Publication statistics

Pub. period:2004-2012
Pub. count:18
Number of co-authors:34


Number of publications with 3 favourite co-authors:

Kristina Hook:
Keith Cheverst:
Michael Twidale:



Productive colleagues

Antti Salovaara's 3 most productive colleagues in number of publications:

Kristina Hook:58
Antti Oulasvirta:57
Keith Cheverst:50

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Antti Salovaara


Publications by Antti Salovaara (bibliography)

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Lehtinen, Ville, Oulasvirta, Antti, Salovaara, Antti and Nurmi, Petteri (2012): Dynamic tactile guidance for visual search tasks. In: Proceedings of the 2012 ACM Symposium on User Interface Software and Technology 2012. pp. 445-452.

Visual search in large real-world scenes is both time consuming and frustrating, because the search becomes serial when items are visually similar. Tactile guidance techniques can facilitate search by allowing visual attention to focus on a subregion of the scene. We present a technique for dynamic tactile cueing that couples hand position with a scene position and uses tactile feedback to guide the hand actively toward the target. We demonstrate substantial improvements in task performance over a baseline of visual search only, when the scene's complexity increases. Analyzing task performance, we demonstrate that the effect of visual complexity can be practically eliminated through improved spatial precision of the guidance.

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

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Salovaara, Antti, Hook, Kristina, Cheverst, Keith, Twidale, Michael, Chalmers, Matthew and Sas, Corina (2011): Appropriation and creative use: linking user studies and design. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 37-40.

Appropriation refers to the ways that technologies are adapted and repurposed to new purposes of use by individuals, groups or communities. This workshop brings together researchers interested in appropriation from CSCW and design. Until now, these communities have been working separately, despite their converging interests. The workshop is based on roundtable discussions that bring the participants' qualitative observations and theoretical viewpoints in contact with practical design efforts that support user creativity and appropriation.

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

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Salovaara, Antti, Lindqvist, Antti, Hasu, Tero and Hkkil, Jonna (2011): The phone rings but the user doesn't answer: unavailability in mobile communication. In: Proceedings of 13th Conference on Human-computer interaction with mobile devices and services 2011. pp. 503-512.

We know that phone calls and mobile text messages are not always promptly answered and responded to, yet we know little about the reasons for unavailability, its effects on a user's image, the ways in which users explain the reasons for it, and actions when users cannot reach someone. Usage logs (2,983 phone use events), Web-based diaries, and interviews (N = 20) were used to investigate occasional unavailability in a mobile communication context. We identified four categories of unavailability and found that 31.1% of the phone calls consisted of unsuccessful communication attempts and reciprocal calls back from people who were unavailable earlier. Interestingly, while participants paid attention to the need to give reasons for unavailability, they did not require the explanations to be truthful. These findings have implications for design of systems that better support the needs to manage and explain unavailability and manage pending communication requests.

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

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Wahlstrom, Mikael, Salovaara, Antti, Salo, Leena and Oulasvirta, Antti (2011): Resolving Safety-Critical Incidents in a Rally Control Center. In Human Computer Interaction, 26 (1) pp. 9-37.

Control centers in large-scale events entail heterogeneous combinations of off-the-shelf and proprietary systems built into ordinary rooms, and in this respect they place themselves in an interesting contrast to more permanent control rooms with custom-made systems and a large number of operational procedures. In this article we ask how it is possible for a control center that is seemingly so "ad hoc" in nature to achieve a remarkable safety level in the face of many safety-critical incidents. We present analyses of data collected in two FIA World Rally Championships events. The results highlight three aspects of the workers' practices: (a) the practice of making use of redundancy in technologically mediated representations, (b) the practice of updating the intersubjective understanding of the incident status through verbal coordination, and (c) the practice of reacting immediately to emergency messages even without a comprehensive view of the situation, and gradually iterating one's hypothesis to correct the action. This type of collaborative setting imposes special demands to support the practices of absorbing, translating, and manipulating incoming information.

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

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Salovaara, Antti, Lehmuskallio, Asko, Hedman, Leif, Valkonen, Paula and Nsnen, Jaana (2010): Information technologies and transitions in the lives of 55-65-year-olds: The case of colliding life interests. In International Journal of Human-Computer Studies, 68 (11) pp. 803-821.

