Jacob Buur

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"J. Buur"

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Publications by Jacob Buur (bibliography)

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2007
 
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Sitorus, Larisa, Cao, Shan Shan and Buur, Jacob (2007): Tangible user interfaces for configuration practices. In: Proceedings of the 1st International Conference on Tangible and Embedded Interaction 2007. pp. 223-230.

In this paper, we present a project in which we explored interactional possibilities for designing a tangible configuration interface as an alternative to conventional input devices in the field of industrial refrigeration maintenance. Based on ethnographic field studies and design workshops, we built three prototypes of configuration interfaces. Each interface was built and used to explore issues that are dealt with by users in their everyday work practice, namely collaborative sense-making of complex system, manipulation of interdependent and fluid digital material, and anticipating future changes through situated learning.

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

 
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Buur, Jacob and Stienstra, Marcelle A. (2007): Towards Generic Interaction Styles for Product Design. In: Jacko, Julie A. (ed.) HCI International 2007 - 12th International Conference - Part I July 22-27, 2007, Beijing, China. pp. 30-39.

2006
 
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Hornecker, Eva and Buur, Jacob (2006): Getting a grip on tangible interaction: a framework on physical space and social interaction. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 437-446.

Our current understanding of human interaction with hybrid or augmented environments is very limited. Here we focus on 'tangible interaction', denoting systems that rely on embodied interaction, tangible manipulation, physical representation of data, and embeddedness in real space. This synthesis of prior 'tangible' definitions enables us to address a larger design space and to integrate approaches from different disciplines. We introduce a framework that focuses on the interweaving of the material/physical and the social, contributes to understanding the (social) user experience of tangible interaction, and provides concepts and perspectives for considering the social aspects of tangible interaction. This understanding lays the ground for evolving knowledge on collaboration-sensitive tangible interaction design. Lastly, we analyze three case studies, using the framework, thereby illustrating the concepts and demonstrating their utility as analytical tools.

© All rights reserved Hornecker and Buur and/or ACM Press

Cited on the following page:

» Tangible Interaction: [/encyclopedia/tangible_interaction.html]


 
2005
 
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Moyes, Jackie, Buur, Jacob, Jarrett, Caroline, Ehn, Pelle, Howard, Steve and Brereton, Margot (2005): Book smarts meet street smarts: the best of both worlds. In: Proceedings of OZCHI05, the CHISIG Annual Conference on Human-Computer Interaction 2005. p. 1.

This panel will discuss how academia can contribute to industry practice and how industry practitioners can contribute to academia. We will focus in particular on how theories and practices are formed and shaped in different settings. We will discuss when academic theories and practices help industry, when and why they are discarded, and how they are transformed in industry settings.

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

 
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Jensen, Mads Vedel, Buur, Jacob and Djajadiningrat, Tom (2005): Designing the user actions in tangible interaction. 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. 9-18.

Cited on the following page:

» Tangible Interaction: [/encyclopedia/tangible_interaction.html]


 
2004
 
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Buur, Jacob, Jensen, Mads Vedel and Djajadiningrat, Tom (2004): Hands-only scenarios and video action walls: novel methods for tangible user interaction design. In: Proceedings of DIS04: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2004. pp. 185-192.

In our research on tangible user interaction we focus on the design of products that are dedicated to a particular user, task and context. In doing so, we are interested in strengthening the actions side of tangible interaction. Currently, the actions required by electronic products are limited to pushing, sliding and rotating. Yet humans are capable of far more complex actions: Human dexterity is highly refined. This focus on actions requires a reconsideration of the design process. In this paper we propose two design methods that potentially boost the focus on skilled actions in the design of tangible user interaction: The Hands-Only Scenario is a 'close-up version' of the dramatised use scenario. It helps focus effort on what we imagine the hands of the users doing. The Video Action Wall is a technique of 'live post-its' on a (projected) computer screen. Little snippets of action videos running simultaneously help designers understand user actions by the qualities they represent.

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

2003
 
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Oritsland, Trond Are and Buur, Jacob (2003): Interaction Styles: An Aesthetic Sense of Direction in Interface Design. In International Journal of Human-Computer Interaction, 15 (1) pp. 67-85.

In architecture and industrial design, the concept of style plays a major role in education as a way of establishing an understanding of visual design expression. In this article we claim that interaction design can benefit greatly from a similar application of style. It can provide designers with strong visions and a sense of direction in designing new interfaces. In particular, the focus is on solid user interface design (i.e., products with small displays and a limited number of keys) because of the tight coupling of interaction and industrial design. Style theory is explored and an experiment is reported that introduces interaction-style thinking in a user-centered design process in industry. Further, a discussion about parallels between our approach to interaction design and the dominant styles of the twentieth-century, Scandinavian design in particular, is provided.

© All rights reserved Oritsland and Buur and/or Lawrence Erlbaum Associates

 
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Iversen, Ole Sejer and Buur, Jacob (2003): User Centred Design through the Keyhole: Video Design Case. In: Proceedings of IFIP INTERACT03: Human-Computer Interaction 2003, Zurich, Switzerland. p. 431.

