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Design Patterns, Principles, and Strategies for Sustainable HCI Workshop Summaries / Knowles, Bran / Clear, Adrian K. / Mann, Samuel / Blevis, Eli / Håkansson, Maria Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3581-3588
ACM Digital Library Link
Summary: This workshop will bring together researchers in the Sustainable HCI (SHCI) field to reflect on sustainability challenges in HCI and collaboratively collate and develop a set of strategies for increasing and accelerating positive impact. We will explore 5 key questions towards this, and produce a collaborative position statement. Our key objective for the workshop will be to begin developing a series of design patterns, which we will ground with 'field trips' to areas of socio-ecological challenge. These design patterns will serve to provide a resource for practitioners and researchers wishing to adopt a sustainable approach to their work, and provide a touchstone for critique and evaluation of this work. The design patterns will contribute to an evolving, wiki-based repository and form the basis for several collaborative papers.

Next steps for sustainable HCI Forums / Silberman, M. Six / Nathan, Lisa / Knowles, Bran / Bendor, Roy / Clear, Adrian / Håkansson, Maria / Dillahunt, Tawanna / Mankoff, Jennifer interactions 2014-09 v.21 n.5 p.66-69
ACM Digital Library Link
Summary: In this forum we highlight innovative thought, design, and research in the area of interaction design and sustainability, illustrating the diversity of approaches across HCI communities. -- Lisa Nathan and Samuel Mann, Editors

No easy compromise: sustainability and the dilemmas and dynamics of change Sustainability / Håkansson, Maria / Sengers, Phoebe Proceedings of DIS'14: Designing Interactive Systems 2014-06-21 v.1 p.1025-1034
ACM Digital Library Link
Summary: Sustainable HCI grapples with how to use technology design to make social change. This is made difficult by recurring dilemmas about how to truly make change, like how to increase the scale and duration of design impact. In this essay, we reflect on our own journey to better understand design for social change by taking inspiration from two groups that have long engaged in making change towards sustainability -- simple living and organic farm families. We describe 5 key dilemmas that both the families and HCI designers struggle with and reflect on how we can learn from families' practices to negotiate these dilemmas. We contribute a deepened understanding of the dilemmas of and opportunities for making change for sustainable HCI.

"Our life is the farm and farming is our life": home-work coordination in organic farm families Family / Leshed, Gilly / Håkansson, Maria / Kaye, Joseph 'Jofish' Proceedings of ACM CSCW 2014 Conference on Computer-Supported Cooperative Work and Social Computing 2014-02-15 v.1 p.487-498
ACM Digital Library Link
Summary: We present a qualitative study of 13 farm families who intentionally merge their home and work lives. This is in contrast to most families studied in CSCW, who are urban/suburban, white-collar and often dual-income, where the goal is to balance separate home and work spheres. We analyze the farm families' coordination practices along three dimensions -- space, time, and roles -- and contrast their experiences to what is known in CSCW about family coordination practices. Through this, we reveal blind spots in CSCW's study of and support for family coordination toward building better tools to support such activities. We emphasize considering co-location rather than assuming geographic distribution across life spheres, the value of natural rhythms in understanding and supporting family life, and how taking on simultaneous roles can be viewed as a life goal rather than a source of conflict.

Beyond being green: simple living families and ICT Papers: sustainability / Håkansson, Maria / Sengers, Phoebe Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems 2013-04-27 v.1 p.2725-2734
ACM Digital Library Link
Summary: Motivated by a need in sustainable HCI for studies of everyday practices, and a belief that a holistic view on sustainability is crucial to deeper understanding of how to design ICT to support sustainability, we here present a qualitative study of 11 simple living families in the US. Simple living refers to a lifestyle which is voluntarily simple out of concern for both the environment and quality of life. Our goal was to learn about a holistic view on sustainability and the role of ICT in helping and hindering families to live simply. The study contributes new insights about how holistic sustainability could be a valuable lens for HCI, revealing that sustainability is important to a wider range of areas in HCI than previously discussed. We conclude with implications for HCI for how to support sustainable practices beyond being "about" being green.

Sustainably unpersuaded: how persuasion narrows our vision of sustainability Critical perspectives on design / Brynjarsdottir, Hronn / Håkansson, Maria / Pierce, James / Baumer, Eric / DiSalvo, Carl / Sengers, Phoebe Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.947-956
ACM Digital Library Link
Summary: In this paper we provide a critical analysis of persuasive sustainability research from 2009-2011. Drawing on critical sociological theory of modernism, we argue that persuasion is based on a limited framing of sustainability, human behavior, and their interrelationship. This makes supporting sustainability easier, but leads to characteristic patterns of breakdown. We then detail problems that emerge from this narrowing of vision, such as how the framing of sustainability as the optimization of a simple metrics places technologies incorrectly as objective arbiters over complex issues of sustainability. We conclude by suggesting alternative approaches to move beyond these problems.

