Publication statistics

Pub. period:2004-2012
Pub. count:30
Number of co-authors:87



Co-authors

Number of publications with 3 favourite co-authors:

Antti Oulasvirta:8
Antti Salovaara:7
Ann Morrison:5

 

 

Productive colleagues

Giulio Jacucci's 3 most productive colleagues in number of publications:

Stephen A. Brewste..:108
Dieter Schmalstieg:86
Elisabeth Andre:59
 
 
 
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Giulio Jacucci

Personal Homepage:
http://www.hiit.fi/u/gjacucci/

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Publications by Giulio Jacucci (bibliography)

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2012
 
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Stewart, Craig, Hoggan, Eve, Haverinen, Laura, Salamin, Hugues and Jacucci, Giulio (2012): An exploration of inadvertent variations in mobile pressure input. In: Proceedings of the 14th Conference on Human-computer interaction with mobile devices and services 2012. pp. 35-38.

This paper reports the results of an exploratory study into inadvertent grip pressure changes on mobile devices with a focus on the differences between static lab-based and mobile walking environments. The aim of this research is to inform the design of more robust pressure input techniques that can accommodate dynamic mobile usage. The results of the experiment show that there are significant differences in grip pressure in static and walking conditions with high levels of pressure variation in both. By combining the pressure data with accelerometer data, we show that grip pressure is closely related to user movement.

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

 
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Pizzi, David, Kosunen, Ilkka, Viganó, Cristina, Polli, Anna Maria, Ahmed, Imtiaj, Zanella, Daniele, Cavazza, Marc, Kouider, Sid, Freeman, Jonathan, Gamberini, Luciano and Jacucci, Giulio (2012): Incorporating subliminal perception in synthetic environments. In: Proceedings of the 2012 International Conference on Uniquitous Computing 2012. pp. 1139-1144.

Advanced interactive visualization such as in virtual environments and ubiquitous interaction paradigms pose new challenges and opportunities in considering real-time responses to subliminal cues. In this paper, we propose a synthetic reality platform that, combined with psychophysiological recordings, enables us to study in realtime the effects of various subliminal cues. We endeavor to integrate various aspects known to be relevant to implicit perception. The context is of consumer experience and choice of an artifact where the generation of subliminal perception through an intelligent 3D interface controls the spatio-temporal aspects of the information displayed and of the emergent narrative. One novel contribution of this work is the programmable nature of the interface that exploits known perceptive phenomena (e.g. masking, crowding and change blindness) to generate subliminal perception.

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

 
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Hoggan, Eve, Stewart, Craig, Haverinen, Laura, Jacucci, Giulio and Lantz, Vuokko (2012): Pressages: augmenting phone calls with non-verbal messages. In: Proceedings of the 2012 ACM Symposium on User Interface Software and Technology 2012. pp. 555-562.

ForcePhone is a mobile synchronous haptic communication system. During phone calls, users can squeeze the side of the device and the pressure level is mapped to vibrations on the recipient's device. The pressure/vibrotactile messages supported by ForcePhone are called pressages. Using a lab-based study and a small field study, this paper addresses the following questions: how can haptic interpersonal communication be integrated into a standard mobile device? What is the most appropriate feedback design for pressages? What types of non-verbal cues can be represented by pressages? Do users make use of pressages during their conversations? The results of this research indicate that such a system has value as a communication channel in real-world settings with users expressing greetings, presence and emotions through pressages.

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

2011
 
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Hansen, Lone Koefoed, Rico, Julie, Jacucci, Giulio, Brewster, Stephen and Ashbrook, Daniel (2011): Performative interaction in public space. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 49-52.

Building on the assumption that every human action in public space has a performative aspect, this workshop seeks to explore issues of interactions with technology in public settings. More and more interfaces are used in public on an everyday basis. Simultaneously, metaphors from performance and theatre studies find their way into research on these interfaces, addressing how interaction with technology can be understood in a performative sense. However, the term 'performativity' is rarely addressed in ways that accentuate its nuances and its analytic power, and this is the focus of the workshop. We will examine the design of performative technologies, the evaluation of user experience, the importance of spectator and performer roles, and the social acceptability of performative actions in public spaces.

