Publication statistics

Pub. period:2004-2012
Pub. count:10
Number of co-authors:27



Co-authors

Number of publications with 3 favourite co-authors:

Kirsten Rassmus-Gröhn:7
Delphine Szymczak:3
Martin Pielot:3

 

 

Productive colleagues

Charlotte Magnusson's 3 most productive colleagues in number of publications:

Konrad Tollmar:22
Wolfgang L. Zagler:17
Annika Waern:16
 
 
 
May 22

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Charlotte Magnusson

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Publications by Charlotte Magnusson (bibliography)

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2012
 
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Szymczak, Delphine, Rassmus-Gröhn, Kirsten, Magnusson, Charlotte and Hedvall, Per-Olof (2012): A real-world study of an audio-tactile tourist guide. In: Proceedings of the 14th Conference on Human-computer interaction with mobile devices and services 2012. pp. 335-344.

This paper reports on the in-context evaluation of an audio-tactile interactive tourist guide -- one test was done in a medieval city center, and the other was done at an archaeological site. The activity theory framework was used as a perspective to guide design, field-study and analysis. The evaluation shows that the guide allows users to experience an augmented reality, while keeping the environment in focus (in contrast with the common key-hole like experience that on-screen augmented reality generates). The evaluation also confirms the usefulness of extending the vibrational feedback to convey also distance information as well as directional information.

© All rights reserved Szymczak et al. and/or ACM Press

2011
 
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Magnusson, Charlotte, Waern, Annika, Gröhn, Kirsten Rassmus, Bjernryd, Åse, Bernhardsson, Helen, Jakobsson, Ann, Salo, Johan, Wallon, Magnus and Hedvall, Per-Olof (2011): Navigating the world and learning to like it: mobility training through a pervasive game. In: Proceedings of 13th Conference on Human-computer interaction with mobile devices and services 2011. pp. 285-294.

This paper introduces the idea that location based pervasive games can be used to make mobility training for visually impaired children more fun. The user centred development process which has been carried out in collaboration with both visually impaired children and rehabilitation staff is described and we present a novel game concept which combines locative play, sound traces and a physical catch movement. We report and discuss results of user tests and summarize our experience in a set of tentative development and design guidelines for this type of game.

© All rights reserved Magnusson et al. and/or ACM Press

 
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Poppinga, Benjamin, Magnusson, Charlotte, Pielot, Martin and Rassmus-Gröhn, Kirsten (2011): TouchOver map: audio-tactile exploration of interactive maps. In: Proceedings of 13th Conference on Human-computer interaction with mobile devices and services 2011. pp. 545-550.

This article reports on a preliminary study, which investigates if vibration and speech feedback can be used in order to make a digital map on a touch screen device more accessible. We test if vibration feedback combined with speech, triggered as the finger moves over relevant map objects, works to make sense of the map content. The study results indicate that it is indeed possible to get a basic overview of the map layout even if a person does not have access to the visual presentation. In the conclusions the interaction problems are identified and suggestions for future improvements are given.

© All rights reserved Poppinga et al. and/or ACM Press

2010
 
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Magnusson, Charlotte, Molina, Miguel, Rassmus-Gröhn, Kirsten and Szymczak, Delphine (2010): Pointing for non-visual orientation and navigation. In: Proceedings of the Sixth Nordic Conference on Human-Computer Interaction 2010. pp. 735-738.

People who have visual impairments may have difficulties navigating freely and without personal assistance, and some are even afraid to go out alone. Current navigation devices with non-visual feedback are quite expensive, few, and are in general focused on routing and target finding. We have developed a test prototype application running on the Android platform in which a user may scan for map information using the mobile phone as a pointing device to orient herself and to choose targets for navigation and be guided to them. It has previously been shown in proof of concept studies that scanning and pointing to get information about different locations, or to use it to be guided to a point, can be useful. In the present study we describe the design of PointNav, a prototype navigational application, and report initial results from a recent test with visually impaired and sighted users.

© All rights reserved Magnusson et al. and/or their publisher

 
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Magnusson, Charlotte, Rassmus-Gröhn, Kirsten and Szymczak, Delphine (2010): Scanning angles for directional pointing. In: Proceedings of 12th Conference on Human-computer interaction with mobile devices and services 2010. pp. 399-400.

