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Publications (10 of 39) Show all publications
Löwgren, J. (2015). Beyond conversation: palpating the hybrid materials (ed.). In: (Ed.), (Ed.), Proceedings of the 2nd Biennial Research Through Design Conference, 25-27 March 2015, Cambridge, UK.: . Paper presented at Research Through Design Conference, Cambridge, UK (2015).
Open this publication in new window or tab >>Beyond conversation: palpating the hybrid materials
2015 (English)In: Proceedings of the 2nd Biennial Research Through Design Conference, 25-27 March 2015, Cambridge, UK., 2015Conference paper, Published paper (Other academic)
Abstract [en]

Based on an episode from a design case, it is argued that explorative interaction design with hybrid materials combining physical and digital properties is better conceptualized as palpating the hybrid materials, rather than having a conversation with them. This leads to a proposed design strategy for designers working with hybrid materials: to build prototypes and do material experiments in a way that foregrounds immediate sensate feedback and externalizes responses that are normally not perceivable.

Keywords
design of tangible interaction, hybrid design materials, design strategy, IOTAP
National Category
Medical and Health Sciences
Identifiers
urn:nbn:se:mau:diva-11059 (URN)10.6084/m9.figshare.1327980 (DOI)18744 (Local ID)18744 (Archive number)18744 (OAI)
Conference
Research Through Design Conference, Cambridge, UK (2015)
Available from: 2020-02-29 Created: 2020-02-29 Last updated: 2022-12-08Bibliographically approved
Höök, K., Dalsgaard, P., Reeves, S., Bardzell, J., Löwgren, J., Stolterman, E. & Rogers, Y. (2015). Knowledge Production in Interaction Design. In: CHI EA '15: Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems: . Paper presented at 33rd Annual CHI Conference on Human Factors in Computing Systems (CHI), Seoul, South Korea 18-23 April 2015 (pp. 2429-2432). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Knowledge Production in Interaction Design
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2015 (English)In: CHI EA '15: Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2015, p. 2429-2432Conference paper, Published paper (Refereed)
Abstract [en]

Research in HCI involves a wide variety of knowledge production bringing forth theories, guidelines, methods, practices, design case studies / exemplars, frameworks, concepts, qualities and so on. This workshop is about mapping out the spaces, forms and potentials of such knowledge production in interaction design research.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2015
Keywords
Annotated portfolios, Design methods, Design programs, Experiential qualities, Interaction design theory, Strong concepts
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:mau:diva-70564 (URN)10.1145/2702613.2702653 (DOI)2-s2.0-84954289003 (Scopus ID)978-1-4503-3146-3 (ISBN)
Conference
33rd Annual CHI Conference on Human Factors in Computing Systems (CHI), Seoul, South Korea 18-23 April 2015
Available from: 2024-08-23 Created: 2024-08-23 Last updated: 2024-08-23Bibliographically approved
Löwgren, J. (2015). The Collective Novice: A Designer’s Reflections on Emergent Complexity in Collaborative Media. In: Ulrik Ekman; Jay David Bolter; Lily Diaz; Morten Sondergaard; Maria Engberg (Ed.), (Ed.), Ubiquitous Computing, Complexity and Culture: (pp. 364-374). Routledge
Open this publication in new window or tab >>The Collective Novice: A Designer’s Reflections on Emergent Complexity in Collaborative Media
2015 (English)In: Ubiquitous Computing, Complexity and Culture / [ed] Ulrik Ekman; Jay David Bolter; Lily Diaz; Morten Sondergaard; Maria Engberg, Routledge, 2015, , p. 408p. 364-374Chapter in book (Refereed)
Abstract [en]

When painting the broad-brush foundation appropriate to an introduction, the development of computing in society can be characterized in terms of three main epochs. In the first, computing took on the form of mainframe data storage and processing units supporting enterprises in handling organizational information. The second epoch consisted of the personal computing (PC) revolution where the power of information technology became available for individual domestic and leisurely use in the form of affordable and accessible desktop devices. Finally, the third epoch of ubiquitous computing has been predicted since the early 1990s (Weiser 1991) and is presently turning into the dominant computing paradigm in the wake of technological developments concerning the miniaturization of digital technology and the coverage of mobile Internet connectivity. 