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

 
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Schiavo, Gianluca, Jacucci, Giulio, Ilmonen, Tommi and Gamberini, Luciano (2011): Evaluating an automatic rotation feature in collaborative tabletop workspaces. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 1315-1320.

Tabletops are commonly used for collaboration but would benefit from features that help orient objects to individual users disposed around the display. We propose an approach of automatic orientation based on fingers and hand detection as a proxy to determine the position of the user. To contribute to the discussion of the relevance of automatic rotation, we present a comparison study of pairs of participants engaged in both loosely and tightly coupled tasks. We collected performance measures, questionnaires and analyze interactions from video recordings. The results show that automatic rotation is more suitable when the collaboration is loosely coupled. Conversely, in tightly coupled tasks performance are worse and user ratings low when automatic rotations are enabled. We conclude that features such as automatic orientation on tabletop are important and promising but that they need to be critically assessed with respect to their effects on collaboration in both tightly and loosely coupled tasks.

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

 
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Hinrichs, Uta, Valkanova, Nina, Kuikkaniemi, Kai, Jacucci, Giulio, Carpendale, Sheelagh and Arroyo, Ernesto (2011): Large displays in urban life -- from exhibition halls to media facades. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 2433-2436.

Recent trends show an increasing prevalence of large interactive displays in public urban life. For example, museums, libraries, public plazas, or architectural facades take advantage of interactive technologies that present information in a highly visual and interactive way. Studies confirm the potential of large interactive display installations for educating, entertaining, and providing evocative experiences. This workshop will provide a platform for researchers and practitioners from different disciplines to exchange insights on current research questions in the area. The workshop will focus on how to design large interactive display installations that promote engaging experiences that go beyond playful interaction, and how to evaluate their impact. The goal is to cross-fertilize insights from different disciplines, establish a more general understanding of large interactive displays in public urban contexts, and to develop an agenda for future research directions in this area.

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

2010
 
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Coutrix, Céline, Jacucci, Giulio, Spagnolli, Anna, Ma, Lingyi, Helin, Matti, Richard, Gabriela, Parisi, Lorenza, Roveda, Stefano and Narula, Prayag (2010): Engaging spectators with multimodal digital puppetry. In: Proceedings of the Sixth Nordic Conference on Human-Computer Interaction 2010. pp. 138-147.

We present Euclide, a multimodal system for live animation of a virtual puppet that is composed of a data glove, MIDI music board, keyboard, and mouse. The paper reports on a field study in which Euclide was used in a science museum to animate visitors as they passed by five different stations. Quantitative and qualitative analysis of several hours of videos served investigation of how the various features of the multimodal system were used by different puppeteers in the unfolding of the sessions. We found that the puppetry was truly multimodal, utilizing several input modalities simultaneously; the structure of sessions followed performative strategies; and the engagement of spectators was co-constructed. The puppeteer uses nonverbal resources (effects) and we examined how they are instrumental to talk as nonverbal turns, verbal accompaniment, and virtual gesturing. These findings allow describing digital puppetry as an emerging promising field of application for HCI that acts as a source of insights applicable in a range of multimodal performative interactive systems.

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

 
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Björkskog, Christoffer A., Jacucci, Giulio, Gamberini, Luciano, Nieminen, Tatu, Mikkola, Topi, Torstensson, Carin and Bertoncini, Massimo (2010): EnergyLife: pervasive energy awareness for households. In: Proceedings of the 2010 International Conference on Uniquitous Computing 2010. pp. 361-362.

We present Energy Life a system utilizing wireless sensors, mobile and ambient interfaces that turn energy consumers into active players. Energy Life participants play through different levels collecting scores in savings and through advice tip reading and quizzes. We describe principles, logic of the game, implementation and user interfaces providing rationale for design choices. Key principles embodied in Energy Life are: situated and combined feedback including knowledge and consumption information, intuitiveness and non-intrusiveness by utilizing an always at hand solution on a touch enabled smart phone and lighting as an ambient interface, sustained interaction and engagement by using a applied game that connects players within and between households.

