Number of co-authors:12
Number of publications with 3 favourite co-authors:Mattias Arvola:Magnus Irestig:Carina Ihlstrom:
Jonas Lundberg's 3 most productive colleagues in number of publications:Stefan Holmlid:24Mattias Arvola:15Pernilla Qvarfordt:10
go to course
Gamification: Creating Addictive User Experience
Starts the day after tomorrow !
go to course
User-Centred Design - Module 2
91% booked. Starts in 4 days
Marc Hassenzahl explains the fascinating concept of User Experience and Experience Design. Commentaries by Don Norman, Eric Reiss, Mark Blythe, and Whitney Hess
User Experience and Experience Design !
Our Latest Books
The Social Design of Technical Systems: Building technologies for communities. 2nd Edition
by Brian Whitworth and Adnan Ahmad
Gamification at Work: Designing Engaging Business Software
by Janaki Mythily Kumar and Mario Herger
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 Jonas Lundberg (bibliography)
Arvola, Mattias, Lundberg, Jonas and Holmlid, Stefan (2010): Analysis of precedent designs: competitive analysis meets genre analysis. In: Proceedings of the Sixth Nordic Conference on Human-Computer Interaction 2010. pp. 23-31. Available online
Designers need to survey the competition and analyze precedent designs, but methods for that purpose have not been evaluated in earlier research. This paper makes a comparative evaluation between competitive analysis and genre analysis. A randomized between-group experiment was conducted where graphic design students were conducted one of the two analysis methods. There were 13 students in one group and 16 in the other. The results show that genre analysis produced more detailed descriptions of precedent designs, but its process was more difficult to understand. It is concluded that genre analysis can be integrated into competitive analysis, to make use of the strengths of both methods in the analysis of precedents.
© All rights reserved Arvola et al. and/or their publisher
Lundberg, Jonas and Arvola, Mattias (2007): Lessons learned from facilitation in collaborative design. In: Piekarski, Wayne and Plimmer, Beryl (eds.) Proceedings of the Eight Australasian Conference on User interface - Volume 64 January 30-February 02, 2007, Ballarat, Victoria, Australia. pp. 51-54. Available online
Gotmar, Anna and Lundberg, Jonas (2007): Effective recommendations in loosely coupled accident investigations. In: Brinkman, Willem-Paul, Ham, Dong-Han and Wong, B. L. William (eds.) ECCE 2007 - Proceedings of the 14th European Conference on Cognitive Ergonomics August 28-31, 2007, London, UK. pp. 11-18. Available online
Eliason, Emma and Lundberg, Jonas (2006): The appropriateness of Swedish municipality web site designs. In: Proceedings of the Fourth Nordic Conference on Human-Computer Interaction 2006. pp. 48-57. Available online
In this paper, the results of a front-page genre analysis of 290 Swedish municipality Web sites are presented, and the appropriateness of the identified design solutions are discussed. Seven municipality Web site genres are identified: notice-board, newspaper, brochure, promotion, commercial, portal, and filter. We discuss how the municipality genres are related to each other, and to other genres, as mix-genres or subgenres. We conclude that the genres differ widely in terms of form, dominating content, action possibilities, purposes, and user groups and roles. This paper provides design examples of what qualities the different genres might bring, and thereby, gives an opportunity for designers and procurers to learn from previous designs. The paper contributes both by providing an analysis of a genre central to society, and by showing how a genre analysis reveals implicit values regarding the user and the task, mediated in the genres of municipality Web sites.
© All rights reserved Eliason and Lundberg and/or ACM Press
Dinka, David and Lundberg, Jonas (2006): Identity and role -- A qualitative case study of cooperative scenario building. In International Journal of Human-Computer Studies, 64 (10) pp. 1049-1060. Available online
In this study, we argue that users participating in the design process will form the participation as a function of their professional role, but also as a function of their identity more or less independent from their role. In order to get the full potential of cooperative design the user identity in general and in this case their attitudes towards technology in particular should be incorporated into the design process. This case study consists of participatory design sessions with two different organizations, in the context of a media production tool development project. Facilitator skills, and workshop interventions to balance attitudes and to take them into account in design are discussed. Furthermore, we argue that attitudes will affect a subsequent implementation of a technical system, and that knowledge about stakeholder identity can be useful for further design activities and for planning system implementation.
© All rights reserved Dinka and Lundberg and/or Academic Press
Hult, Lars, Irestig, Magnus and Lundberg, Jonas (2006): Design Perspectives. In Human-Computer Interaction, 21 (1) pp. 5-48. Available online
In this article we argue that a structured use of perspective descriptions can support a design process. A design perspective is a coherent set of values and aspects emphasized by the designer in a given design situation. We present a generic framework for describing 7 dimensions of perspectives concerning user, artifact, context, activities, communication, central relations, and use qualities that we argue are relevant in a design situation. Subsequently we use this metaperspective to describe four perspectives: tool, architectural, usability, and media perspective distilled from literature sources. By conducting two design workshops, we have evaluated the effects of using perspective descriptions to address the problem of idea generation in the early phases of design. Our analysis shows that the perspectives contain values that can have an important impact on the resulting artifact. By guiding the exploration of the design space, they influence both the artifact's conceptual idea and its use qualities. In our design example, a car game, the conceptual idea of the artifact varied from a goal-oriented tool to a media-based communication experience. Use qualities varied from a task-based flow of action to a format-dependent communication experience. The perspectives served as a synthesis of basic assumptions from the literature and as support to generate conceptually different design ideas. Based on the outcome of our study, we propose an approach for working with design perspectives in design practice, and education. We also present an agenda for research on design perspectives.
© All rights reserved Hult et al. and/or Taylor and Francis
Ihlstrom, Carina and Lundberg, Jonas (2003): The Online News Genre through the User Perspective. In: HICSS 2003 2003. p. 103. Available online
Lundberg, Jonas, Ibrahim, Aseel, Jonsson, David, Lindquist, Sinna and Qvarfordt, Pernilla (2002): "The snatcher catcher": an interactive refrigerator. In: Proceedings of the Second Nordic Conference on Human-Computer Interaction October 19-23, 2002, Aarhus, Denmark. pp. 209-212. Available online
In order to provoke a debate about the use of new technology, the Snatcher Catcher, an intrusive interactive refrigerator that keeps record of the items in it, was created. In this paper we present the fridge, and how we used it in a provocative installation. The results showed that the audience was provoked, and that few people wanted to have the fridge in their surroundings.
© All rights reserved Lundberg et al. and/or ACM Press
Join our community and advance:
Page maintainer: The Editorial Team