Design Patterns, Principles, and Strategies for Sustainable HCI
Workshop Summaries
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Knowles, Bran
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Clear, Adrian K.
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Mann, Samuel
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Blevis, Eli
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Håkansson, Maria
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3581-3588
© Copyright 2016 ACM
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
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Silberman, M. Six
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Nathan, Lisa
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Knowles, Bran
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Bendor, Roy
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Clear, Adrian
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Håkansson, Maria
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Dillahunt, Tawanna
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Mankoff, Jennifer
interactions
2014-09
v.21
n.5
p.66-69
© Copyright 2014 ACM
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
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Håkansson, Maria
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Sengers, Phoebe
Proceedings of DIS'14: Designing Interactive Systems
2014-06-21
v.1
p.1025-1034
© Copyright 2014 ACM
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
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Leshed, Gilly
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Håkansson, Maria
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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
© Copyright 2014 ACM
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
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Håkansson, Maria
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Sengers, Phoebe
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.2725-2734
© Copyright 2013 ACM
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
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Brynjarsdottir, Hronn
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Håkansson, Maria
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Pierce, James
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Baumer, Eric
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DiSalvo, Carl
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Sengers, Phoebe
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.947-956
© Copyright 2012 ACM
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
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Håkansson, Maria
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Leshed, Gilly
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Blevis, Eli
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Nathan, Lisa
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Mann, Samuel
Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing
Systems
2012-05-05
v.2
p.2795-2798
© Copyright 2012 ACM
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
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Fernaeus, Ylva
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Håkansson, Maria
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Jacobsson, Mattias
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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
© Copyright 2010 ACM
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
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Petersen, Marianne Graves
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Ljungblad, Sara
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Håkansson, Maria
New Review of Hypermedia and Multimedia
2009
v.15
n.2
p.193-209
© Copyright 2009 Taylor and Francis
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
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Håkansson, Maria
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Gaye, Lalya
Proceedings of DIS'08: Designing Interactive Systems
2008-02-25
p.164-173
© Copyright 2008 ACM
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
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Håkansson, Maria
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Rost, Mattias
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Holmquist, Lars Erik
Proceedings of the Tenth European Conference on Computer-Supported
Cooperative Work
2007-09-24
p.311-330
© Copyright 2007 Springer
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
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Hakansson, Maria
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Gaye, Lalya
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Ljungblad, Sara
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Holmquist, Lars Erik
Proceedings of the Fourth Nordic Conference on Human-Computer Interaction
2006-10-14
p.262-271
© Copyright 2006 ACM
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
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Hakansson, Maria
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Ljungblad, Sara
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Gaye, Lalya
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Holmquist, Lars Erik
Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems
2006-04-22
v.2
p.333-338
© Copyright 2006 ACM
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
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Gaye, Layla
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Holmquist, Lars Erik
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Hakansson, Maria
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Ljungblad, Sara
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Mihalatos, Panajotis
Proceedings of DIS'04: Designing Interactive Systems
2004-08-01
p.310
© Copyright 2003 ACM
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
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Ljungblad, Sara
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Hakansson, Maria
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Gaye, Lalya
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Holmquist, Lars Erik
Proceedings of ACM CHI 2004 Conference on Human Factors in Computing Systems
2004-04-24
v.2
p.1191-1194
© Copyright 2004 ACM
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
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Hakansson, Maria
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Ljungblad, Sara
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Holmquist, Lars Erik
Proceedings of IFIP INTERACT'03: Human-Computer Interaction
2003-09-01
p.773
© Copyright 2003 IFIP
Capturing the invisible: designing context-aware photography
DUX in practice II
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Hakansson, Maria
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Ljungblad, Sara
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Holmquist, Lars Erik
Proceedings of DUX'03: Designing for User eXperiences
2003-06-06
n.22
p.1-4
© Copyright 2003 ACM
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
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Nilsson, Magnus
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Johansson, Sara
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Hakansson, Maria
Proceedings of ACM CHI 2003 Conference on Human Factors in Computing Systems
2003-04-05
v.2
p.964-965
© Copyright 2003 ACM
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.