Simple, sustainable living Workshop summaries / Håkansson, Maria / Leshed, Gilly / Blevis, Eli / Nathan, Lisa / Mann, Samuel Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing Systems 2012-05-05 v.2 p.2795-2798
ACM Digital Library Citation
Summary: The goal of this workshop is to better understand how to design for simpler lifestyles as part of a more holistic understanding of what it means to be sustainable. This goal takes us beyond what has been previously emphasized in sustainable HCI or at the confines of environmental sustainability. Instead, we discuss the possibilities of an alternative framing of technologies, economies, cultural norms, social mechanisms, and everyday practices that may be needed for simple, sustainable living. We posit that achieving simple, sustainable living may be a matter of thoughtfully embracing positive complexity and avoiding negative complexity. These require careful decisions about design, choice, and use of technology, as well as taking a broader perspective on sustainability.

How do you play with a robotic toy animal?: a long-term study of Pleo Full papers / Fernaeus, Ylva / Håkansson, Maria / Jacobsson, Mattias / Ljungblad, Sara Proceedings of ACM IDC'10: Interaction Design and Children 2010-06-09 p.39-48
Keywords: Pleo, children, home, long-term, robot, robotic toys
ACM Digital Library Link
Summary: Pleo is one of the more advanced interactive toys currently available for the home market, taking the form of a robotic dinosaur. We present an exploratory study of how it was interacted with and reflected upon in the homes of six families during 2 to 10 months. Our analysis emphasizes a discrepancy between the participants' initial desires to borrow a Pleo and what they reported later on about their actual experiences. Further, the data suggests an apparent tension between participants expecting the robot to work as a 'toy' while making consistent comparisons with real pet animals. We end by discussing a series of implications for design of this category of toys, in order to better maintain interest and engagement over time.

Designing for playful photography / Petersen, Marianne Graves / Ljungblad, Sara / Håkansson, Maria New Review of Hypermedia and Multimedia 2009 v.15 n.2 p.193-209
Link to Article at informaworld
Summary: This paper highlights the concept of playful photography as an emerging and important area for Human Computer Interaction (HCI) research, through bringing together three research projects investigating new ways of engaging with digital photography with theories related to playfulness and experience-centred design. Drawing upon this, we start to unpack playful photography and its characteristics. Instead of aiming for a unifying theory of photography related to experience-centred research, we take a reflective stance on our own research work. This is intended to encourage a critical discussion about playful photography, as well as support the on-going research in this area with a possible theoretical perspective.

Bringing context to the foreground: designing for creative engagement in a novel still camera application / Håkansson, Maria / Gaye, Lalya Proceedings of DIS'08: Designing Interactive Systems 2008-02-25 p.164-173
ACM Digital Library Link
Summary: Sensor-based interaction has enabled a variety of new creative practices. With ubiquitous computing, designing for creative user experience with sensor-based devices benefits from new opportunities as well as new challenges. We propose a design approach where surrounding context information is brought to the foreground to become a resource for interaction, available at hand and in real time to the users. We illustrate this approach with our project context photography as a design case. Context photography consists of taking still pictures that capture not only incoming light but also some of the additional context surrounding the scene, with real-time context information visually affecting the pictures as they are taken. Based on the design and use of our context camera prototypes, this paper brings insight into implications of our approach to the design of sensor-based ubiquitous computing systems for creative purposes.

Gifts from friends and strangers: A study of mobile music sharing / Håkansson, Maria / Rost, Mattias / Holmquist, Lars Erik Proceedings of the Tenth European Conference on Computer-Supported Cooperative Work 2007-09-24 p.311-330
www.ecscw.org/2007/17%20paper%2084%20Hakansson.pdf
Summary: Mobile technology has turned the traditionally collective activity of enjoying music into an often private one. New technologies such as wireless ad hoc networks have the potential to re-connect listeners who are now separated by headphones. We report on a field study of Push!Music, a novel mobile music sharing system. Push!Music allows both manual and automatic sharing of music between users through ad hoc wireless networking, and also provides a social awareness of other users nearby. The system was used by 13 subjects for three weeks. In post-study interviews, we identified four categories of results: social awareness, sharing music with friends, sharing music with strangers, and sharing automatically. Based on this, we present implications for design that can be applied not only to mobile music sharing systems, but to mobile media sharing in general: Allow division into active and passive use; enhance the awareness of who, where and when; support reciprocity; and finally, support identity and impression management.

