S+I Research Seminar: Maria Kjærup

Title: Longitudinal Studies in HCI

Abstract: Longitudinal studies have been discussed and applied in HCI research for many years, and research has stressed the importance of such studies. But it has also traditionally been seen as somewhat cumbersome and labour-intensive. As a result, the actual role and significance of longitudinal studies in HCI research is still vaguely understood. In this presentation, I will present some interesting findings following a meta-analysis of 97 CHI papers retrieved from the period 1982-2017 in which longitudinal studies were reported. Also reported in a submission for CHI’18, with fellow colleagues and authors; Mikael, Peter and Jesper. The focus will be on themes; duration, metrics and change. Let’s open up a discussion on implications and possibilities for longitudinal studies in HCI.

Where and When: Room 0.2.15, 17 of November 2017, 09:30-10:30

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S+I Research Seminar: Peter Axel Nielsen

Title: What’s all the fuss about design theory? Or, how can we formulate design principles of digital artefacts? Or, why bother?

Abstract: Yes, it’ll be abstract. I’ll promise to give one example though.

Where and When: Room 0.2.15, 3 of November 2017, 09:30-10:30

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S+I Research Seminar: Stine Schmieg Lundgaard

Title: HCI challenges for human-building interaction.

Abstract: The fields of HCI and architecture are, to an increasing degree, intertwined. Using terms such as smart buildings or human-building interaction, interaction designers and architects are integrating digital technologies with our built environment. In this presentation, I talk about my current findings and reflections from an ongoing literature review within this field. Specifically, I will introduce my academic and professional background followed by an overview of key publications in the field of human-building interaction. I will conclude with my reflections on those publications which I hope will set the foundation for a constructive discussion on particular areas this could be explored.
Currently, I am aiming at submitting a paper from the literature review to TOCHI where a special call for papers on human-building interaction has been issued. Link to call: https://tochi.acm.org/category/call-for-papers/

Where and When: Room 0.2.15, 20 of October 2017, 09:30-10:30

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S+I Research Seminar: Vasiliki Tsaknaki

Title: Exploring preciousness for interaction design, by engaging in crafting, as a particular approach and attitude towards materiality and making.

Abstract: Practice-based design research in the interaction design domain can contribute with studying the many facets involved in a making process, including materials, tools or methods applied, while at the same time it can inform how users engage, interact with, but also value interactive technology in the long term. In this presentation I will talk about some of my research studies, in which I have been engaged in crafting, as a particular approach and attitude towards making interactive artefacts. In particular, I will focus on how crafting allowed me to articulate and explore preciousness for interaction design, which arrives from the core attributes and values that are embedded in crafts, and especially from the three craft attributes of impermanence, incompleteness and imperfection. Elaborating on preciousness can provide a way of reflecting on crucial aspects that seem predominant in contemporary computing, but it can also be utilized as a practical resource to guide the design of new interactive designs.

Where and When: Room 0.2.15, 22 of September 2017, 09:30-10:30

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Paper accepted at INTERACT 2017: Active Involvement of Software Developers in Usability Engineering: Two Small-Scale Case Studies

Nis and Jan Stage have co-authored a short paper that got accepted at INTERACT 2017.

Abstract

The essence of usability evaluations is to produce feedback that supports the downstream utility so the interaction design can be improved and problems can be fixed. In practice, software development organizations experience several obstacles for conducting usability engineering. One suggested approach is to train and involve developers in all phases of usability activities from evaluations, to problem reporting, and making redesign proposals. Only limited work has previously investigated the impact of actively involving developers in usability engineering. In this paper, we present two small-scale case studies in which we investigate the developers’ experience of conducting usability evaluations and participating in a redesign workshop. In both case studies developers actively engaged in both activities. Per the developers, this approach supported problem understanding, severity ratings, and problem fixing. At the organizational level, we found that the attitude towards and understanding of the role of usability engineering improved.

Nis Bornoe and Jan Stage. 2017. Active Involvement of Software Developers in Usability Engineering: Two Small-Scale Case Studies. Human-Computer Interaction – INTERACT 2017. Lecture Notes in Computer Science. Springer.

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Paper to be presented at ECIS 2017 in Portugal

On Saturday (June 10th) John will present a paper on the value positions in the Danish e-government strategies. The paper is co-authored with Espen, Peter and Anja Reinwald (Center for IT management, AAU).

