[1]
Participation Gestalt: Analysing Participatory Qualities of Interaction in
Public Space
Participatory Design (PD) and Applications
/
Dalsgaard, Peter
/
Halskov, Kim
/
Iversen, Ole Sejer
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.4435-4446
© Copyright 2016 ACM
Summary: We introduce the participation gestalt framework for analysing participation
in public interactive installations. Building on the concept of interaction
gestalt, we define the participation gestalt as the unified perception and
experience of participatory qualities as they unfold through interaction with
the installation in a socio-cultural setting. The framework consists of five
continua, mapping out the qualities of participation in relation to the degree
of expressivity, exposure, investment, sociality and persistence that people
experience when engaging in the interaction. Individually, the five qualities
provide a vocabulary for analyzing an interactive installation. Combined, the
five qualities constitute a participation gestalt framework by which HCI
researchers can qualify how a certain forms of participation emerge around
public installations. We exemplify the framework by analyzing four public
installations in different socio-cultural contexts and examining their
participation gestalt.
[2]
Advances in Participatory Design
Course Overviews
/
Bødker, Susanne
/
Dindler, Christian
/
Halskov, Kim
/
Iversen, Ole Sejer
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.984-987
© Copyright 2016 ACM
Summary: In this course participants are introduced to the theory and practice of
Participatory Design. The course offers an overview of state of the art
Participatory Design literature, practices and methods, and provides
participants with the opportunity to work practically on a Participatory Design
case. The instructors have substantial experience in Participatory Design
research and practice and have been active members of the PDC community for
several decades.
[3]
Child-Computer Interaction SIG: New Challenges and Opportunities
SIG Meetings
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Hourcade, Juan Pablo
/
Revelle, Glenda
/
Zeising, Anja
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Iversen, Ole Sejer
/
Pares, Narcis
/
Bekker, Tilde
/
Read, Janet C.
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.1123-1126
© Copyright 2016 ACM
Summary: This SIG will provide child-computer interaction researchers and
practitioners an opportunity to discuss four topics that represent new
challenges and opportunities for the community. The four areas are: interactive
technologies for children under the age of five, technology for inclusion,
privacy and information security in the age of the quantified self, and the
maker movement.
[4]
Making as a Pathway to Foster Joyful Engagement and Creativity in Learning
Workshops and Tutorials
/
Giannakos, Michail N.
/
Divitini, Monica
/
Iversen, Ole Sejer
/
Koulouris, Pavlos
Proceedings of the 2015 International Conference on Entertainment Computing
2015-09-29
p.566-570
Keywords: Maker movement; entertainment technologies; creativity; knowledge
construction; technological fluency; constructionist
© Copyright 2015 IFIP
Summary: The International Workshop of Making as a Pathway to Foster Joyful
Engagement and Creativity in Learning (Make2Learn) aims to discuss the
introduction of creative and joyful production of artifacts in the learning
processes. A variety of environments have been developed by researchers to
introduce making principles to young students. Making principles enable them
foster co-creativity and joy in learning processes and construct knowledge. By
involving students in the design decisions they begin to develop technological
fluency and the needed competences, in a joyful way. Make2Learn aims to bring
together international researchers, educators, designers, and makers for the
exploration of making principles towards the acquisition of 21st Century
learning competences, by employing the state of the art aspects of
entertainment technologies, new media, gaming, robotics, toys and applications.
The main objective is to build a research community around this topical area.
In particular, Make2Learn aims to develop a critical discussion about the
well-established practices and entertainment technologies of the maker
movement, and expected outcomes of putting them into practice under different
spaces such as Hackerspaces, Makerspaces, TechShops, FabLabs etc. This will
allow us to better understand and improve the value of Maker philosophy and the
role of entertainment technologies to support teaching and learning.
[5]
CCI SIG: Interactive Childhood -- Crossing Cultures and Continents
SIG Meetings
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Read, Janet C.
/
Hourcade, Juan Pablo
/
Druin, Allison
/
Markopoulos, Panos
/
Bekker, Tilde
/
Iversen, Ole Sejer
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.853-856
© Copyright 2015 ACM
Summary: Child Computer Interaction is a community within CHI that has been steadily
growing. It hosts its own annual IDC conference and is a highly recognizable
and vibrant contributor to the ACM CHI conference. In 2015, the CCI SIG aims to
take advantage of the positioning of CHI in Seoul to consider how it might, as
an academic community, best direct its work to broaden to different cultures of
play, education and activity.
