Number of co-authors:10
Number of publications with 3 favourite co-authors:Mads Bødker:2Oluf Danielsen:2Lone Dirckinck-Holmfeld:2
Janni Nielsen's 3 most productive colleagues in number of publications:Cathleen Wharton:17Torkil Clemmensen:13Pradeep Yammiyavar:8
...that strange new zone between medium and message. That zone we call the interface
-- Steven Johnson, 1997
Read the fascinating history of Wearable Computing, told by its father, Steve Mann
Read Steve's chapter !
The Social Design of Technical Systems: Building technologies for communities
by Brian Whitworth and Adnan Ahmad
The Encyclopedia of Human-Computer Interaction, 2nd Ed.
by Mads Soegaard and Rikke Friis Dam
Publications by Janni Nielsen (bibliography)
Nielsen, Janni and Bødker, Mads (2009): Collaborating with users: cultural and (I)literacy challenges. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 325-328.
With the development of the global market, users become a competitive factor since successful diffusion of IT systems lie with them. However, users have different IT competences and they are embedded within cultures. These are two central challenges that must be addressed in the development of HCI techniques and tools suitable for handling the complexity of designing for users across cultures. User-Centered Design is a first step, and for this paper we frame it specifically within the Scandinavian IS tradition to ensure direct participation by -- and cooperation with -- users through all phases of the design process. This approach serves as the basis for conceptual and experimental work-in-progress in our VisionLab. We describe the different techniques we are exploring, the essentials of which are to work with users in open dialogue. We point out that when working across cultures, virtually mediated cooperation with users is the next challenge, and conclude by sketching two digital techniques for virtual cooperative design using digital media and how they could be useful.
© All rights reserved Nielsen and Bødker and/or their publisher
Bødker, Mads and Nielsen, Janni (2008): Vision labs: seeing UCD as a relational practice. In: Proceedings of OZCHI08 - the CHISIG Annual Conference on Human-Computer Interaction 2008. pp. 283-286.
Relational aspects in user-centered design, UCD, are largely overlooked in the literature. We use criticism of UCD to facilitate a discussion of how discourse, activities, and materials give shape to user involvement in design activities. Drawing on experiments with the workshop format for devising innovations and creative solutions with users, we introduce some criteria and points of interest in the development of a workshop format we call Vision Labs.
© All rights reserved Bødker and Nielsen and/or their publisher
Kumar, Jyoti, Nielsen, Janni and Yammiyavar, Pradeep (2007): Tracing Cognitive Processes for Usability Evaluation: A Cross Cultural Mind Tape Study. In: Aykin, Nuray M. (ed.) UI-HCII 2007 - Second International Conference on Usability and Internationalization - Part I July 22-27, 2007, Beijing, China. pp. 336-345.
Nielsen, Janni, Dirckinck-Holmfeld, Lone and Danielsen, Oluf (2003): Dialogue Design-With Mutual Learning as Guiding Principle. In International Journal of Human-Computer Interaction, 15 (1) pp. 21-40.
This article describes a large European research and development project on
Multimedia and Network in Co-operative Research and Learning (MANICORAL) from
the point of view of participating human-computer interaction (HCI)
researchers. The project developed the methodology of dialogue design, drawing
on two sources: participatory design (PD) and dialogue research (DR). Action
research is understood as the historical basis for the two strands, where PD
has focused on research in working life, and DR has focused on living
conditions. However, dialogue design as a methodology differs in a number of
aspects. In dialogue design, the carrying principal is mutual learning, focus
is on working life of high resource groups, and users are themselves developing
parts of the technologies. The techniques applied and the role of HCI
researcher as mediator creating dialogues are introduced and reflected upon.
Dialogue design is discussed within the theoretical concepts of communication
© All rights reserved Nielsen et al. and/or Lawrence Erlbaum Associates
Nielsen, Janni, Clemmensen, Torkil and Yssing, Carsten (2002): Getting access to what goes on in people's heads?: reflections on the think-aloud technique. In: Proceedings of the Second Nordic Conference on Human-Computer Interaction October 19-23, 2002, Aarhus, Denmark. pp. 101-110.
One of the basic usability testing techniques the HCI community draws on, and which stands out as unique, is thinking aloud. We introduce the many names, uses and modifications of the classical think aloud technique, and ask the rhetorical question: What do researchers think they get when they ask people to think aloud? We answer it by discussing the classical work of Ericsson and Simon (1984), in particular their distinction between vocalisation, verbalisation and retrospective reports and the relation to short term memory. Reintroducing the psychological perspective and the focus on higher order cognitive processes, we argue that access to subjective experience is possible in terms of introspection and describe a technique that invites the user to become a participant in the analysis of his or her own cognitive processes. We suggest that use of think aloud has as a prerequisite explicit descriptions of design, test procedure and framework for analysis. We point out, however, that if the aim is to get access to human thinking, HCI research may benefit from experimental research.
© All rights reserved Nielsen et al. and/or ACM Press
Dirckinck-Holmfeld, Lone, Nielsen, Janni and Danielsen, Oluf (2000): From Action Research to Dialogue design - Mutual Learning as a Guiding Principle. In: Proceedings of the First Nordic Conference on Human-Computer Interaction 2000. .
The paper reports on a large European R&D project on Multimedia And Network In Collaborative Research And Learning (MANICORAL). The project was based on Dialogue Design (DD), which lies within a frame of Action Research and Participatory Design. Action Research is seen as the historical basis for two developments: Participatory Design and Dialogue Research. Participatory Design has focused on research within working life: professional resource building and development of alternative technologies, where Dialogue Research has focused on living conditions: participatory research and proactive technology assessment. In Dialogue Design, these two strands are brought together. However, Dialogue Design differs in a number of essential aspects. In Dialogue Design, the principal object is mutual learning; focus is on the working life of high resource groups developing parts of the technologies themselves. The methods applied and the role of the HCI-researcher as mediator who creates a forum for dialogue are introduced and reflected upon and Dialogue Design is discussed within the theoretical concepts of communication and learning.
© All rights reserved Dirckinck-Holmfeld et al. and/or their publisher
Nielsen, Janni and Wharton, Cathleen (1995): Right Sizing and International View Points: The CHI '95 Research Symposium. In ACM SIGCHI Bulletin, 27 (4) pp. 38-40.
Due, Benedicte, Jorgensen, Anker Helms and Nielsen, Janni (1991): An Observational Study of User Interface Design Practice. In: Proceedings of the Human Factors Society 35th Annual Meeting 1991. pp. 1219-1222.
Most studies of decision making in user interface design have been based on post-hoc interviews. To convey the realm of user interface design practice we conducted a longitudinal study of one designer in an organisation while designing an in-house database system. We applied the participant observation method. The observations revealed that the design took place in a highly turbulent organisational context, the working situation was extremely fragmented, and the information available on the users' tasks was incomplete and contradictory. Under these circumstances the designer adopted an ad-hoc design strategy. No specifications and plans were made. Instead, prototypes were developed aiming at getting feedback from users; however the users were much more concerned with organisational consequences of the system. In the prototypes, the user interface was literally designed from the upper left corner of each screen. Little explicit evaluation was made and drafts became promoted to the real system. Thus, the decisions became disjointed incrementals to the existing systems and work practise, i.e. the decision strategy was muddling through.
© All rights reserved Due et al. and/or Human Factors Society
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