other with and through artefacts. We propose a complementary perspective by looking at design projects and traditions where the ‘ultimate particulars’ can be considered to be activities rather than things. The article is concerned with how knowledge needs to be articulated in the scholarly engagement with such design practices. We argue that engagement with activitycentric design gets design research one step closer towards understanding salient contemporary design practices and what Buchanan calls ‘environmental design’.

  • 31.
    Waern, Annika
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Back, Jon
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Experimental Game Design2015Ingår i: Game Research Methods: An Overview / [ed] Lankoski, Petri; Björk, Staffan, ETC press, 2015Kapitel i bok, del av antologi (Refereegranskat)
  • 32.
    Waern, Annika
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Back, Jon
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Experimental game design2017Ingår i: Game design research: an introduction to theory and practice / [ed] Petri Lankoski and Jussi Holopainen, Pittsburgh, Pennsylvania, USA: ETC Press, 2017, s. 157-170Kapitel i bok, del av antologi (Övrigt vetenskapligt)
    Abstract [en]

    One way to understand games better is to experiment with their design. While experimental game design is part of most game design, this chapter focuses on ways in which it can become a method to perform academic enquiry, eliciting deeper principles for game design.

  • 33.
    Waern, Annika
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Back, Jon
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Sallnäs Pysander, Eva-Lotta
    Royal Inst Technol, Stockholm, Sweden.
    Heefer, Jasper
    Royal Inst Technol, Stockholm, Sweden.
    Rau, Andreas
    Royal Inst Technol, Stockholm, Sweden.
    Paget, Susan
    Ultuna Lantbruksuniv, Uppsala, Sweden.
    Petterson, Linda
    URBIO, Stockholm, Sweden.
    DigiFys: The interactive play landscape2015Konferensbidrag (Refereegranskat)
    Abstract [en]

    The DigiFys project explores the design of interactive landscapes for children's outdoor play. The project combines landscape architecture with design of interactive technology, working towards designs that support children in their everyday play activity, close to home. In the creative lab session, we want to co-design the play landscape together with local children. The focus is on acquiring a perspective on similarities and differences between the children’s play culture in Sweden where the project originates, and Malaysia.

  • 34.
    Waern, Annika
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Bergström, Karl
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Rosqvist, Daniel
    Tom Tits Experiment AB.
    Månsson, Lisa
    Tom Tits Experiment AB.
    Gaming in the crucible of science: Gamifying the Science Center Visit2014Ingår i: Proceedings of the 11th Advances in Computer Entertainment Technology Conference / [ed] Shoichi Hasegawa and Christian Geiger, 2014Konferensbidrag (Refereegranskat)
    Abstract [en]

    Gamification can be done for many purposes. We describean experiment with gamification that, while addressing aninformal learning environment, was not done to directly support learning. In the design of an overarching game experience for a science center, the goals were to support a focused visit, and create incitement for families to engage together. We describe how the science center environment poses multiple challenges for game and interaction design, which differ from ordinary gamification projects. We explain how these were addressed by designing for group interactivity, supporting both open and challenge-based play, and a careful combination of physical and digital interaction.

  • 35.
    Waern, Annika
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Bohné, Gunnar
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Affective and bodily involvement in children’s tablet play2015Ingår i: Diversity of play: DiGRA 2015 / [ed] Mathias Fuchs, 2015Konferensbidrag (Refereegranskat)
    Abstract [en]

    The rapid development of tablet applications targeting pre-school children presents us with challenging questions concerning how this age group engages with the applications. We performed a study with a tablet game designed to teach pre-school children about emotions, studying their mode of engagement and their understanding of the game. The purpose of the study was to provide insights into what play activities are encouraged by tablet play. The study showed clearly that even though the interactivity of the game was very limited, the children understood the social and emotional aspects of the game content very well. We also found that the children would sometimes engage affectively and dramatically with the game content; we highlight in particular instances of bodily involvement with the game. We argue that tablet games offer design opportunities for children in this age range that may be less relevant for older children, by taking corporeal play around the tablet into account.

    While none of the models for computer game-based learning and persuasion that have been proposed in literature constitutes a perfect fit to the behavior observed in our study, we find some resonance in the concept of procedural rhetorics in the way the players' interaction with the game serves to complete a rhetorical argument; in this case the storyline of the game. The children's dramatic involvement may potentially serve to strengthen such arguments.

  • 36.
    Waern, Annika
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Deterding, Sebastian
    Lucero, Andrés
    Holopainen, Jussi
    Min, Chulhong
    Cheok, Adrian
    Walz, Steffen
    Embarrassing Interactions2015Ingår i: CHI extended abstracts, Association for Computing Machinery (ACM), 2015, s. 2365-2368Konferensbidrag (Refereegranskat)
  • 37.
    Waern, Annika
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Stenros, Jaakko
    University of Tampere.
    Trust and Intimate Interaction in Nordic Larp2015Ingår i: CHI workshop on embarrassing interactions, 2015Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    Intimate play can be perceived as embarrassing or intrusive, it can violate personal boundaries, or make players feel unsafe. At the same time, intimate play can be fun, exhilarating, and trust-building. We look into intimate interactions in Nordic larp to get deeper insights into what triggers one reaction, or the other.

1 - 37 av 37
RefereraExporteraLänk till träfflistan
Permanent länk
Referera
Referensformat
  • apa
  • ieee
  • modern-language-association
  • vancouver
  • Annat format
Fler format
Språk
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Annat språk
Fler språk
Utmatningsformat
  • html
  • text
  • asciidoc
  • rtf