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

 
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Rico, Julie, Jacucci, Giulio, Reeves, Stuart, Hansen, Lone Koefoed and Brewster, Stephen A. (2010): Designing for performative interactions in public spaces. In: Proceedings of the 2010 International Conference on Uniquitous Computing 2010. pp. 519-522.

Building on the assumption that every human action in public space has a performative aspect, this workshop seeks to explore issues of mobile technology and interactions in public settings. We will examine the design of performative technologies, the evaluation of user experience, the importance of spectator and performer roles, and the social acceptability of performative actions in public spaces. The workshop will aim to bring together researchers and practitioners who are interested in the rapidly growing area of technologies supporting use in a public setting, and through this, explore the themes the workshop offers, plan for publications which synthesize together this disparate work, and finally to facilitate future collaborations between participants.

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

 
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Jacucci, Giulio, Morrison, Ann, Richard, Gabriela T., Kleimola, Jari, Peltonen, Peter, Parisi, Lorenza and Laitinen, Toni (2010): Worlds of information: designing for engagement at a public multi-touch display. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 2267-2276.

In designing for engagement at a public multi-touch installation, we identified supporting multiple users and allowing for gradual discovery as challenges. In this paper, we present Worlds of Information, a multi-touch application featuring 3D Worlds, which provide access to different content. These 3D widgets gradually unfold and allow for temporal navigation of multimedia in parallel, while also providing a 2D plane where media can be shared. We report on a field trial at an exhibition using questionnaires and video ethnography. We studied engagement through questions adapted from Flow, Presence and Intrinsic Motivation questionnaires, which showed that users, overall, had a positive and social experience with the installation. The worlds effectively invited multiple users and provided for parallel interaction. While functionality was discovered gradually through social learning, the study demonstrates the challenges of designing multi-touch applications for walk-up-and-use displays.

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

 
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Seow, Steven C., Wixon, Dennis, Morrison, Ann and Jacucci, Giulio (2010): Natural user interfaces: the prospect and challenge of touch and gestural computing. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 4453-4456.

Natural User Interfaces show great promise to define new and potentially large niches of interactive computing. The promise of Natural Computing Interfaces (touch and gesture) stems from at least two sources -- the prospect of touch and gestural computing becoming as ubiquitous as currently dominant paradigms (e.g. GUI.) and technical breakthroughs. However, this new field of research and commercial development faces significant challenges. For example the challenge of developing a common terminology and framework while fostering innovation and creativity. The workshop will begin the process of addressing some of the challenges by (1) enumerating them, (2) listing potential ways to address them. As such our aim is to foster the evolution of NUI community of researchers and practitioners.

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

2009
 
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Morrison, Ann, Oulasvirta, Antti, Peltonen, Peter, Lemmela, Saija, Jacucci, Giulio, Reitmayr, Gerhard, Näsänen, Jaana and Juustila, Antti (2009): Like bees around the hive: a comparative study of a mobile augmented reality map. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1889-1898.

We present findings from field trials of MapLens, a mobile augmented reality (AR) map using a magic lens over a paper map. Twenty-six participants used MapLens to play a location-based game in a city centre. Comparisons to a group of 11 users with a standard 2D mobile map uncover phenomena that arise uniquely when interacting with AR features in the wild. The main finding is that AR features facilitate place-making by creating a constant need for referencing to the physical, and in that it allows for ease of bodily configurations for the group, encourages establishment of common ground, and thereby invites discussion, negotiation and public problem-solving. The main potential of AR maps lies in their use as a collaborative tool.

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

 
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Seow, Steven C., Wixon, Dennis, MacKenzie, Scott, Jacucci, Giulio, Morrison, Ann and Wilson, Andy (2009): Multitouch and surface computing. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4767-4770.

Natural user interfaces (NUI) such as multitouch and surface computing are positioned as the next major evolution in computing and user interfaces. Just graphical user interfaces (GUIs) brought unprecedented interaction capabilities to their command-line predecessors, we believe multitouch and surface computing will spawn novel ways to interact with media and improve social usage patterns. Since experimentation and deployment are currently limited, the exploration of applications and interfaces in this area is still at an early stage.

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

 
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Björkskog, Christoffer, Jacucci, Giulio, Lorentin, Bruno and Gamberini, Luciano (2009): Mobile implementation of a web 3D carousel with touch input. In: Proceedings of 11th Conference on Human-computer interaction with mobile devices and services 2009. p. 48.