The CCI2015 SIG will therefore seek to examine its own work by asking what
cultural assumptions underpin its main theories and practices. The CCI SIG at
CHI will mix together a set of 5-minute cameo presentations -- each examining a
highly cited CCI paper -- with a world café approach and will develop
solutions and priorities. The CCI SIG will be the natural meeting place for
members of this community at CHI and will disseminate its discussion to the CCI
and CHI communities through the production of visual and interactive materials
at the CHI conference.
[6]
Relational expertise in participatory design
Sustaining relations in participatory design
/
Dindler, Christian
/
Iversen, Ole Sejer
Proceedings of the 13th Participatory Design Conference. Volume 1: Research
Papers
2014-10-06
v.1
p.41-50
© Copyright 2014 ACM
Summary: This paper positions relation expertise as a core competence in
participatory design. It is an expertise that demands the participatory
designer to stimulate the emergence of loosely coupled knotworks, and obtain
symbiotic agreement between participants disregarding their professional and
social status. We illustrate our theoretical argument for a relational
expertise with a running example from a participatory design process engaging
an interprofessional group of participants in a project on future technology
enabled learning environments.
[7]
Understanding teen UX: building a bridge to the future
Workshop summaries
/
Fitton, Dan
/
Bell, Beth
/
Read, Janet C.
/
Iversen, Ole
/
Little, Linda
/
Horton, Matthew
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.79-82
© Copyright 2014 ACM
Summary: UX is a widely explored topic within HCI and has a large practitioners'
community. However, the users considered in research and practice, are most
often adults -- since adults represent the largest technology market share.
However teenagers represent a growing market of unique users, and more needs to
be understood about this population, from a UX perspective. The theme of this
workshop is Building a Bridge to the Future and the aim is to gather together
academics and UX practitioners, interested in teen users specifically, in order
to discuss experiences, understandings, insights and methods that we can use to
comprehend teen UX now and explore how this may lead to the creation of better
interactive products in the future. The workshop will also foster new
collaborations, and define new research agendas to grow the research and
literature in this area.
[8]
Child computer interaction SIG: towards sustainable thinking and being
Special interest group: 111
/
Read, Janet C.
/
Hourcade, Juan Pablo
/
Markopoulos, Panos
/
Iversen, Ole Sejer
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.1135-1138
© Copyright 2014 ACM
Summary: The discipline of Child Computer Interaction (CCI) has been steadily growing
and it is now firmly established as a community in its own right, having the
annual IDC (Interaction and Design for Children) conference and its own journal
and also enjoying its role as a highly recognisable and vibrant contributor to
the ACM CHI conference. Having recently been given status as an IFIP
(International Federation for Information Processing) TC13 working group, the
community now needs to make plans around its academic themes and its coherence
as a developing academic community. The CCI SIG at CHI aims to use a mixture of
facilitated creative thinking and a world café approach to bring the
community together to tackle these two key challenges. The CCI SIG will be the
natural meeting place for members of this community at CHI and will disseminate
its discussion to the CCI and CHI communities through the production of visual
and interactive materials at the CHI conference.
[9]
Towards an ecological inquiry in child-computer interaction
Full Papers
/
Smith, Rachel C.
/
Iversen, Ole S.
/
Hjermitslev, Thomas
/
Lynggaard, Aviaja B.
Proceedings of ACM IDC'13: Interaction Design and Children
2013-06-24
p.183-192
© Copyright 2013 ACM
Summary: This paper introduces an Ecological Inquiry as a methodological approach for
designing technology with children. The inquiry is based on the "ecological
turn" in HCI, Ubiquitous Computing and Participatory Design that shift the
emphasis of design from technological artifacts to entire use ecologies into
which technologies are integrated. Our Ecological Inquiry extends Cooperative
Inquiry in three directions: from understanding to emergence of social
practices and meanings, from design of artifacts to hybrid environments, and
from a focus on technology to appropriations through design and use. We
exemplify our approach in a case study through which we designed social
technologies for hybrid learning environments with children in two schools, and
discuss how an Ecological Inquiry can inform existing approaches in CCI.
