Jakob Tholander
Publications by Jakob Tholander (bibliography)
Halpern, Megan K., Tholander, Jakob, Evjen, Max, Davis, Stuart, Ehrlich, Andrew, Schustak, Kyle, Baumer, Eric P. S. and Gay, Geri (2011): MoBoogie: creative expression through whole body musical interaction. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 557-560.
In this paper we describe MoBoogie, an application that allows users to manipulate and arrange music through movement. MoBoogie is designed to foster experiences in creative expression for children and potentially adults. The application responds to users' movements by changing variables in a continuous stream of music loops. Results from this study suggest that the creative expressions arose in the joint space of movement and music, and did not primarily have to be in one form or the other. This allowed users with limited experience in dance and music making to be creative in such forms of expression.
© All rights reserved Halpern et al. and/or their publisher
Kratz, Sven, Rohs, Michael, Wolf, Katrin, Müller, Jörg, Wilhelm, Mathias, Johansson, Carolina, Tholander, Jakob and Laaksolahti, Jarmo (2011): Body, movement, gesture & tactility in interaction with mobile devices. In: Proceedings of 13th Conference on Human-computer interaction with mobile devices and services 2011. pp. 757-759.
In the search for novel and more expressive interaction techniques for mobile devices, bodily aspects such as movement, gesture, and touch based interfaces are prominent. For instance, touch-screen gestures have found widespread application in mobile device interfaces while bodily gestures involving device movement are successfully applied in gaming scenarios. Research systems increasingly explore other modalities, like pressure, free-hand and on body interaction in mobile settings. This has become possible through on-going developments that have made sensing and actuating technologies cheaper and more easily integrated in mobile and handheld devices. The turn towards experiential, embodied, and enacted perspectives on cognition and action has also contributed to a shift in what aspects of interaction to focus upon in interaction design. This has led HCIresearchers to explore not only how the whole human body can be taken into account in design, but also to explore new domains of application for instance in leisure, entertainment and public urban environments.
© All rights reserved Kratz et al. and/or ACM Press
Tholander, Jakob and Johansson, Carolina (2010): Design qualities for whole body interaction: learning from golf, skateboarding and BodyBugging. In: Proceedings of the Sixth Nordic Conference on Human-Computer Interaction 2010. pp. 493-502.
What is it that is makes swinging a club to hit a ball so captivating and fun that people spend their whole lives perfecting that one movement? In this paper we present how we, rather than to invent something off-line in a lab, have returned to the real world to get inspiration and studied full body movement activities with non-digital artefacts that have track records of ensnaring and hooking practitioners for a life time, golf and skateboarding. We have also looked at a new interactive movement device called the BodyBug. We explore how the skilled use of the artefacts puts people in contact with and let them experience the world in an essentially new way. We identify and present 8 design qualities for Whole Body Interaction, based on people's performances in these activities. The interdependency between user, artefact and physical environment was a primary driving forces behind rich, sustained and graceful interaction with the artefacts.
© All rights reserved Tholander and Johansson and/or their publisher
Tholander, Jakob and Johansson, Carolina (2010): Bodies, boards, clubs and bugs: a study of bodily engaging artifacts. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 4045-4050.
Popular practices with non-digital artifacts were explored in order to reveal qualities for design of interaction that allow for full body experiences, and engagement of a rich array of our senses and bodily capabilities for being-in and moving-in the world. For successful design of movement-based and bodily interactive artifacts, we have to include qualities that allow users to connect their actions with the artifact to the surrounding physical and social world.
© All rights reserved Tholander and Johansson and/or their publisher
Vaara, Elsa Kosmack, Höök, Kristina and Tholander, Jakob (2009): Mirroring bodily experiences over time. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4471-4476.
The Affective Health system is a mobile lifestyle application that aims to empower people to reflect on their lives and lifestyles. The system logs a mixture of biosensor-data and other contextually oriented data and transforms these to a colorful, animated expression on their mobiles. It is intended to create a mirror and thereby empower users to see activity patterns and relate these to their experiences of stress. People's different cultural backgrounds and their different physiological and psychological composition give them different perceptions and associations of time. We explore the time dimension of our system through working through a set of different designs that organize events as time going linearly forward, in a circular movement or relating to geographical places. Here we discuss the process of designing a mobile interface for presenting temporal data in a way that allows multiple and subjective interpretation.
© All rights reserved Vaara et al. and/or ACM Press
Belloni, Nicolas, Holmquist, Lars Erik and Tholander, Jakob (2009): See you on the subway: exploring mobile social software. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4543-4548.
This project explores the social possibilities of mobile technology in transitional spaces such as public transport. Based on a cultural probes study of Stockholm subway commuters, we designed a location-based friend finder that displays only people in the same train as the user. We aim at reaching a critical mass of users and therefore decided to make the system compatible with as many phones as possible, thus it was designed as a simple web application. An initial informal study pointed out consequences of certain design decisions on the user experience and highlighted social tensions created by presence awareness.
