Interactive Institute

Kista, Sweden

Interactive Institute

Kista, Sweden
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Broms L.,Interactive Institute | Katzeff C.,Interactive Institute | Bang M.,Linköping University | Nyblom A.,Interactive Institute | And 2 more authors.
DIS 2010 - Proceedings of the 8th ACM Conference on Designing Interactive Systems | Year: 2010

Smart electricity meters and home displays are being installed in people's homes with the assumption that households will make the necessary efforts to reduce their electricity consumption. However, present solutions do not sufficiently account for the social implications of design. There is a potential for greater savings if we can better understand how such designs affect behaviour. In this paper, we describe our design of an energy awareness artefact - the Energy AWARE Clock - and discuss it in relation to behavioural processes in the home. A user study is carried out to study the deployment of the prototype in real domestic contexts for three months. Results indicate that the Energy AWARE Clock played a significant role in drawing households' attention to their electricity use. It became a natural part of the household and conceptions of electricity became naturalized into informants' everyday language. © 2010 ACM.

Nykanen A.,Lulea University of Technology | Johnsson R.,Lulea University of Technology | Sirkka A.,Interactive Institute | Johansson O.,AF Sound and Vibration
Applied Acoustics | Year: 2013

Auralization facilitates aural examination of contributions from different sound sources, individually and as parts of a context. Auralizations can be created by filtering sounds of perceptually salient sources through binaural transfer functions (BTFs) from source positions to a listening position. When such auralizations are used for product sound design it is essential to know that they are of sufficient quality. A basic requirement is that preference ratings are unaffected by the quality of the auralizations. The objective of this study was to measure changes in preference ratings of auralized engine sounds caused by changes in frequency resolution of used BTFs. Auralizations of engine sounds were created by filtering source sounds through BTFs measured from source positions to a driver's position inside a truck cabin. The BTFs were altered by lowering the frequency resolution and by smoothing in the frequency domain. Preferences for the auralizations were compared using a modified version of the MUlti Stimulus test with Hidden Reference and Anchor, MUSHRA (ITU-R BS.1534-1). Since the use of a reference is only appropriate when a reference known to be most preferred exists the reference was removed, resulting in a MUlti Stimulus Test with Hidden Anchors (MUSTHA). For assessment of the differences between the auralizations a statistical method commonly used for assessing agreement between methods of clinical measurement was adopted. The lowest frequency resolutions resulting in acceptable agreement between preference ratings of auralizations made with high frequency resolution (1 Hz) BTFs and auralizations made with simplified BTFs were 32 Hz frequency resolution or smoothing with either 1/24 octave bandwidth filters or 63 Hz absolute bandwidth filters. © 2013 Elsevier Ltd. All rights reserved.

Lundstrom C.,Linköping University | Lundstrom C.,Sectra Imtec AB | Rydell T.,Interactive Institute | Forsell C.,Linköping University | And 2 more authors.
IEEE Transactions on Visualization and Computer Graphics | Year: 2011

Medical imaging plays a central role in a vast range of healthcare practices. The usefulness of 3D visualizations has been demonstrated for many types of treatment planning. Nevertheless, full access to 3D renderings outside of the radiology department is still scarce even for many image-centric specialties. Our work stems from the hypothesis that this under-utilization is partly due to existing visualization systems not taking the prerequisites of this application domain fully into account. We have developed a medical visualization table intended to better fit the clinical reality. The overall design goals were two-fold: similarity to a real physical situation and a very low learning threshold. This paper describes the development of the visualization table with focus on key design decisions. The developed features include two novel interaction components for touch tables. A user study including five orthopedic surgeons demonstrates that the system is appropriate and useful for this application domain. © 2011 IEEE.

Fallman D.,Umeå University | Fallman D.,Interactive Institute
AI and Society | Year: 2010

In this article, the concept of mobility is examined theoretically, from a phenomenological perspective, as well as empirically, through two design case studies. First, a background to how the notion of mobility is generally conceptualized and used in academia as well as within industry is provided. From a phenomenological analysis, it becomes necessary to question the currently dominating understanding of mobility as first and foremost a provider of freedom from a number of constraints. Rather, it is argued, mobility needs to be understood primarily as quite the opposite; as being about getting involved in different contexts. Based on this analysis, it is described how such an altered way of understanding mobility has come to challenge our design team's preconceptions of mobile interaction design and influence the design of two mobile support system for service and maintenance in industrial settings. © Springer-Verlag London Limited 2009.

Fallman D.,Interactive Institute | Moussette C.,Umeå University
Interactions | Year: 2011

The potential of stop motion animation or stop-frame animation as a sketching technique is investigated by master students in interaction design at Umeå Institute of Design, Umeå University, Sweden. The aim was to explore how stop motion animation can generate, develop, and communicate interaction-design ideas and concepts. Students learned how producing convincing animation requires its share of work. It was found that students with access to the better equipment did not generate better animations,and students with the simplest gear often ended up producing the most interesting results. The technique requires a lot less setup, planning, and equipment than regular moving-image film making. In stop motion animation, the sequences are built frame by frame, which allows animators to avoid many technical and physical constraints, making it relatively easy to bypass materials and physical properties and realities.

