Publication statistics

Pub. period:2001-2012
Pub. count:25
Number of co-authors:29



Co-authors

Number of publications with 3 favourite co-authors:

Arvid Engström:6
Mattias Esbjörnsson:5
Mark Perry:4

 

 

Productive colleagues

Oskar Juhlin's 3 most productive colleagues in number of publications:

Albrecht Schmidt:106
Anind K. Dey:71
Jonna Häkkilä:37
 
 
 
Jun 18

Computer programs emerge as the outcome of complex human processes of cognition, communication and negotiation, which serve to establish the meaningful embedding of the computer system in its intended use context.

-- Floyd, 1992, p. 24

 
 

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Oskar Juhlin

Has also published under the name of:
"O. Juhlin"

Personal Homepage:
mobility.dsv.su.se/people/oskar-juhlin/


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Publications by Oskar Juhlin (bibliography)

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2012
 
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Engström, Arvid, Perry, Mark and Juhlin, Oskar (2012): Amateur vision and recreational orientation: creating live video together. In: Proceedings of ACM CSCW12 Conference on Computer-Supported Cooperative Work 2012. pp. 651-660.

We explore the use of a live video broadcast system by a group of amateur camera operators to film an event on networked cameraphones. Using an interaction analysis of physical interactions and orientations to the work of others, we examine their choice of camera angles and positions in their filming as they attempt to provide interesting visual content and a coherent narrative. Findings illustrate how users adapt their behaviour as co-ordination problems occur by drawing from a set of everyday visual practices ('amateur vision'). They also show how the specifically temporal aspect of live video requires extended attention on its production, and that this is at odds with the 'recreational orientation' of amateur film crews who simultaneously participate in events for their own enjoyment and film them on behalf of other viewers. Implications for the design of collaborative live broadcast media are made, focusing on approaches to interaction design that augment users' visual practices and allow users to look on behalf of others while experiencing places and events themselves.

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

2011
 
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Weilenmann, Alexandra and Juhlin, Oskar (2011): Understanding people and animals: the use of a positioning system in ordinary human-canine interaction. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 2631-2640.

Animals are increasingly integrated in interactive contexts depending on digital technologies. The current and future use of such technologies is a relevant topic for HCI research. However, the field is struggling with the inherent problem of 'interaction' in understanding interaction with animals. We argue for a way forward based on an ethnomethodological perspective on anthropomorphism, with a focus on manifest interaction. Drawing upon a field study of hunters' use of a GPS dog tracking-device, we discuss how interaction between dogs and humans is affected when new technology is introduced. The GPS data is situated and interpreted by the dog handler, and supports the hunter's work of dealing with the dogs' intentions. This opens up for new forms of interactions with the dog. When studying and designing for interaction between humans and animals we should move beyond merely looking at dyadic relationships, and also consider the social organization of the interaction.

© All rights reserved Weilenmann and Juhlin and/or their publisher

 
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Paldanius, Mikko, Kärkkäinen, Tuula, Väänänen-Vainio-Mattila, Kaisa, Juhlin, Oskar and Häkkilä, Jonna (2011): Communication technology for human-dog interaction: exploration of dog owners' experiences and expectations. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 2641-2650.

Whereas communication technology to connect people has long been an integral part of our everyday lives, it has only recently expanded to offer applications for dogs and dog-owners. In this paper, we present two explorative studies to understand the experiences and expectations of dog owners for communication technology to support their interaction with dogs. These studies look at two different user groups, hunters and pet owners, charting the lessons learnt from the current technology and exploring the aspects that should be taken into account when designing future applications and services. Our findings reveal that usability problems are still the dominant issue with current applications. We also suggest key design implications which can be utilized in the development of future human-dog interaction systems.

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

 
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Juhlin, Oskar, Reponen, Erika, Bentley, Frank and Kirk, David (2011): Video interaction -- making broadcasting a successful social media. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 2437-2440.

Video has slowly been gaining popularity as a social media. We are now witnessing a step where capture and live broadcasts is released from the constraints of the desktop computer, which further accentuate issues such as video literacy, collaboration, hybridity, utility and privacy, that needs to be addressed in order to make video useful for large user groups.

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

 
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Juhlin, Oskar and Zhang, Yanqing (2011): Unpacking social interaction that make us adore: on the aesthetics of mobile phones as fashion items. In: Proceedings of 13th Conference on Human-computer interaction with mobile devices and services 2011. pp. 241-250.

