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[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
ACM Digital Library Link
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
ACM Digital Library Link
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 / Hourcade, Juan Pablo / Revelle, Glenda / Zeising, Anja / 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
ACM Digital Library Link
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
Link to Digital Content at Springer
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 / 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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
Link to Digital Content at Springer
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link

[21] Engagement through mixed modalities Features / Dindler, Christian / Iversen, Ole Sejer / Krogh, Peter Gall interactions 2011-07 v.18 n.4 p.34-39
ACM Digital Library Link

[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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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.
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