Place, publisher, year, edition, pages
Routledge, 2015. p. 408
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:mau:diva-70599 (URN)10.4324/9781315781129-40 (DOI)2-s2.0-85145113205 (Scopus ID)9780415743822 (ISBN)9781315781129 (ISBN)9781138296329 (ISBN)
Available from: 2024-08-26 Created: 2024-08-26 Last updated: 2024-12-12Bibliographically approved
Ståhl, A., Löwgren, J. & Höök, K. (2014). Evocative balance: designing for interactional empowerment (ed.). International Journal of Design, 8(1), 43-57
Open this publication in new window or tab >>Evocative balance: designing for interactional empowerment
2014 (English)In: International Journal of Design, ISSN 1991-3761, E-ISSN 1994-036X, Vol. 8, no 1, p. 43-57Article in journal (Refereed) Published
Abstract [en]

We propose an experiential quality called evocative balance as key in designing for affective interaction that aims to empower users in and through the interaction. Evocative balance draws on the dual meaning of the word “evoke” in characterizing the user’s sense that data and actions evoke familiar recollections of lived experience, yet are still open enough to evoke multiple interpretations in an ongoing process of co-constructive making of meaning. Our aim is to capture those experiences that resonate with our lived, everyday, social and bodily experiences; those experiences that we can recognise in ourselves and, through empathy, in others. We elaborate on and substantiate the meaning of this quality by means of retrospective reflection on three of our own design projects. This account provides detailed insights on how to find the balance between openness and familiarity through design.

Place, publisher, year, edition, pages
Chinese Institute of Design, 2014
Keywords
experiential quality, affective interaction, interaction design
National Category
Information Systems, Social aspects
Identifiers
urn:nbn:se:mau:diva-14403 (URN)000342864100004 ()2-s2.0-84899800978 (Scopus ID)17236 (Local ID)17236 (Archive number)17236 (OAI)
Available from: 2020-03-30 Created: 2020-03-30 Last updated: 2024-11-26Bibliographically approved
Löwgren, J. (2013). Annotated portfolios and other forms of intermediate: level knowledge (ed.). interactions, 20(1), 30-34
Open this publication in new window or tab >>Annotated portfolios and other forms of intermediate: level knowledge
2013 (English)In: interactions, ISSN 1072-5520, E-ISSN 1558-3449, Vol. 20, no 1, p. 30-34Article in journal (Refereed)
Place, publisher, year, edition, pages
ACM Digital Library, 2013
Keywords
design research, interaction design, intermediate-level knowledge
National Category
Humanities and the Arts
Identifiers
urn:nbn:se:mau:diva-1547 (URN)10.1145/2405716.2405725 (DOI)2-s2.0-84880224318 (Scopus ID)14912 (Local ID)14912 (Archive number)14912 (OAI)
Available from: 2020-02-27 Created: 2020-02-27 Last updated: 2024-02-06Bibliographically approved
Löwgren, J. & Reimer, B. (2013). Collaborative Media. Production, Consumption, and Design Interventions (ed.). : MIT Press
Open this publication in new window or tab >>Collaborative Media. Production, Consumption, and Design Interventions
2013 (English)Book (Refereed)
Abstract [en]

With many new forms of digital media–including such popular social media as Facebook, Twitter, and Flickr—the people formerly known as the audience no longer only consume but also produce and even design media. Jonas Löwgren and Bo Reimer term this phenomenon collaborative media, and in this book they investigate the qualities and characteristics of these forms of media in terms of what they enable people to do. They do so through an interdisciplinary research approach that combines the social sciences and humanities traditions of empirical and theoretical work with practice-based, design-oriented interventions.

Place, publisher, year, edition, pages
MIT Press, 2013. p. 198
Keywords
media, design, intervention, living lab
National Category
Medical and Health Sciences
Identifiers
urn:nbn:se:mau:diva-16119 (URN)22191 (Local ID)9780262318433 (ISBN)22191 (Archive number)22191 (OAI)
Available from: 2020-03-30 Created: 2020-03-30 Last updated: 2024-06-11Bibliographically approved
Hobye, M., Padfield, N. & Löwgren, J. (2013). Designing social play through interpersonal touch: An annotated portfolio (ed.). In: (Ed.), Nordes 2013: Experiments in design research: Nordes 2013: Online proceedings. Paper presented at Nordic Design Research Conference (NORDES), Copenhagen, Denmark (2013) (pp. 366-369). The Royal Danish Academy of Fine Arts, Schools for Architecture, Design and Conservation
Open this publication in new window or tab >>Designing social play through interpersonal touch: An annotated portfolio
2013 (English)In: Nordes 2013: Experiments in design research: Nordes 2013: Online proceedings, The Royal Danish Academy of Fine Arts, Schools for Architecture, Design and Conservation , 2013, p. 366-369Conference paper, Published paper (Other academic)
Abstract [en]

We present five design cases as an annotated portfolio, exploring ways to design for intimate, interpersonal touch and social intimacy in interaction design. Five key qualities are elicited from the cases, including novel connotations sparking curiosity; providing an excuse to interact; unfolding internal complexity; social ambiguity; norm-bending intimacy. The work highlights novel interaction design approaches fostering social play, turning participants into performers of their own narratives.