Mobile devices such as the iPhone provide state of the art interaction capabilities also for web browser applications. Our mobile development is targeted to a Energy Awareness application that provides playful access to detailed and realtime information on energy consumption of appliances of a household. Using the available Safari Browser that adopts W3C web standards we demonstrate the implementation of a 3D carousel giving access to cards on a web page where each card gives access to information on one appliance. The carousel can be browsed using the multitouch capability of the iPhone. We describe the programming approach and discuss the lesson learned in developing the touch interaction with the carousel.

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

 
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Jacucci, Giulio, Spagnolli, Anna, Gamberini, Luciano, Chalambalakis, Alessandro, Björksog, Christoffer, Bertoncini, Massimo, Torstensson, Carin and Monti, Pasquale (2009): Designing Effective Feedback of Electricity Consumption for Mobile User Interfaces. In Psychnology, 7 (3) pp. 265-289.

This paper illustrates the approach of Energy Life, a pervasive household sensoring and feedbacking system aimed at improving the energy conservation practices of the inhabitants. The concept of EnergyLife takes into account state-of-the-art knowledge of what makes a feedback intervention effective, which -- at this stage of its development -- can be synthesized into two main features. First, knowledge and action are to be synergically addressed by visualizing electricity consumption on the one side, and providing conservation tips on the other. Second, the design should be centered on the users and undergo iterative usability tests. A more detailed description of the literature-based requirements informing the design of EnergyLife is offered at the beginning of the paper. The way in which they are embodied in the features of the mobile interface, epitomized by its intuitive 3D carousel, is then described. Finally, the rationale and results of the first usability evaluation are reported, describing the responses to a satisfaction questionnaire and the types of breakdowns that occurred during the users' interaction with the device. These results will guide the next development phase and the release of a new prototype.

© All rights reserved Jacucci et al. and/or Psychnology.Org

 
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Wagner, Ina, Broll, Wolfgang, Jacucci, Giulio, Kuutti, Kari, McCall, Rod, Morrison, Ann, Schmalstieg, Dieter and Terrin, Jean-Jacques (2009): On the Role of Presence in Mixed Reality. In Presence: Teleoperators and Virtual Environments, 18 (4) pp. 249-276.

2008
 
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Peltonen, Peter, Kurvinen, Esko, Salovaara, Antti, Jacucci, Giulio, Ilmonen, Tommi, Evans, John, Oulasvirta, Antti and Saarikko, Petri (2008): It's Mine, Don't Touch!: interactions at a large multi-touch display in a city centre. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 1285-1294.

We present data from detailed observations of CityWall, a large multi-touch display installed in a central location in Helsinki, Finland. During eight days of installation, 1199 persons interacted with the system in various social configurations. Videos of these encounters were examined qualitatively as well as quantitatively based on human coding of events. The data convey phenomena that arise uniquely in public use: crowding, massively parallel interaction, teamwork, games, negotiations of transitions and handovers, conflict management, gestures and overt remarks to co-present people, and "marking" the display for others. We analyze how public availability is achieved through social learning and negotiation, why interaction becomes performative and, finally, how the display restructures the public space. The multi-touch feature, gesture-based interaction, and the physical display size contributed differentially to these uses. Our findings on the social organization of the use of public displays can be useful for designing such systems for urban environments.

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

 
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Liikkanen, Lassi A., Jacucci, Giulio, Huvio, Eero, Laitinen, Toni and Andre, Elisabeth (2008): Exploring emotions and multimodality in digitally augmented puppeteering. In: Levialdi, Stefano (ed.) AVI 2008 - Proceedings of the working conference on Advanced Visual Interfaces May 28-30, 2008, Napoli, Italy. pp. 339-342.

2007
 
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Jacucci, Giulio, Oulasvirta, Antti, Ilmonen, Tommi, Evans, John and Salovaara, Antti (2007): Comedia: mobile group media for active spectatorship. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 1273-1282.