The present study was performed in order to get a better understanding of the influence of the scanning angle interval on navigation performance, gestures and strategies in a more realistic outdoor setting. Results indicate that users are able to handle a wide range of angle intervals. We observe different gestures and strategies and provide recommendations for suitable angle intervals. Our observations also support the notion that using this type of pointing gesture for navigation is intuitive and easy to use.

© All rights reserved Magnusson et al. and/or their publisher

 
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Anastassova, Margarita, Magnusson, Charlotte, Pielot, Martin, Randall, Gary and Claassen, Ginger B. (2010): Using audio and haptics for delivering spatial information via mobile devices. In: Proceedings of 12th Conference on Human-computer interaction with mobile devices and services 2010. pp. 525-526.

The goal of this full-day workshop is to initiate a discussion on the design and presentation of audio and haptic spatial information on mobile devices. We would like to invite researchers working in the fields of human-computer interaction, computer science, cognitive sciences, psychology, psychophysics, and mechatronics to submit a position paper and/or a demo presentation dealing with topics such as methodologies for representing multisensory spatial information on mobile devices, new interaction techniques, specific evaluation methods.

© All rights reserved Anastassova et al. and/or their publisher

2009
 
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Magnusson, Charlotte, Pielot, Martin, Anastassova, Margarita, Rassmus-Gröhn, Kirsten, Tollmar, Konrad and Roselier, Samuel (2009): The mobile Oracle: a tool for early user involvement. In: Proceedings of 11th Conference on Human-computer interaction with mobile devices and services 2009. p. 84.

This paper describes a novel tool for eliciting user requirements early in the design process of mobile applications. The "Mobile Oracle", as we have called it, is intended to help developers and designers obtain a better understanding of what the user wants at different points in space and time. It is an extension of a lo-fi version of the well-established Wizard of Oz technique, but it adds an "on demand" component to force users to explicitly request the information they need. The technique has been tested in an investigation involving 15 users (sighted, visually impaired, and elderly). Our preliminary results show it to generate valuable information concerning the ways people ask about directions and distances, as well as the services they would like to have in future mobile applications.

© All rights reserved Magnusson et al. and/or their publisher

2006
 
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Magnusson, Charlotte, Danielsson, Henrik and Rassmus-Gröhn, Kirsten (2006): Non Visual Haptic Audio Tools for Virtual Environments. In: McGookin, David K. and Brewster, Stephen A. (eds.) HAID 2006 - Haptic and Audio Interaction Design - First International Workshop August 31 - September 1, 2006, Glasgow, UK. pp. 111-120.

 
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Rassmus-Gröhn, Kirsten, Magnusson, Charlotte and Eftring, Håkan (2006): User Evaluations of a Virtual Haptic-Audio Line Drawing Prototype. In: McGookin, David K. and Brewster, Stephen A. (eds.) HAID 2006 - Haptic and Audio Interaction Design - First International Workshop August 31 - September 1, 2006, Glasgow, UK. pp. 81-91.

2004
 
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Panek, Paul, Edelmayer, Georg, Magnusson, Charlotte, Mayer, Peter, Molenbroek, Johan F. M., Neveryd, Håkan, Schlathau, Robert and Zagler, Wolfgang L. (2004): Investigations to Develop a Fully Adjustable Intelligent Toilet for Supporting Old People and Persons with Disabilities - The Friendly Rest Room (FRR) Project. In: Klaus, Joachim, Miesenberger, Klaus, Zagler, Wolfgang L. and Burger, Dominique (eds.) ICCHP 2004 - Computers Helping People with Special Needs - 9th International Conference July 7-9, 2004, Paris, France. pp. 392-399.

 
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Page maintainer: The Editorial Team
URL: http://www.interaction-design.org/references/authors/charlotte_magnusson.html

Publication statistics

Pub. period:2004-2012
Pub. count:10
Number of co-authors:27



Co-authors

Number of publications with 3 favourite co-authors:

Kirsten Rassmus-Gröhn:7
Delphine Szymczak:3
Martin Pielot:3

 

 

Productive colleagues

Charlotte Magnusson's 3 most productive colleagues in number of publications:

Konrad Tollmar:22
Wolfgang L. Zagler:17
Annika Waern:16
 
 
 
May 22

User error: replace user and press any key to continue.

-- Popular computer one-liner

 
 

Featured chapter

Read the fascinating history of Wearable Computing, told by its father, Steve Mann

Read Steve's chapter !

 
 

Help us help you!