[10]
You are the real experts!: Studying teenagers' motivation in participatory
design
Short Papers
/
Hansen, Elin Irene Krog
/
Iversen, Ole Sejer
Proceedings of ACM IDC'13: Interaction Design and Children
2013-06-24
p.328-331
© Copyright 2013 ACM
Summary: Participatory Design (PD) engages those who are affected by a future design
artefact in the design process. Participatory Design literature mostly describe
how users are engaged in the process and tools, techniques and methods for
facilitating the process as one of mutual learning. Nevertheless, the study of
how users are motivated in engaging with the design process is still uncovered.
This paper examines how PD researchers motivates teenagers to engage in a
Participatory Design project. By analyzing the core activities in a PD project,
we will present the means used for motivating teens to participate in the
design process.
[11]
Methods of working with teenagers in interaction design
Workshop summaries
/
Read, Janet C.
/
Horton, Matthew
/
Iversen, Ole
/
Fitton, Daniel
/
Little, Linda
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.3243-3246
© Copyright 2013 ACM
Summary: Teenagers are a unique but little studied user group within the field of
Interaction Design. Current literature on methodologies for research with
children predominantly focuses on working with younger age groups and leaves a
distinct gap between this and research methodologies used with adults. The aim
of the workshop is to bridge this gap by bringing together practitioners and
academics that have developed and used novel methods for carrying out research
with teenagers in the interactions design area. The workshop will also refine
and develop existing methods, create new methods, foster new collaborations,
and define new research agendas to grow the research and literature in this
area.
[12]
The ReflecTable: Bridging the Gap between Theory and Practice in Design
Education
Learning Tools, Learning Contexts
/
Hook, Jonathan
/
Hjermitslev, Thomas
/
Iversen, Ole Sejer
/
Olivier, Patrick
Proceedings of IFIP INTERACT'13: Human-Computer Interaction-2
2013
v.2
p.624-641
Keywords: Design; design games; video-led reflection; education; reflection;
reflective practicum; off-loop reflection; learning-by-doing
© Copyright 2013 IFIP
Summary: The ReflecTable is a digital learning environment that explores how design
games and video-led reflection might be combined to bridge the gap between the
theoretical and practical components of design education. The concept seeks to
leverage the qualities of exploratory design games and video to inspire design
students to critically reflect upon the relationship between their evolving
design practices and the theories and techniques they are taught in lectures,
by allowing them to capture, review and reflect upon short videos of a design
game. In this paper, we present the ReflecTable design and nine studies
conducted during the course of its development. The studies suggest that the
ReflecTable has the potential to support design students in understanding how
theoretical concepts and methods relate to different design situations and
their own evolving design practices.
[13]
Bannerbattle: introducing crowd experience to interaction design
Public and urban spaces
/
Veerasawmy, Rune
/
Iversen, Ole Sejer
Proceedings of the 7th Nordic Conference on Human-Computer Interaction
2012-10-14
p.228-237
© Copyright 2012 ACM
Summary: We introduce crowd experience as an emergent field in interaction design
research. Crowds as social phenomena are already well-established as a research
theme in sociology and social psychology. However, the understanding of crowds
as users of technology is so far unexplored. Based on the existing literature
on crowd behavior, we identify three distinct qualities of crowd experience,
which we introduce to interaction design: imitation, emergence, and
self-organization. These three qualities informed the design of the research
prototype, BannerBattle, which is an interactive display to support crowd
experiences at football stadiums. Based on findings in the case study, we
discuss how crowd theory complements and challenges existing
experience-centered design approaches. We suggest that crowd theory is an
important resource when designing technology to support crowd experiences.
Moreover, a focus on crowd experience may nuance and expand the already
well-established field of experience-centered design research.
[14]
Values-led participatory design: mediating the emergence of values
Theories and foundations
/
Iversen, Ole Sejer
/
Leong, Tuck W.
Proceedings of the 7th Nordic Conference on Human-Computer Interaction
2012-10-14
p.468-477
© Copyright 2012 ACM
Summary: There is a growing interest in values-led inquiries within participatory
design (PD). One approach argues that working with values is a recursive
3-phase process that supports the emergence, development and grounding of
values. This paper focuses solely upon this emergence phase, illustrating how
we can support the emergence of values during the initial phase of a values-led
inquiry. We do this by drawing upon a PD case where digital technology was
designed to support the experiences of young adults with severe intellectual
disabilities, in an art museum. This case allows us to describe how we
establish, negotiate and the debrief values during this initial phase of a
values-led inquiry (not to explicate how we can work with such young adults in
PD). By foregrounding both explicit and implicit mediation in the PD process,
we show how a theoretical understanding of mediation can potentially enrich and
further the values-led PD tradition.