We report on a study of fashionable people's expressions of opinions on mobile phones in online fashion media, such as blogs and magazines. First, the study contributes to our understanding of the role of pragmatic philosophy, which is now dominating HCI both as a guide for design and as a guide when looking at social practices, in outlining the role of aesthetics in experience design. Fashion practices diverge from this theory, since here aesthetic appearances can be visual, ambiguous and incomplete although it still provides a lot of meanings for people. We argue that our findings should influence the discussion in HCI to consider a less theoretically oriented aesthetic approach, where instead empirical studies get at the forefront. Second, the study provides valuable insight on how we should design mobile experiences to attract more attention from people interested in fashion. Mobile phones, and their services, can for example be designed to relate to the visual appearance of the dressed outfit, or ensemble of a person.

© All rights reserved Juhlin and Zhang and/or ACM Press

 
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Weilenmann, Alexandra and Juhlin, Oskar (2011): Time to revisit mobility in mobile HCI?. In: Proceedings of 13th Conference on Human-computer interaction with mobile devices and services 2011. pp. 717-719.

In this panel, we discuss the relevance of the concept of mobility in current mobile Human-Computer Interaction research. Is the term still useful to understand and design for interaction with computers, or has the concept of mobility run dry and void of meaning?

© All rights reserved Weilenmann and Juhlin and/or ACM Press

2010
 
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Juhlin, Oskar, Engström, Arvid and Reponen, Erika (2010): Mobile broadcasting: the whats and hows of live video as a social medium. In: Proceedings of 12th Conference on Human-computer interaction with mobile devices and services 2010. pp. 35-44.

A new type of social medium, which allows users to broadcast live video from mobile devices to websites on the internet, is becoming increasingly popular. We provide a qualitative content analysis of a sample from four such services. The analysis specifically focuses on the topics presented, camerawork, and coordination, in order to investigate the possibilities and barriers to wider adoption of this new social medium. Although the services are growing in numbers of users, the study reveals an immature application area. People struggle to find interesting topics to broadcast and to manage the camera in a way that presents them in an appealing form. But there are also examples of topics such as artistic performances and tours, as well as ways to conduct live transitions and coordination, that point to a more medium-specific way of using these services. The results indicate that providing the opportunity to broadcast live video is not enough, and that there is now a need to design for amateurs' appropriation of camera handling techniques.

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

 
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Engström, Arvid, Juhlin, Oskar, Perry, Mark and Broth, Mathias (2010): Temporal hybridity: footage with instant replay in real time. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 1495-1504.

In this paper we explore the production of streaming media that involves live and recorded content. To examine this, we report on how the production practices and process are conducted through an empirical study of the production of live television, involving the use of live and non-live media under highly time critical conditions. In explaining how this process is managed both as an individual and collective activity, we develop the concept of temporal hybridity to explain the properties of these kinds of production system and show how temporally separated media are used, understood and coordinated. Our analysis is examined in the light of recent developments in computing technology and we present some design implications to support amateur video production.

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

2009
 
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Perry, Mark, Juhlin, Oskar, Esbjörnsson, Mattias and Engström, Arvid (2009): Lean collaboration through video gestures: co-ordinating the production of live televised sport. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2279-2288.

This paper examines the work and interactions between camera operators and a vision mixer during an ice hockey match, and presents an interaction analysis using video data. We analyze video-mediated indexical gestures in the collaborative production of live sport on television between distributed team members. The findings demonstrate how video forms the topic, resource and product of collaboration: whilst it shapes the nature of the work (editing), it is simultaneously also the primary resource for supporting mutual orientation and negotiating shot transitions between remote participants (coordination), as well as its end product (broadcast). Our analysis of current professional activities is used to develop implications for the design of future services for live collaborative video production.

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

 
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Schmidt, Albrecht, Dey, Anind K., Seder, Thomas and Juhlin, Oskar (eds.) Proceedings of 1st International Conference on Automotive User Interfaces and Interactive Vehicular Applications - AutomotiveUI 2009 21-22 September , 2009, Essen, Germany.

2008
 
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Juhlin, Oskar and Weilenmann, Alexandra (2008): Hunting for fun: solitude and attentiveness in collaboration. In: Proceedings of ACM CSCW08 Conference on Computer-Supported Cooperative Work 2008. pp. 57-66.