 
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Pedersen, Jesper, Buur, Jacob and Djajadiningrat, Tom (2003): Field Design Sessions: Augmenting Whose Reality?. In International Journal of Human-Computer Interaction, 16 (3) pp. 461-476.

The authors present a design case in which field design sessions are introduced to bridge the designers' imagination and the users' knowledge of the use context. This approach entailed immersing design teams in the environment of the product-to-be during the conceptual design phase. With a background in the Scandinavian tradition of participatory or cooperative design, the design team observed and talked to users, sketched and produced mock-ups, acted out scenarios, and received user feedback during these field trips. Moving the design into the field provided the team with a number of advantages compared with traditional work in the design studio based on user field observations. Designers achieved direct physical experience of the circumstances and a nonrepresented, nonabstracted introduction to the problems at hand. Through on-the-spot mock-up design and user collaboration, valuable insights into the essence of work and use were gained, and design suggestions embodied by these mock-ups were put on the line. Being aware or unaware of it, these suggestions contained personal assumptions, and preconceived opinions or hypotheses about use and use context, but also contained suggestions of applied technology. The result was new valuable insights toward an understanding of what work really is (or is not) and how it could be supported (or not supported) in the future. It is argued that, to make the most of augmented reality (AR) in the design of professional tools, knowledge of the state of the art of technology is a prerequisite, but is not in itself sufficient. It needs to be complemented by design approaches that (a) provide insight about the users, their work practice, and use context and (b) support designers in aligning their viewpoints with the viewpoints and experienced reality of the people for whom they are designing. This may form a cornerstone in the successful application of emerging technologies. This article discusses existing human-computer interaction approaches aimed at engaging the field in design, contrasts them with field design sessions, reflects on the advantages of applying them, and draws attention to a number of method points.

© All rights reserved Pedersen et al. and/or Lawrence Erlbaum Associates

 
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Brereton, Margot, Bidwell, Nicola J., Donovan, Jared, Campbell, Brett and Buur, Jacob (2003): Work at Hand: An Exploration of Gesture in the Context of Work and Everyday Life to Inform the Design of Gestural Input Devices. In: Biddle, Robert and Thomas, Bruce H. (eds.) AUIC2003 - User Interfaces 2003 - Fourth Australasian User Interface Conference February , 2003, Adelaide, South Australia. pp. 1-10.

2002
 
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Bødker, Susanne and Buur, Jacob (2002): The design collaboratorium: a place for usability design. In ACM Transactions on Computer-Human Interaction, 9 (2) pp. 152-169.

The "design collaboratorium" is a new usability practice that has been developed in an action research project between three industrial usability labs and a university. The design collaboratorium has been developed as a reaction to the failing capabilities of classical usability methods to cope with ubiquitous technologies. It has borrowed elements from participatory design and developed them further to become useful in large-scale industrial development organizations. The design collaboratorium will be presented through examples from a joint project: a vision project concerning wastewater treatment technology. In light of the case, we will discuss the philosophy underlying the design collaboratorium in further detail: the collaboration between active participants, the role of design artifacts, and the room as a meeting ground. Finally we lay out the working method and propose directions for future usability competencies.

© All rights reserved Bødker and and/or ACM Press

 
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Djajadiningrat, Tom and Buur, Jacob (2002): Look mama, with hands!: on tangible interaction, gestures and learning. In: Proceedings of DIS02: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2002. p. 417.

2001
 
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Buur, Jacob and Binder, T. (2001): Video as Design Material - Expanding the Potential of Video in User Centered Design. In: Proceedings of IFIP INTERACT01: Human-Computer Interaction 2001, Tokyo, Japan. pp. 821-822.

2000
 
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Oritsland, Trond Are and Buur, Jacob (2000): Interaction styles: An Aesthetic Sense of Direction in Interface Design. In: Proceedings of the First Nordic Conference on Human-Computer Interaction 2000. .

In architecture and industrial design, the concept of style plays a major role in education as a way of establishing an understanding of visual design expression. In this article we claim that interaction design can benefit greatly from an understanding of the concept of style. It can provide designers with strong visions and a sense of direction in designing new interfaces. In particular we focus on Solid User Interface design, i.e. products with small displays and a limited number of keys, because of the tight coupling of interaction and industrial design. We explore style theory and an aesthetic for interaction design and report on an experiment with introducing interaction style thinking in a user centred design practice in industry. Further we open the discussion about parallels between our approach to interaction design and the dominant styles of the 20th century - Scandinavian design in particular.

© All rights reserved Oritsland and Buur and/or their publisher

 
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Oritsland, Trond Are and Buur, Jacob (2000): Taking the Best from a Company History -- Designing with Interaction Styles. In: Proceedings of DIS00: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2000. pp. 27-38.