Previous attempts to support spectators at large-scale events have concentrated separately on real-time event information, awareness cues, or media-sharing applications. CoMedia combines a group media space with event information and integrates reusable awareness elements throughout. In two field trials, one at a rally and the other at a music festival, we found that CoMedia facilitated onsite reporting to offsite members, coordination of group action, keeping up to date with others, spectating remotely, and joking. In these activities, media, awareness cues, and event information were often used in concert, albeit assuming differing roles. We show that the integrated approach better supports continuous interweaving of use with the changing interests and occurrences in large-scale events.

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

 
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Jacucci, Giulio and Wagner, Ina (2007): Performative roles of materiality for collective creativity. In: Proceedings of the 2007 Conference on Creativity and Cognition 2007, Washington DC, USA. pp. 73-82.

This paper seeks to develop a better understanding of the contribution of materiality for creativity in collaborative settings, exploring the ways in which it provides resources for persuasive, narrative and experiential interactions. Based on extensive field studies of architectural design workplaces and on examples from art works, we show: how the variety of material features expands communicative resources and provide border resources for action, in their peripheral, evocative, and referential function; how spatiality supports the public availability of artefacts as well as people's direct, bodily engagement with materiality; and finally how materiality is part of performative action, looking at temporal frames of relevance and emergence in specific events. We conclude with implications for the development of novel interface technologies.

© All rights reserved Jacucci and Wagner and/or ACM Press

 
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Jacucci, Giulio, Oulasvirta, Antti and Salovaara, Antti (2007): Active construction of experience through mobile media: a field study with implications for recording and sharing. In Personal and Ubiquitous Computing, 11 (4) pp. 215-234.

 
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Peltonen, Peter, Salovaara, Antti, Jacucci, Giulio, Ilmonen, Tommi, Ardito, Carmelo, Saarikko, Petri and Batra, Vikram (2007): Extending large-scale event participation with user-created mobile media on a public display. In: Ojala, Timo (ed.) MUM 2007 - Proceedings of the 6th International Conference on Mobile and Ubiquitous Multimedia December 12-14, 2007, Oulu, Finland. pp. 131-138.

2006
 
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Salovaara, Antti, Jacucci, Giulio, Oulasvirta, Antti, Saari, Timo, Kanerva, Pekka, Kurvinen, Esko and Tiitta, Sauli (2006): Collective creation and sense-making of mobile media. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 1211-1220.

Traditionally, mobile media sharing and messaging has been studied from the perspective of an individual author making media available to other users. With the aim of supporting spectator groups at large-scale events, we developed a messaging application for camera phones with the idea of collectively created albums called Media Stories. The field trial at a rally competition pointed out the collective and participative practices involved in the creation and sense-making of media, challenging the view of individual authorship. Members contributed actively to producing chains of messages in Media Stories, with more than half of the members as authors on average in each story. Observations indicate the centrality of collocated viewing and creation in the use of media. Design implications include providing a ""common space"" and possibilities of creating collective objects, adding features that enrich collocated collective use, and supporting the active construction of awareness and social presence through the created media.

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

2005
 
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Jacucci, Giulio, Oulasvirta, Antti, Salovaara, Antti and Sarvas, Risto (2005): Supporting the shared experience of spectators through mobile group media. In: GROUP05: International Conference on Supporting Group Work November 6-9, 2005, Sanibel Island, Florida, USA. pp. 207-216.

Interesting characteristics of large-scale events are their spatial distribution, their extended duration over days, and the fact that they are set apart from daily life. The increasing pervasiveness of computational media encourages us to investigate such unexplored domains, especially when thinking of applications for spectator groups. Here we report of a field study on two groups of rally spectators who were equipped with multimedia phones, and we present a novel mobile group media application called mGroup that supports groups in creating and sharing experiences. Particularly, we look at the possibilities of and boundary conditions for computer applications posed by our findings on group identity and formation, group awareness and coordination, the meaningful construction of an event experience and its grounding in the event context, the shared context and discourses, protagonism and active spectatorship. Moreover, we aim at providing a new perspective on spectatorship at large scale events, which can make research and development more aware of the socio-cultural dimension.

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

 
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Jacucci, Giulio and Salovaara, Antti (2005): Mobile media sharing in large-scale events: beyond MMS. In Interactions, 12 (6) pp. 32-34.