Place, publisher, year, edition, pages
The Royal Danish Academy of Fine Arts, Schools for Architecture, Design and Conservation, 2013
Keywords
interaction design, interpersonal touch, social play, annotated portfolio
National Category
Medical and Health Sciences
Identifiers
urn:nbn:se:mau:diva-11068 (URN)15811 (Local ID)15811 (Archive number)15811 (OAI)
Conference
Nordic Design Research Conference (NORDES), Copenhagen, Denmark (2013)
Available from: 2020-02-29 Created: 2020-02-29 Last updated: 2025-03-05Bibliographically approved
Löwgren, J. & Reimer, B. (2013). The computer is a medium, not a tool: collaborative media challenging interaction design (ed.). Challenges, 4(1), 86-102
Open this publication in new window or tab >>The computer is a medium, not a tool: collaborative media challenging interaction design
2013 (English)In: Challenges, E-ISSN 2078-1547, Vol. 4, no 1, p. 86-102Article in journal (Refereed) Published
Abstract [en]

Collaborative media entail an emerging set of digitally mediated practices, characterized by collaborative communicative action within organically developing, cross-medial infrastructures. We argue that computers are increasingly turning from tools into (collaborative) media in everyday use, and that this shift poses a significant challenge to the discipline of interaction design. Particularly prominent aspects of the challenge include the way design processes are conceptualized and structured, and the way in which communicative perspectives take precedence over instrumental ones.

Place, publisher, year, edition, pages
Molecular Diversity Preservation International (MDPI) AG, 2013
Keywords
collaborative media, interaction design
National Category
Medical and Health Sciences
Identifiers
urn:nbn:se:mau:diva-14322 (URN)10.3390/challe4010086 (DOI)15408 (Local ID)15408 (Archive number)15408 (OAI)
Available from: 2020-03-30 Created: 2020-03-30 Last updated: 2024-04-30Bibliographically approved
Löwgren, J., Larsen, H. S. & Hobye, M. (2013). Towards programmatic design research (ed.). Designs for Learning, 6(1-2), 80-100
Open this publication in new window or tab >>Towards programmatic design research
2013 (English)In: Designs for Learning, ISSN 2001-7480, Vol. 6, no 1-2, p. 80-100Article in journal (Refereed) Published
Abstract [en]

The notion of design research entails research where design practice forms part of the knowledge production. Based on our characterization of the nature of design, we propose to conceptualize this kind of research as programmatic design research. Two ongoing PhD projects in interaction design are presented as examples of programmatic research processes, highlighting issues to do with the virtues and qualities of the processes, the interplay of optics and engagements in a hermeneutical dynamic, and the production of takeaways for the academic community.

Place, publisher, year, edition, pages
Department of Didactic Sciences, Stockholm university, 2013
Keywords
programmatic research, research methodology, interaction design
National Category
Medical and Health Sciences
Identifiers
urn:nbn:se:mau:diva-14334 (URN)10.2478/dfl-2014-0017 (DOI)16915 (Local ID)16915 (Archive number)16915 (OAI)
Available from: 2020-03-30 Created: 2020-03-30 Last updated: 2025-04-06Bibliographically approved
Hajinasab, B., Davidsson, P., Löwgren, J. & Persson, J. A. (2013). Visualization of data from transportation simulation systems (ed.). In: (Ed.), : . Paper presented at 13th Word Conference of Transport Research (WCTR 2013), Rio De Janeiro, Brazil (July 15-18 2013). World Conference of Transport Research
Open this publication in new window or tab >>Visualization of data from transportation simulation systems
2013 (English)Conference paper, Published paper (Refereed)
Abstract [en]

Information visualization, as a way of presenting different data types in an understandable form, has the potential to support the analysis of transportation data. Visualization can often help decision makers to efficiently analyse large amount of information. One application area of information visualization is to support the analysis of the transportation data and thus facilitate the decision-making process. Most of the previous studies in this area have focused on visualization of transportation infrastructures such as roads, bridges in order to enhance the public awareness regarding upcoming projects which makes it easier to reach a consensus on the high-level decisions. However, the main focus of this article is on methods for visualization of data generated by transportation simulation systems to support analysis of the consequences of applying different transport policy measures, such as the introduction of road user charging or investment in new infrastructure. In this work, we investigate how visualization techniques could address the challenges of transportation simulation data analysis in order to facilitate the decision-making process. For this purpose, we have applied the visualization methods to a real implemented agent-based transportation simulator called TAPAS. In this case study, we have analysed the visualization related requirements of users using a user-centric approach and the visualization tool has been designed and developed based on the identified requirements.

Place, publisher, year, edition, pages
World Conference of Transport Research, 2013
Keywords
Transportation simulation visualization, Decision support system, Policy impact assessment, Transport planning, Usability, Logistics
National Category
Engineering and Technology
Identifiers
urn:nbn:se:mau:diva-16820 (URN)21257 (Local ID)21257 (Archive number)21257 (OAI)
Conference
13th Word Conference of Transport Research (WCTR 2013), Rio De Janeiro, Brazil (July 15-18 2013)
Available from: 2020-03-30 Created: 2020-03-30 Last updated: 2025-03-05Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0001-5678-6565

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