The design of online collaborative computer games and pervasive games can learn from the everyday practice of deer hunting. We present an ethnographic study revealing how hunters fine-tune their experience through temporal and spatial organization. The hunt is organized in a way that allows the hunters to balance between forms of collaboration ranging from solitude to face-to-face interaction, as well as between attentiveness and relaxation. Thus, the hunters deal with the task -- hunting down the prey -- while managing issues of enjoyment. We argue that understanding these experiential qualities is relevant for collaborative gaming, and adds to our understanding of leisure.

© All rights reserved Juhlin and Weilenmann and/or ACM Press

 
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Engström, Arvid, Esbjörnsson, Mattias and Juhlin, Oskar (2008): Mobile collaborative live video mixing. In: Hofte, G. Henri ter, Mulder, Ingrid and Ruyter, Boris E. R. de (eds.) Proceedings of the 10th Conference on Human-Computer Interaction with Mobile Devices and Services - Mobile HCI 2008 September 2-5, 2008, Amsterdam, the Netherlands. pp. 157-166.

 
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Engström, Arvid, Esbjörnsson, Mattias, Juhlin, Oskar and Perry, Mark (2008): Producing collaborative video: developing an interactive user experience for mobile tv. In: Darnell, Michael J., Masthoff, Judith, Panabaker, Sheri, Sullivan, Marc and Lugmayr, Artur (eds.) UXTV 2008 - Proceeding of the 1st International Conference on Designing Interactive User Experiences for TV and Video October 22-24, 2008, Silicon Valley, California, USA. pp. 115-124.

2007
 
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Esbjornsson, M., Juhlin, Oskar and Weilenmann, A. (2007): Drivers Using Mobile Phones in Traffic: An Ethnographic Study of Interactional Adaptation. In International Journal of Human-Computer Interaction, 22 (1) pp. 37-58.

Mobile phone use in cars is a highly debated issue. Legislation and policy discussions flourish in many countries and coincide with an increased effort in design of new in-car technologies. The studies that influence policy and design decisions use experimental approaches and are based on a cognitive perspective. This article discusses why this is a problematic approach. Further, the article provides data and initial results from an ethnographic study of mobile phone use in traffic, where the aim is to investigate the "interactional adaptation" by which the driver fit the involvement with the phone with driving and vice versa. By taking part of drivers' daily work and video recording their activities of driving and handling the mobile phone, details are revealed that could not be found in experimental studies with a constructed setup. The article ends with a discussion of the benefits of this method and how it can be developed further.

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

2006
 
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Esbjornsson, Mattias, Brown, Barry, Juhlin, Oskar, Normark, Daniel, Ostergren, Mattias and Laurier, Eric (2006): Watching the cars go round and round: designing for active spectating. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 1221-1224.

Spectating at sport events is a common and popular leisure activity worldwide. Recently spectating has also become a topic of interest to CHI, particularly the design of technology for both performers and audiences. In this paper we describe an in-depth study of spectating, drawn from fieldwork of outdoor car rallies in the UK and Sweden. We describe three findings with relevance to design: the viewing paradox of spectating, active spectating and the role of sociability. We describe the MySplitTime prototype which address these issues while retaining the active sociable nature of the spectating experience.

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

 
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Juhlin, Oskar and Ostergren, Mattias (2006): Time to meet face-to-face and device-to-device. In: Proceedings of 8th conference on Human-computer interaction with mobile devices and services 2006. pp. 77-80.

We examine mobile face-to-face meeting support systems applied to public places and analyse how the temporality of meetings influence the interaction between anonymous participants. Here we uncover a duration paradox. Prolonged meetings between unacquainte people may seem suitable for support systems, since they allow for significant human-computer interaction. At the same time, prolonged meetings can lead to embarrassing consequences, and participants may lose their anonymity. Brief meetings give little opportunity for interacting with systems. But the participants are more prone to provide personal information since the risk of loosing their anonymity is less acute.

© All rights reserved Juhlin and Ostergren and/or ACM Press

 
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Juhlin, Oskar and Östergren, Mattias (2006): Time to meet face-to-face and device-to-device. In: Nieminen, Marko and Röykkee, Mika (eds.) Proceedings of the 8th Conference on Human-Computer Interaction with Mobile Devices and Services - Mobile HCI 2006 September 12-15, 2006, Helsinki, Finland. pp. 77-80.