 
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Sarvas, Risto, Oulasvirta, Antti and Jacucci, Giulio (2005): Building social discourse around mobile photos: a systemic perspective. In: Proceedings of 7th conference on Human-computer interaction with mobile devices and services 2005. pp. 31-38.

Camera phones have been viewed simplistically as digital cameras with poor picture quality while neglecting the utility of the two key functionalities of mobile phones: network connection and access to personal information. This is the first HCI paper to examine mobile photos from a systemic perspective: how assignment of phases of mobile photo lifecycle to different platforms affects social discourse around shared photos. We conducted a 6-week user trial of MobShare, a tripartite system with dedicated functions and task couplings for a mobile phone, a server, and a PC browser. We analyze how MobShare's couplings and distribution of functionalities affected the observed types of social discourse that formed around mobile photos: in-group post-event discourse, self-documents and reports, greetings and thanks. Several central design issues arising from the systemic view are discussed: heterogeneity of environments, integration and distribution of functionalities, couplings and decouplings of interaction tasks, notification mechanisms, and provision of necessary UI resources for different tasks.

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

 
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Sarvas, Risto, Oulasvirta, Antti and Jacucci, Giulio (2005): Building social discourse around mobile photos: a systemic perspective. In: Tscheligi, Manfred, Bernhaupt, Regina and Mihalic, Kristijan (eds.) Proceedings of the 7th Conference on Human-Computer Interaction with Mobile Devices and Services - Mobile HCI 2005 September 19-22, 2005, Salzburg, Austria. pp. 31-38.

 
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Jacucci, Carlo, Jacucci, Giulio, Wagner, Ina and Psik, Thomas (2005): A manifesto for the performative development of ubiquitous media. In: Bertelsen, Olav W., Bouvin, Niels Olof, Krogh, Peter Gall and Kyng, Morten (eds.) Proceedings of the 4th Decennial Conference on Critical Computing 2005 August 20-24, 2005, Aarhus, Denmark. pp. 19-28.

2004
 
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Binder, Thomas, Michelis, Giorgio De, Gervautz, Michael, Jacucci, Giulio, Matkovic, Kresimir, Psik, Thomas and Wagner, Ina (2004): Supporting configurability in a mixed-media environment for design students. In Personal and Ubiquitous Computing, 8 (5) pp. 310-325.

 
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Jacucci, Giulio, Kela, Juha and Plomp, Johan (2004): Configuring gestures as expressive interactions to navigate multimedia recordings from visits on multiple projections. In: Doermann, David S. and Duraiswami, Ramani (eds.) MUM 2004 - Proceedings of the 3rd International Conference on Mobile and Ubiquitous Multimedia October 27-29, 2004, College Park, Maryland, USA. pp. 157-164.

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

Publication statistics

Pub. period:2004-2012
Pub. count:30
Number of co-authors:87



Co-authors

Number of publications with 3 favourite co-authors:

Antti Oulasvirta:8
Antti Salovaara:7
Ann Morrison:5

 

 

Productive colleagues

Giulio Jacucci's 3 most productive colleagues in number of publications:

Stephen A. Brewste..:108
Dieter Schmalstieg:86
Elisabeth Andre:59
 
 
 
Jul 13

A general principle for all user interface design is to go through all of your design elements and remove them one at a time. If the design works as well without a certain design element, kill it.

-- Jakob Nielsen, Designing Web Usability, p. 22.

 
 

Featured chapter

Marc Hassenzahl explains the fascinating concept of User Experience and Experience Design. Commentaries by Don Norman, Eric Reiss, Mark Blythe, and Whitney Hess

User Experience and Experience Design !

 
 

Our Latest Books

Kumar and Herger 2013: Gamification at Work: Designing Engaging Business Software...
by Janaki Mythily Kumar and Mario Herger

 
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Whitworth and Ahmad 2013: The Social Design of Technical Systems: Building technologies for communities...
by Brian Whitworth and Adnan Ahmad

 
Start reading

Soegaard and Dam 2013: The Encyclopedia of Human-Computer Interaction, 2nd Ed....
by Mads Soegaard and Rikke Friis Dam

 
Start reading
 
 

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