[15]
Impediments to user gains: experiences from a critical participatory design
project
Empowerment
/
Bossen, Claus
/
Dindler, Christian
/
Iversen, Ole Sejer
Proceedings of the 12th Participatory Design Conference. Volume 1: Research
Papers
2012-08-12
v.1
p.31-40
© Copyright 2012 ACM
Summary: Actual studies of user gains from involvement in design processes are few,
although a concern for user gains is a core characteristic of participatory
design (PD). We explore the question of user gains through a retrospective
evaluation of a critical PD project. We conducted ten qualitative interviews
with participants in a project aimed at developing technology to foster
engaging museum experiences and rethinking cultural heritage communication.
Despite the use of established PD techniques by experienced PD practitioners, a
significant number of frustrations relating to the PD process were prominent in
the study. Based on these findings, we provide an analysis of impediments to
user gains in PD projects in terms of unresolved differences between aims,
absence of a clear set-up for collaboration, and different conceptions of
technology.
[16]
Working with human values in design
Workshops
/
Iversen, Ole Sejer
/
Leong, Tuck W.
/
Wright, Peter
/
Gregory, Judith
/
Bowker, Geoff
Proceedings of the 12th Participatory Design Conference. Volume 2:
Exploratory Papers, Workshop Descriptions, Industry Cases
2012-08-12
v.2
p.143-144
© Copyright 2012 ACM
Summary: A survey of the literature confirms that engaging with human values when
designing technology is an important undertaking. However, despite these
efforts, there is still considerable divergence and a lack of agreement in how
we conceptualize and approach values during technology design. This workshop
seeks to bring expertise from different perspectives on design to explore
theoretical, methodological, and relational issues when working with values in
design. The aim is to better conceptualize, understand and establish ways we
can work more systematically and productively with human values in future
designs.
[17]
Scandinavian participatory design: dialogic curation with teenagers
Full Papers
/
Iversen, Ole Sejer
/
Smith, Rachel Charlotte
Proceedings of ACM IDC'12: Interaction Design and Children
2012-06-12
p.106-115
© Copyright 2012 ACM
Summary: Yarosh and colleagues voice a need to explicitly reveal values that drive
our IDC research studies to avoid 'cargo cult science'. As Scandinavian
Participatory Design (PD) approach is a highly values-led design approach, and
is gaining importance in IDC research, we discuss the underlying values of
democracy, quality of work and emancipation of this approach. We present a case
study, Digital Natives, in which the Scandinavian PD approach was put into
practice. Here we involved seven teenagers in the design of an interactive
museum exhibition. We discuss how this particular approach effects key design
activities such as the establishment of the design space, power relations among
participants, the dialogical design process, project evaluation and the final
outcome of the project. We conclude that the end goal of Scandinavian PD is not
necessarily the final research prototype. Rather, in Scandinavian PD, designers
strive to provide children with meaningful alternatives to existing
technologies. It is to help children realize, that when it comes to the design
of future technologies, they actually have a choice.
[18]
Perspectives on participation: evaluating cross-disciplinary tools, methods
and practices
DIS workshops
/
Vines, John
/
Clarke, Rachel
/
Leong, Tuck Wah
/
Wright, Peter
/
Light, Ann
/
Iversen, Ole Sejer
Proceedings of DIS'12: Designing Interactive Systems
2012-06-11
p.799-800
© Copyright 2012 ACM
Summary: This workshop brings together a cross-disciplinary community of researchers
and practitioners interested in participative practice and interactive systems
design. The workshop addresses growing fascination with participation across
interaction design, community informatics, the arts, science and social
science, and asks workshop participants to reflect on the ethics and efficacy
of the tools and methods used in these diverse practices. The aim of the
workshop will be to map out a critical framework exploring the qualities of
participation from multiple disciplines. The workshop outcomes will outline how
cross-disciplinary perspectives on participation can contribute to
participatory and user-centred interaction design.
[19]
Invited SIG -- participation and HCI: why involve people in design?
SIGs
/
Vines, John
/
Clarke, Rachel
/
Leong, Tuck
/
McCarthy, John
/
Iversen, Ole Sejer
/
Wright, Peter
/
Olivier, Patrick
Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing
Systems
2012-05-05
v.2
p.1217-1220
© Copyright 2012 ACM
Summary: Participation is of high relevance to the CHI Design community.