© All rights reserved Belloni et al. and/or ACM Press
Jonsson, Martin, Tholander, Jakob and Fernaeus, Ylva (2009): Setting the stage -- Embodied and spatial dimensions in emerging programming practices. In Interacting with Computers, 21 (1) pp. 117-124.
In the design of interactive systems, developers sometimes need to engage in various ways of physical performance in order to communicate ideas and to test out properties of the system to be realised. External resources such as sketches, as well as bodily action, often play important parts in such processes, and several methods and tools that explicitly address such aspects of interaction design have recently been developed. This combined with the growing range of pervasive, ubiquitous, and tangible technologies add up to a complex web of physicality within the practice of designing interactive systems. We illustrate this dimension of systems development through three cases which in different ways address the design of systems where embodied performance is important. The first case shows how building a physical sport simulator emphasises a shift in activity between programming and debugging. The second case shows a build-once run-once scenario, where the fine-tuning and control of the run-time activity gets turned into an act of in situ performance by the programmers. The third example illustrates the explorative and experiential nature of programming and debugging systems for specialised and autonomous interaction devices. This multitude in approaches in existing programming settings reveals an expanded perspective of what practices of interaction design consist of, emphasising the interlinking between design, programming, and performance with the system that is being developed.
© All rights reserved Jonsson et al. and/or Elsevier Science
Tholander, Jakob, Karlgren, Klas, Ramberg, Robert and Sökjer, Per (2008): Where all the interaction is: sketching in interaction design as an embodied practice. In: Proceedings of DIS08 Designing Interactive Systems 2008. pp. 445-454.
Sketching and design sketches are often recognized as key elements of successful interaction design practice and a central skill in interaction design expertise. Interaction design is a relatively young field without well-developed conventions, tools, and formalisms. We analyze the practical work and the conduct of interaction designers in how they express interaction and dynamics through whiteboard drawings. We focus on how talk and action were used to shape the meaning of the drawings. The ways the designers imagined that users would interact with the system and how it would mediate communication between users became topical through a web of drawings, talk, and embodied action. Our analysis forefronts three aspects of interaction design: 1) the role of the design material 2) the role of embodied action in interaction design, and 3) talk and embodied action as central means of doing design. We argue that the qualities of a design material need to be understood in relation to the activity in which it is taken into use and through the kinds of actions that the participants engage in. This implies that design representations do not carry meaning in themselves but are made meaningful through design activity.
© All rights reserved Tholander et al. and/or ACM Press
Fernaeus, Ylva, Tholander, Jakob and Jonsson, Martin (2008): Towards a new set of ideals: consequences of the practice turn in tangible interaction. In: Proceedings of the 2nd international conference on Tangible and embedded interaction 2008, Bonn, Germany. pp. 223-230.
Fernaeus, Ylva, Tholander, Jakob and Jonsson, Martin (2008): Towards a new set of ideals: consequences of the practice turn in tangible interaction. In: Schmidt, Albrecht, Gellersen, Hans, Hoven, Elise van den, Mazalek, Ali, Holleis, Paul and Villar, Nicolas (eds.) TEI 2008 - Proceedings of the 2nd International Conference on Tangible and Embedded Interaction February 18-20, 2008, Bonn, Germany. pp. 223-230.
Fernaeus, Ylva and Tholander, Jakob (2006): Finding design qualities in a tangible programming space. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 447-456.
We reflect upon the process of developing a tangible space for children's collaborative construction of screen-based systems. As in all design work, the design process involved continual refinements of initial ideas and their practical realisation. We discuss how some widely held assumptions often put forward with tangible interfaces were given up in favour of reaching overall goals of interaction. In particular our design involved a shift from a focus on persistent representation and readability of tangible code structures, to instead focus on achieving reusability of programming resources. On a general level, our results illustrate a view on tangibles as resources for action instead of only as alternative forms of data representation. Importantly, this view includes action directed towards the computer as well as off-line socially oriented action conducted with the tangible artefacts.
© All rights reserved Fernaeus and Tholander and/or ACM Press
Fernaeus, Ylva and Tholander, Jakob (2006): Designing for programming as joint performances among groups of children. In Interacting with Computers, 18 (5) pp. 1012-1031.
Research on computer programming usually views the interactions as mostly cognitively based, with focus on concepts such as memory, perception and conceptual understanding. However, the current trend towards embodied and social perspectives on interaction provides an alternative way of looking at interactive processes, instead emphasising aspects such as social and physical performance with and around technology. We have explored a range of activities and tools that explicitly address these aspects in programming, with a specific focus on children's making of own computer games and simulations. We exemplify this work through three different situations where tools and activities are used by children as recourses for building of interactive systems, while at the same time allowing for bodily action in negotiation of design ideas. We discuss how situations like these may provide directions for new technologies for programming as well as methodological developments in the area of interaction design.
© All rights reserved Fernaeus and Tholander and/or Elsevier Science
Fernaeus, Ylva and Tholander, Jakob (2003): Games to explore programming. In: Proceedings of ACM IDC03: Interaction Design and Children 2003. p. 163.
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