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  • 1.
    Brown, Barry
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Lampinen, Airi
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    McMillan, Donald
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Rostami, Asreen
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Wang, Jinyi
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    The IKEA Catalogue: Design fiction in academic and industrial collaborations2016Ingår i: Proceedings of the 19th International Conference on Supporting Group Work, Association for Computing Machinery (ACM), 2016, s. 335-344Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper is an introduction to the “Future IKEA Catalogue”, enclosed here as an example of a design fiction produced from a long standing industrial-academic collaboration. We introduce the catalogue here by discussing some of our experiences using design fictionwith companies and public sector bodies, giving some background to the catalogue and the collaboration which produced it.

  • 2. Márquez Segura, Elena
    et al.
    Turmo Vidal, Laia
    Rostami, Asreen
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    BODYSTORMING FOR MOVEMENT-BASED INTERACTION DESIGN2016Ingår i: Human Technology, ISSN 1795-6889, E-ISSN 1795-6889, Vol. 12, nr 2, s. 193-251Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    After a decade of movement-based interaction in human–computer interaction, designing for the moving body still remains a challenge. Research in this field requires methods to help access, articulate, and harness embodied experiences in ways that can inform the design process. To address this challenge, this article appropriates bodystorming, an embodied ideation method for movement-based interaction design. The proposed method allows for early consideration of the physical, collocated, and social aspects of a designed activity as illustrated with two explorative workshops in different application domains: interactive body games and interactive performances. Using a qualitative methods approach, we used video material from the workshops, feedback from participants, and our own experience as participants and facilitators to outline important characteristics of the bodystorming method in the domain of movement-based interaction. The proposed method is compared with previous ones and application implications are discussed.

  • 3. Márquez Segura, Elena
    et al.
    Turmo Vidal, Laia
    Rostami, Asreen
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Waern, Annika
    Embodied Sketching2016Ingår i: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 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.

  • 4.
    Rostami, Asreen
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Performing with Technology2017Ingår i: Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction, Association for Computing Machinery (ACM), 2017, s. 721-723Konferensbidrag (Refereegranskat)
    Abstract [en]

    This research explores the use of technology in Mixed-Reality Performance, and how novel interactive technologies (VR, IoT, Bio-Data) can be used in designing such performances. Additionally, I explore the potential of these technologies to increase audience' interaction with the performance. The studies presented in this paper are still under development and mainly focus on three novel technologies within performances; Virtual Reality, Bio-Data and environmental IoT.

  • 5.
    Rostami, Asreen
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Bexell, Emma
    Stanisic, Stefan
    The Shared Individual2018Ingår i: Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction, Association for Computing Machinery (ACM), 2018, s. 511-516Konferensbidrag (Refereegranskat)
    Abstract [en]

    The Shared Individual is a live collaborative Mixed-Reality Performance in which a group of audience members can observe themselves from an individual's point of view. In this performance, a performer shares her view with audience members by wearing a head-mounted camera and steaming live video. By wearing a head-mounted display audience members can see themselves and follow performer's instruction to 'occupy' her body and become her. This instruction, in the form of performance, is designed to help the audience to sync with the performer in three different stages: visual synchronization, physical synchronization and emotional synchronization.

  • 6.
    Rostami, Asreen
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    McMillan, Donald
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Márquez Segura, Elena
    Rossitto, Chiara
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Barkhuus, Louise
    Bio-Sensed and Embodied Participation in Interactive Performance2017Ingår i: Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction, Association for Computing Machinery (ACM), 2017, s. 197-208Konferensbidrag (Refereegranskat)
    Abstract [en]

    Designing for interactive performances is challenging both in terms of technology design, and of understanding the interplay between technology, narration, and audience interactions. Bio-sensors and bodily tracking technologies afford new ways for artists to engage with audiences, and for audiences to become part of the artwork. Their deployment raises a number of issues for designers of interactive performances. This paper explores such issues by presenting five design ideas for interactive performance afforded by bio-sensing and bodily tracking (i.e. Microsoft Kinect) developed during two design workshops. We use these ideas, and the related scenarios to discuss three emerging issues namely: temporality of input, autonomy and control, and visibility of input in relation to the deployment of bio-sensors and bodily tracking technologies in the context of interactive performances.

  • 7.
    Rostami, Asreen
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Rossitto, Chiara
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Barkhuus, Louise
    Hook, Jonathan
    Taylor, Robyn
    Laaksolahti, Jarmo
    McMillan, Donald
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Spence, Jocelyn
    Williamson, Julie
    Design Fiction for Mixed-Reality Performances2017Ingår i: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2017, s. 498-505Konferensbidrag (Refereegranskat)
    Abstract [en]

    Designing for mixed-reality performances is challenging both in terms of technology design, and in terms of understanding the interplay between technology, narration, and (the outcomes of) audience interactions. This complexity also stems from the variety of roles in the creative team often entailing technology designers, artists, directors, producers, set-designers and performers. In this multidisciplinary, one-day workshop, we seek to bring together HCI scholars, designers, artists, and curators to explore the potential provided by Design Fiction as a method to generate ideas for Mixed-Reality Performance (MRP) through various archetypes including scripts, programs, and posters. By drawing attention to novel interactive technologies, such as bio-sensors and environmental IoT, we seek to generate design fiction scenarios capturing the aesthetic and interactive potential for mixed-reality performances, as well as the challenges to gain access to audience members' data -- i.e. physiological states, daily routines, conversations, etc.

  • 8.
    Rostami, Asreen
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Savinov, Valeriy
    Barkhuus, Louise
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Testing in the Field: Voice Based Interaction for Citizen Reporting in Uganda2015Ingår i: Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2015, s. 1061-1066Konferensbidrag (Refereegranskat)
    Abstract [en]

    In developing countries where Internet is not readily accessible and literacy sometimes low, Interactive Voice Response (IVR) systems have been shown to provide opportunities in a variety of civic activities. In this way, such systems can give the opportunity to more easily influence and participate in public affairs. However the lack of an efficient system of administration can delay delivering the collected reports to the relevant organizations or authorities. This paper presents a study of a citizen reporting system that was developed, implemented and tested in Uganda. This was done in collaboration with the Women of Uganda Network an organization to empower women using ICT. We studied an IVR system called U-Call that allows administrators to easily publish and tag audio reports over the Web (reported by citizen) using low generation mobile devices. We highlight a number of issues, including multiple authentication process that needs to be taken into account for future development. We emphasize the importance of field studies in understanding and designing for this user group and understanding the reality of the technical infrastructure available.

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