Participatory work has been performed with very different intentions: to
democratize the design process; to better inform the design of new systems; to
engage the public in the construction of their own futures; or simply to
appease funding commitments. Whilst this increased attention has lead to a
large amount of methodological innovation, very little effort has been spent
reflecting on why various participatory approaches should, or should not be,
used and how we can assess their impacts on the design process and products.
This invited SIG will bring together invited experts who have explored
participation to different degrees within their past work to provoke group and
plenary audience discussion. The aim of this SIG is to provide an opportunity
for discussion and reflection on how and why participative methods are used in
HCI research and practice.
[20]
When the museum goes native
Forum: On Heritage
/
Smith, Rachel Charlotte
/
Iversen, Ole Sejer
interactions
2011-09
v.18
n.5
p.15-19
© Copyright 2011 ACM
[21]
Engagement through mixed modalities
Features
/
Dindler, Christian
/
Iversen, Ole Sejer
/
Krogh, Peter Gall
interactions
2011-07
v.18
n.4
p.34-39
© Copyright 2011 ACM
[22]
Rekindling values in participatory design
Research papers: values
/
Iversen, Ole Sejer
/
Halskov, Kim
/
Leong, Tuck Wah
Proceedings of the 2010 Conference on Participatory Design
2010-11-29
p.91-100
© Copyright 2010 ACM
Summary: Drawing from our PD projects, this paper shows how designers enact their
appreciative judgment of values by engaging in a dynamic and dialogical process
of cultivating the emergence of values, developing them, and supporting their
grounding. The widespread of Participatory Design (PD), have meant that
different approaches and conceptualization exist in this field today. We argue
that one fruitful approach is to rekindle a concern for values in PD. This
requires focusing upon values as the engine that drives our activities in PD.
[23]
User gains and PD aims: assessment from a participatory design project
Research papers: participation
/
Bossen, Claus
/
Dindler, Christian
/
Iversen, Ole Sejer
Proceedings of the 2010 Conference on Participatory Design
2010-11-29
p.141-150
© Copyright 2010 ACM
Summary: We present a study of user gains from their participation in a participatory
design (PD) project at Danish primary schools. We explore user experiences and
reported gains from the project in relation to the multiple aims of PD, based
on a series of interviews with pupils, teachers, administrators, and
consultants, conducted approximately three years after the end of the project.
In particular, we reflect on how the PD initiatives were sustained after the
project had ended. We propose that not only are ideas and initiatives
disseminated directly within the organization, but also through networked
relationships among people, stretching across organizations and project groups.
Moreover, we demonstrate how users' gains related to their acting within these
networks. These results suggest a heightened focus on the indirect and
distributed channels through which the long-term impact of PD emerges.
[24]
Participatory design at the museum: inquiring into children's everyday
engagement in cultural heritage
Engaging experiences
/
Dindler, Christian
/
Iversen, Ole Sejer
/
Smith, Rachel
/
Veerasawmy, Rune
Proceedings of OZCHI'10, the CHISIG Annual Conference on Human-Computer
Interaction
2010-11-22
p.72-79
© Copyright 2010 CHISIG and author(s)
Summary: We address the challenge of creating intersections between children's
everyday engagement and museum exhibitions. Specifically, we propose an
approach to participatory design inquiry where children's everyday engagement
is taken as the point of departure. We base our discussion on a design workshop
-- Gaming the Museum -- where a primary school class was invited to participate
in exploring future exhibition spaces for a museum, based on their everyday use
of computer games and online communities. We reflect on the results of the
workshop, and broadly discuss the everyday engagement of children as point of
departure for designing interactive museum exhibitions.
[25]
Heritage inquiries: a designerly approach to human values
Workshops
/
Giaccardi, Elisa
/
Iversen, Ole Sejer
Proceedings of DIS'10: Designing Interactive Systems
2010-08-16
p.436-437
Keywords: cultural heritage, design inquiry, everyday engagement, human values,
interaction design
© Copyright 2010 ACM
Summary: This two-day workshop brings together the interdisciplinary community of
scholars and practitioners involved in the design of interactive systems and
sharing a common interest in heritage matters. The workshop addresses heritage
as a unique domain for the exploration of novel design inquiries into how we
come together through separate understandings and attachments to artifacts,
places, and events of the past as well as of the present. The workshop aims to
explore how design research in the heritage domain can contribute to
human-centered design, with a particular focus on everyday engagement.