More than meets the eye: an exploratory study of context photography Papers / Hakansson, Maria / Gaye, Lalya / Ljungblad, Sara / Holmquist, Lars Erik Proceedings of the Fourth Nordic Conference on Human-Computer Interaction 2006-10-14 p.262-271
ACM Digital Library Link
Summary: In context photography, sensors gather real-time context information, which visually affects a photograph as it is taken. We have implemented a prototype running on standard camera phones. It uses sound and movement as context information and a set of custom-made computer graphics effects which affect images in real time. To investigate how people would receive the concept, we conducted an exploratory user study with seven participants using context cameras for a six-week period. The study provided insights into how such a camera is perceived and used, revealing the emergence of new goals, expectations, aesthetics and practice in taking pictures.

Snapshots from a study of context photography alt.chi / Hakansson, Maria / Ljungblad, Sara / Gaye, Lalya / Holmquist, Lars Erik Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006-04-22 v.2 p.333-338
ACM Digital Library Link
Summary: We developed context photography to provide an alternative photographic experience. Sensors gather real-time context information which visually affects a photograph as it is taken. In an exploratory study, we investigated how people would experience, use and understand a context camera and how it differs from regular digital photography. We here present an extract of the study, where one participant experienced context photography as being "more real" than post-hoc image manipulation and that it added a new dimension to picture taking.

Context photography Exhibitions / Gaye, Layla / Holmquist, Lars Erik / Hakansson, Maria / Ljungblad, Sara / Mihalatos, Panajotis Proceedings of DIS'04: Designing Interactive Systems 2004-08-01 p.310
ACM Digital Library Link
Summary: Context photography consists of capturing sensing physical input in addition to light and this new concept, we explore alternative potentials creative tool. We have developed a working movement and represents them visually in interactive exhibition we wish to present, visitors The pictures taken by visitors would be dynamically projection on a wall. Large hardcopy photographs hung on another wall. This exhibition is meant alternative approaches to digital photography. www.viktoria.se/fal/projects/photo.

Context photography: modifying the digital camera into a new creative tool Late breaking result papers / Ljungblad, Sara / Hakansson, Maria / Gaye, Lalya / Holmquist, Lars Erik Proceedings of ACM CHI 2004 Conference on Human Factors in Computing Systems 2004-04-24 v.2 p.1191-1194
ACM Digital Library Link
Summary: Context photography consists of capturing context when taking a picture, by sensing physical input in addition to light and representing it visually in real time. By developing this concept, we explore alternative potentials of digital cameras as everyday creative tools. We have developed two prototypes and tested them in user workshops. Based on the results of this process, we present implications of such modifications of underlying characteristics of a still camera.

Like Solving a Giant Puzzle: Supporting Collaborative Scheduling at a Film Festival 4: Short papers / Hakansson, Maria / Ljungblad, Sara / Holmquist, Lars Erik Proceedings of IFIP INTERACT'03: Human-Computer Interaction 2003-09-01 p.773
Capturing the invisible: designing context-aware photography DUX in practice II / Hakansson, Maria / Ljungblad, Sara / Holmquist, Lars Erik Proceedings of DUX'03: Designing for User eXperiences 2003-06-06 n.22 p.1-4
ACM Digital Library Link
Summary: Taking a photograph using a digital camera is today still basically the same as using the analog counterpart. We are designing a digital camera that senses its context to explore new possibilities for digital photography. The sensor data produces real-time visual effects on the image displayed in the viewfinder and enables the user to take unique pictures, whose visual qualities reflect the context. Our first prototype is based on a digital camera mounted on a handheld computer. Our development process involves participatory design sessions with possible end users, including a panel of enthusiastic amateur photographers.

Nostalgia: an evocative tangible interface for elderly users Interactive posters: tangible interfaces / Nilsson, Magnus / Johansson, Sara / Hakansson, Maria Proceedings of ACM CHI 2003 Conference on Human Factors in Computing Systems 2003-04-05 v.2 p.964-965
ACM Digital Library Link
Summary: Nostalgia is a prototype which users can use for listening to old news and music from the twentieth century. The design of Nostalgia is an attempt to design an artefact that in a seamless and simple way can trigger the memory of past events both individually and in the company of others. Nostalgia has been developed in collaboration with elderly people from an old people's home. A preliminary evaluation with the target group showed that Nostalgia could be an appreciated artefact in their every day lives.