In architecture and industrial design, the concept of style plays a major role in education as a way of explaining the historical inheritance and comparing alternative design expressions. In this article we claim that interaction design can benefit greatly from an understanding of the concept of style. It can provide designers with strong visions and a sense of direction in designing new interfaces. In particular we focus on Solid User Interface design, i.e. products with small displays and a limited number of keys, because of the tight coupling between interaction and industrial design. The authors share the concern that interaction designers in enthusiasm with new technologies fail to preserve the qualities of use from products with outdated technologies. This paper attempts to formulate an aesthetics of interaction design and reports on experiments with introducing interaction style thinking in a user centred design practice in industry.

© All rights reserved Oritsland and Buur and/or ACM Press

 
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Buur, Jacob and Bødker, Susanne (2000): From Usability Lab to "Design Collaboratorium": Reframing Usability Practice. In: Proceedings of DIS00: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2000. pp. 297-307.

This paper presents an exploratory process in which three industrial usability groups, in cooperation with HCI researchers, worked to reframe their own work practice. The usability groups moved beyond a classical usability setting towards a new way of working which we have coined the Design Collaboratorium. This design collaboratorium is a design approach that creates an open physical and organizational space where designers, engineers, users and usability professionals meet and work alongside each other. At the same time the design collaboratorium makes use of event-driven ways of working known from participatory design. Some of these working methods are well-documented from literature but adapted to the needs of the particular project, others are new. This paper illustrates how it is possible to reframe usability work and it discusses the new usability competence required.

© All rights reserved Buur and Bødker and/or ACM Press

 
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Buur, Jacob, Binder, Thomas and Oritsland, Trond Are (2000): Reflecting on Design Practice: Exploring Video Documentary of Designers in Action. In: Proceedings of DIS00: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2000. pp. 450-451.

 
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Buur, Jacob and Soendergaard, Astrid (2000): Video card game: an augmented environment for user centred design discussions. In: Designing Augmented Reality Environments 2000 2000. pp. 63-69.

1999
 
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Buur, Jacob and Bagger, Kirsten (1999): Replacing Usability Testing with User Dialogue. In Communications of the ACM, 42 (5) pp. 63-66.

1995
 
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Black, Alison and Buur, Jacob (1995): GUIs and SUIs: More of the Same or Something Different?. In: Proceedings of the Sixth International Conference on Human-Computer Interaction July 9-14, 1995, Tokyo, Japan. pp. 187-192.

Solid user interface (SUI) is a term coined in Japan to distinguish the user interface of products with embedded microprocessors like video cassette recorders, photocopiers and cellular phones from the Graphical User Interfaces (GUIs) of computer applications. SUIs are a neglected area in HCI research despite the substantial revenue earned from sales in both industrial and consumer applications. The great potential of SUIs that are easy to use is evident from the success of products such as the VideoPlus (VCRPlus) programmer, which has reduced the mystery of video programming in households world-wide. Despite the trend towards integrating products with SUIs and computer systems, we believe the distinction between GUIs and SUIs is worth preserving because user interaction with SUIs differs significantly from interaction with GUIs. And for many industrial and commercial applications SUIs offer distinct advantages over GUIs The objectives of this paper are to encourage increased attention to SUIs in the research community. We will identify characteristics that differentiate SUIs from GUIs and highlight the different methods for analysis, design and testing that SUIs require.

© All rights reserved Black and Buur and/or Elsevier Science

1993
 
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Hansen, Claus S. and Buur, Jacob (1993): Rapid Prototyping for User Interface Design Needs Rational Planning. In: Proceedings of the Fifth International Conference on Human-Computer Interaction - Poster Sessions: Abridged Proceedings 1993. p. 17.

 
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Changes to this page (author)

15 Feb 2010: Enabled abstracts to be shown on Jacob Buur's author page.
17 Aug 2009: Author was edited
17 Aug 2009: Author was edited
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31 May 2009: Author was edited
06 Feb 2009: An editor rejected a request to change information
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24 Jul 2007: Author was added to the bibliography
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29 Jun 2007: Author was edited
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22 Jun 2007: Author was edited
19 Jun 2007: Author was edited
28 Apr 2003: Added the author to the bibliography

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Page maintainer: The Editorial Team
How to cite/reference this page
URL: http://www.interaction-design.org/references/authors/jacob_buur.html

Publication statistics

Pub. period:1993-2007
Pub. count:21
Number of co-authors:24



Co-authors

Number of publications with 3 favourite co-authors:

Tom Djajadiningrat:4
Trond Are Oritsland:4
Mads Vedel Jensen:2

 

 

Productive colleagues

Jacob Buur's 3 most productive colleagues in number of publications:

Steve Howard:54
Susanne Bødker:42
Eva Hornecker:38
 
Dec 13

Once the product's task is known, design the interface first; then implement to the interface design..... As far as the customer is concerned, the interface is the the product.

-- Jef Raskin, Cited by Malcolm McCullough in Digital Ground, 2004

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