Jonsson L.,Mälardalen University | Broms L.,Interactive Institute | Katzeff C.,Interactive Institute
DIS 2010 - Proceedings of the 8th ACM Conference on Designing Interactive Systems | Year: 2010

Increasing our knowledge of how design affects behaviour in the workplace has a large potential for reducing electricity consumption. This would be beneficial for the environment as well as for industry and society at large. In Western society energy use is hidden and for the great mass of consumers its consequences are poorly understood. In order to better understand how we can use design to increase awareness of electricity consumption in everyday life, we will discuss the design of Watt-Lite, a set of three oversized torches projecting real time energy statistics of a factory in the physical environments of its employees. The design of Watt-Lite is meant to explore ways of representing, understanding and interacting with electricity in industrial workspaces. We discuss three design inquiries and their implications for the design of Watt-Lite: the use of tangible statistics; exploratory interaction and transferred connotations. © 2010 ACM.

Zoric G.,Interactive Institute | Barkhuus L.,Interactive Institute | Engstrom A.,Interactive Institute | Onnevall E.,University of Stockholm
Proceedings of the 11th European Conference on Interactive TV and Video, EuroITV 2013 | Year: 2013

In this paper we explore viewing and interaction in an emerging type of interactive TV, where viewers are presented with panoramic ultrahigh-definition video combined with extensive interactive control over view selection. Instead of delivering only what will be consumed, emerging TV services offer high-resolution panoramic video to the viewers, enabling them to more freely explore the broadcast content by selecting regions of interest and navigating within the larger panoramic image. However, as we open up the television space both in field of view and in terms of the freedom given to viewers, new interactional challenges emerge. We have done user studies on two systems for interacting with panoramic high-resolution video, one based on the tablet interaction and other on the gesture interaction. Our findings revealed a number of design challenges concerning properties specific to panoramic video. Based on findings from the user studies and the identified design challenges, we have compiled a set of the design recommendations on how to support interactive viewing of panoramic content. Copyright © ACM.

Kuijer L.,Technical University of Delft | De Jong A.,Interactive Institute | Van Eijk D.,Technical University of Delft
ACM Transactions on Computer-Human Interaction | Year: 2013

The sustainability challenges facing society today require approaches that look beyond single productuser interactions. Focusing on socially shared practices-e.g. cooking, laundering-has been identified as a promising direction. Building on a growing body of research in sustainable HCI that takes practices as unit of analysis, this article explores what it means to take practices as a unit of design. Drawing on theories of practice, it proposes that practice-oriented design approaches should: involve bodily performance, create crises of routine and generate a variety of performances. These guidelines were integrated into a Generative Improve Performances (GIP) approach, entailing a series of performances by improvisation actors with lowfidelity prototypes in a lab environment. The approach was implemented in an empirical study on bathing. Although the empirical example does not deal with common types of interactive technologies, the guidelines and GIP approach offer sustainable HCI a way to think beyond immediate interactions and to conceptualize change on a practice level. © 2013 ACM.

Katzeff C.,Interactive Institute | Nyblom A.,Interactive Institute | Tunheden S.,Interactive Institute | Torstensson C.,Interactive Institute
Behaviour and Information Technology | Year: 2012

The article presents a case study of a user-centred design process of an energy service to be used by households. This case study is used to explore the nature of participation of users in the design process. The purpose of the design was to create a prototype for an IT-based service to facilitate for households to learn about their electricity consumption and implicitly to reduce it. By applying methods from human-computer interaction (HCI) throughout the design process, we designed the digital prototype EnergyCoach. The final prototype of EnergyCoach is structured to visualise electricity consumption in households and to coach members of the household in learning about, and reducing their own consumption. The service is mediated through a combination of a web-based platform and one for the mobile phone. EnergyCoach was tested and evaluated in its intended context. Qualitative interviews were carried out with six households who tested the service for six months in their home environment. Results reveal that although the design of EnergyCoach was appreciated and the service as such considered useful, informants varied in how frequently they used it. Reasons to this are discussed and related to methods for early and later phases of the design process. © 2012 Copyright Taylor and Francis Group, LLC.

Juhlin O.,Interactive Institute | Zhang Y.,Interactive Institute
Mobile HCI 2011 - 13th International Conference on Human-Computer Interaction with Mobile Devices and Services | Year: 2011

We report on a study of fashionable people's expressions of opinions on mobile phones in online fashion media, such as blogs and magazines. First, the study contributes to our understanding of the role of pragmatic philosophy, which is now dominating HCI both as a guide for design and as a guide when looking at social practices, in outlining the role of aesthetics in experience design. Fashion practices diverge from this theory, since here aesthetic appearances can be visual, ambiguous and incomplete although it still provides a lot of meanings for people. We argue that our findings should influence the discussion in HCI to consider a less theoretically oriented aesthetic approach, where instead empirical studies get at the forefront. Second, the study provides valuable insight on how we should design mobile experiences to attract more attention from people interested in fashion. Mobile phones, and their services, can for example be designed to relate to the visual appearance of the dressed outfit, or ensemble of a person. © 2011 ACM.

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