 Abstract

Clarifying what value new information systems (IS) may help to create for government organizations and society is a central concern in the public sector. National e-government strategies present such efforts to clarify the value entailed by IS, however, what is considered valuable is influenced by value positions deeply enshrined in the traditions of public administration. We present a theory directed con-tent analysis of value positions in the national e-government strategy for Denmark published for the first time in 1994 and latest in 2016. Our comparison of the value positions in the two e-government strategies show consistency over time when looking at the ideals of professionalism, service, and efficiency. While the least dominant ideal of engagement, has declined. The 22-year timespan separating the development of these two strategies had major technological advances, but little transformational impact on Danish e-government strategies in their general value positions. We discuss how our findings contribute to previous research on values in e-government and have practical implications for working with e-government strategies.

Persson, J. S., Reinwald, A. K., Skorve, E., & Nielsen, P. A. (2017). Value Positions in E-government strategies: Something is (not) changing in the state of Denmark. In Proceedings of the  25th European Conference on Information Systems,  Guimarães, Portugal, pp. 1-14.

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Connected car paper accepted for MobileHCI 2017

Kvist, Mikael and Jesper got their paper on the connected car accepted at MobileHCI 2017

Abstract

The amount of interactive digital technology in cars is increasing rapidly, and many new cars are shipped with connectivity. As a result, a new platform has emerged that holds potentials to facilitate many new and different interactions, both inside and outside the car. Within the area of HCI for cars, the focus has predominantly been on interactions with in-vehicle systems and applications of technology that is enabled through connectivity. However, we still lack in-depth empirical studies that provide details of the connected car, its use, opinions towards it, and how it integrates into people’s everyday lives. We report from a qualitative study of 13 households with connected electric cars. We present our findings in 3 themes of interaction through connectivity, updating and upgrading car software, and security and privacy. We further discuss our findings in 3 themes that might inform and inspire further mobile HCI research with the connected car.

Michael K. Svangren, Mikael B. Skov, and Jesper Kjeldskov. 2017. The Connected Car: An Empirical Study of Electric Cars as Mobile Digital Devices. Accepted for inclusion in Proceedings of MobileHCI’17.

 

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Calming children during blood sampling paper accepted at DIS 2017

Tim and collaborators at Aarhus University and University College London got their research work on calming children during blood sampling procedures accepted at DIS 2017.

Abstract

Blood sampling is a common and necessary procedure in the treatment and diagnosis of a variety of diseases. However, it often results in painful and stressful experiences for children. Designed together with domain experts, Pufferfish is a breath-controlled biofeedback game technology with bespoke airflow sensor that aims to calm children during blood sampling procedures. An initial randomized controlled trial was conducted in which 20 children aged 6-11 were assigned to one of two conditions involving either passive distraction (watching a video) or active distraction using the Pufferfish prototype. We present quantitative results demonstrating the effectiveness of our active distraction technique. Together with qualitative feedback from patients, parents, and medical staff we identify key aspects impacting the acceptance of breath-based active distraction and future system refinements. Our study highlights the potential of non-pharmacological assistive technology tools to reduce fear and pain for children undergoing painful or stressful medical treatment.

Sonne, T., Merritt, T.R., Marshall, P., Lomholt, J., Müller, J., and Grønbæk, K. 2017. Calming Children When Drawing Blood Using Breath-based Biofeedback. In Proc. DIS 2017, (to appear).

 

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Provocation paper accepted at DIS 2017

Dimitrios, Rikke, Jesper and Mikael got their research work on provocation accepted at DIS 2017

Abstract

Recently within HCI, design approaches have appeared, which deviate from the traditional ones. Among them critical design introduces deliberate provocations in order to challenge established perceptions and practices. We have engaged ourselves with this design approach out of interest in understanding how to use provocation in research through design. Towards this end, we report on a field study with four families that used an aesthetically, functionally and conceptually provocative future probe. The purpose of the probe was to challenge existing energy consuming practices through provocation and make its users reflect on them. The paper describes how all three provocative aspects were addressed, and our findings demonstrate how they were experienced in the real world, and how they impacted our research through design approach. We conclude by presenting reflections on how to design provocations, and reflections for the impact of provocations for research through design in general.

Raptis, D., Jensen, R.H., Kjeldskov, J., and Skov, M. 2017. Aesthetic, Functional and Conceptual Provocation in Research Through Design. In Proc. DIS 2017, (to appear).

 

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