 
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Gustafsson, Anton, Bichard, John, Brunnberg, Liselott, Juhlin, Oskar and Combetto, Marco (2006): Believable environments: generating interactive storytelling in vast location-based pervasive games. In: Ishii, Hiroshi, Lee, Newton, Natkin, Stéphane and Tsushima, Katsuhide (eds.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2006 June 14-16, 2006, Hollywood, California, USA. p. 24.

 
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Brunnberg, Liselott and Juhlin, Oskar (2006): Keep Your Eyes on the Road and Your Finger on the Trigger - Designing for Mixed Focus of Attention in a Mobile Game for Brief Encounters. In: Fishkin, Kenneth P., Schiele, Bernt, Nixon, Paddy and Quigley, Aaron J. (eds.) PERVASIVE 2006 - Pervasive Computing 4th International Conference May 7-10, 2006, Dublin, Ireland. pp. 169-186.

2004
 
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Esbjörnsson, Mattias, Juhlin, Oskar and Östergren, Mattias (2004): Traffic encounters and Hocman: Associating motorcycle ethnography with design. In Personal and Ubiquitous Computing, 8 (2) pp. 92-99.

2003
 
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Juhlin, Oskar (2003): "Wireless World -- Social and Interactional Aspects of the Mobile Age," edited by Barry Brown, Nicola Green and Richard Harper. In Computer Supported Cooperative Work, 12 (1) pp. 133-136.

 
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Esbjornsson, Mattias, Juhlin, Oskar and Ostergen, Mattias (2003): Motorcycling and social interaction: design for the enjoyment of brief traffic encounters. In: Tremaine, Marilyn M. and Simone, Carla (eds.) Proceedings of the International ACM SIGGROUP Conference on Supporting Group Work 2003 November 9-12, 2003, Sanibel Island, Florida, USA. pp. 85-94.

We report an ethnographic fieldwork that reveals the importance of social interaction, and especially traffic encounters, for the enjoyment of motorcycling. Motorcyclists spend an appreciable amount of time on the roads to meet other bikers. During the brief traffic encounters, they interact visually by means of their driving, their choice of bike and personal equipment. We uncover problematic issues in this practice and how these are currently addressed. The activities on the roads are partly arranged, and partly complemented by the use of a public message-board on the web. The findings are summarized as a set of implications informing the development of the Hocman prototype. Hocman is a mobile HTTP peer-to-peer application, which supports social interaction between motorcyclists.

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

 
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Brunnberg, Liselott and Juhlin, Oskar (2003): Motion and Spatiality in a Gaming Situation - Enhancing Mobile Computer Games with the Highway Experience. In: Proceedings of IFIP INTERACT03: Human-Computer Interaction 2003, Zurich, Switzerland. p. 407.

 
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Esbjörnsson, Mattias, Juhlin, Oskar and Östergren, Mattias (2003): Motorcyclists Using Hocman - Field Trials on Mobile Interaction. In: Chittaro, Luca (ed.) Human-Computer Interaction with Mobile Devices and Services - 5th International Symposium - Mobile HCI 2003 September 8-11, 2003, Udine, Italy. pp. 32-44.

2001
 
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Juhlin, Oskar and Weilenmann, A. (2001): Decentralizing the control room: Mobile work and institutional order. In: Ecscw 2001 - Proceedings of the Seventh European Conference on Computer Supported Cooperative Work 16-20 September, 2001, Bonn, Germany. pp. 379-398.

 
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Page Information

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

Publication statistics

Pub. period:2001-2012
Pub. count:25
Number of co-authors:29



Co-authors

Number of publications with 3 favourite co-authors:

Arvid Engström:6
Mattias Esbjörnsson:5
Mark Perry:4

 

 

Productive colleagues

Oskar Juhlin's 3 most productive colleagues in number of publications:

Albrecht Schmidt:106
Anind K. Dey:71
Jonna Häkkilä:37
 
 
 
Jun 18

Computer programs emerge as the outcome of complex human processes of cognition, communication and negotiation, which serve to establish the meaningful embedding of the computer system in its intended use context.

-- Floyd, 1992, p. 24

 
 

Featured chapter

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

Read Steve's chapter !

 
 

Latest books

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

 
Start reading

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

 
Start reading
 
 

Help us help you!