More and more people entering the stage of retirement at around age 55-65 are healthy, active, and also very computer-literate. This trend is rapidly changing the common image of late-midlife technology users, which rests on the assumption that they find it difficult to embrace new technologies and also that their main interests are health related. Although technology use and lifestyles are changing, however, many other aspects of life remain the same. One of these aspects is that of the transitions, or life changes, that generally take place in these years. Besides retirement, these transitions include changes in health, housing, social interaction, work life, and personal finance. People develop different ways of coping with these transitions, which brings up interesting issues related to the late midlife stage. This paper presents a diary-aided interview study of late middle-age adults (N=24) in Finland and Sweden with a focus on the interplay between technologies and transitions. Transitions were found to play a part in how the life interests of late middle-aged persons are often conflictive, forcing them to choose from among various 'possible selves'. At its best, technology can help alleviate these tensions. This finding is exemplified in the paper's discussion of two design implications associated with particular clashes of interests, related to how daily activities are organized and how contact is maintained with one's friends and family.

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

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Salovaara, Antti (2009): Studying appropriation of everyday technologies: a cognitive approach. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3141-3144.

The ways in which users appropriate uses of technology -- or invent new ones - have attracted interest in CSCW-oriented research, but much less has been written on its cognitive foundations, although concepts such as practical problem-solving, perception, and action are central to its understanding. I attempt to address this gap here by triangulating the phenomenon both theoretically and methodologically. In this paper, a reflection of the process provides a starting point for a study with a more focused research question.

© All rights reserved Salovaara and/or ACM Press

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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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Salovaara, Antti (2008): Struggling with Gift-Giving Obligations: When Mobile Messages are too Laborious to Reciprocate. In: Proceedings of the HCI08 Conference on People and Computers XXII 2008. pp. 83-86.

Messaging with new media should be fun, but sometimes participating in conversations can become a burden for users due to the effort required. In this paper, examples of such situations are presented from a study on a multimedia program for mobile phones that can be used to create MMS-based comic strips. The examples show how the social system of gift-giving obligations, originally presented by anthropologist Marcel Mauss, still has a role in everyday social interaction of today. The identified problems give rise to a number of design implications to alleviate problems in gift-giving.

© All rights reserved Salovaara and/or his/her publisher

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Salovaara, Antti (2007): Appropriation of a MMS-based comic creator: from system functionalities to resources for action. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 1117-1126.

Technologies can be used -- or appropriated -- in different ways by different users, but how do the use patterns evolve, and how can design facilitate such evolution? This paper approaches these questions in light of a case study in which a group of 8 high school students used Comeks, a mobile comic strip creator that enables users to exchange rich, expressive multimedia messages. A qualitative analysis of the use processes shows how users turned the functionalities embodied in Comeks into particular resources for communication during the 9-week trial period. The paper discusses the relationship of functionalities of the artifact and the development of resources by presenting how functionalities can be designed to support three ways to appropriate communication technologies: increasing technical mastery, re-channeling existing communication into the new medium and inventing new communicative acts between users.

© All rights reserved Salovaara and/or ACM Press

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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, 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.

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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

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Kuikkaniemi, Kai, Turpeinen, Marko, Salovaara, Antti, Saari, Timo and Vuorenmaa, Janne (2006): Toolkit for user-created augmented reality games. In: Setlur, Vidya (ed.) MUM 2006 - Proceedings of the 5th International Conference on Mobile and Ubiquitous Multimedia December 4-6, 2006, Stanford, California, USA. p. 6.

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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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Salovaara, Antti, Johnson, Mikael, Toiskallio, Kalle, Tiitta, Sauli and Turpeinen, Marko (2005): Playmakers in multiplayer game communities: their importance and motivations for participation. In: Lee, Newton (ed.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2005 June 15-15, 2005, Valencia, Spain. pp. 334-337.

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Salovaara, Antti and Oulasvirta, Antti (2004): Six modes of proactive resource management: a user-centric typology for proactive behaviors. In: Proceedings of the Third Nordic Conference on Human-Computer Interaction October 23-27, 2004, Tampere, Finland. pp. 57-60.

Proactivity has recently arisen as one of the focus areas within HCI. Proactive systems adhere to two premises: 1) working on behalf of, or pro, the user, and 2) acting on their own initiative. To extend researchers' views on how proactive systems can support the user, we clarify the concept of proactivity and suggest a typology that distinguishes between 6 modes of proactive resource management: preparation, optimization, advising, manipulation, inhibition, and finalization of user's resources. A scenario of mobile imaging is presented to illustrate how the typology can support the innovation of new use purposes. We argue that conceptual developments like the one proposed here are crucial for the advancement of the emerging field.

© All rights reserved Salovaara and Oulasvirta and/or ACM Press

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