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Featured researches published by Annika Waern.


human factors in computing systems | 2016

Embodied Sketching

Elena Márquez Segura; Laia Turmo Vidal; Asreen Rostami; Annika Waern

Designing bodily experiences is challenging. In this paper, we propose embodied sketching as a way of practicing design that involves understanding and designing for bodily experiences early in the design process. Embodied sketching encompasses ideation methods that are grounded in, and inspired by, the lived experience and includes the social and spatial settings as design resources in the sketching. Embodied sketching is also based on harnessing play and playfulness as the principal way to elicit creative physical engagement. We present three different ways to implement and use embodied sketching in the application domain of co-located social play. These include bodystorming of ideas, co-designing with users, and sensitizing designers. The latter helps to uncover and articulate significant, as well as novel embodied experiences, whilst the first two are useful for developing a better understanding of possible design resources.


Interactions | 2015

Framing IxD knowledge

Kristina Höök; Jeffrey Bardzell; Simon J. Bowen; Peter Dalsgaard; Stuart Reeves; Annika Waern

Interaction design (IxD) research cuts through many domains of HCI yet remains distinctive. There are convincing arguments that Research through Design (RtD) is a valid research method in the conce ...


human factors in computing systems | 2016

The Ethics of Unaware Participation in Public Interventions

Annika Waern

Interaction design is increasingly merging with designing our everyday environment. Trialing and evaluating such designs in an ecologically valid way often requires that they be installed in public space without clearly communicating their nature as trials. This leads to unaware participation in what, in fact, is an experimental intervention. This article focuses on the ethical considerations that arise from doing, and studying, interventions in public space, including but not restricted to interactive installations. It argues that under certain circumstances, such as when the known risks are low and the intervention presents sufficient support for avoiding involvement, active participation can be considered implicit consent. We revisit some example interventions from literature and press to scrutinize the potential risks and pitfalls associated to unaware participation.


annual symposium on computer-human interaction in play | 2016

Playification: The PhySeEar case

Elena Márquez Segura; Annika Waern; Luis Márquez Segura; David López Recio

The concept of playification has recently been proposed as an extension of, or alternative to, gamification. We present a playification design project targeting the re-design of physiotherapy rehabilitative sessions for elderly inpatients. The menial and repetitive nature of the physical exercises targeted for design might seem ideal for shallow widespread gamification approaches that add external rewards to entice usage. In the PhySeEar project, we introduced a third agent instead, in the form of technology that would take over some of the work typically carried out by the physiotherapist. This technological intervention triggered the emergence of playfulness, when inpatients and the therapist re-signified the ongoing activity by engaging in playful role-taking, such as blaming the technology for mistakes, or for sensitivity to the inpatients inaccurate movements. Based on the experiences from this project, we discuss some of the major differences between playification and gamification


designing interactive systems | 2016

Designing for Children's Outdoor Play

Jon Back; Caspar Heeffer; Susan Paget; Andreas Rau; Eva Lotta Sallnäs Pysander; Annika Waern

Childrens outdoor play is fluent and fluctuating, shaped by environmental features and conditions. The article reports on a project where interaction designers and landscape architects work together to fuse their knowledge into working solutions for integrating interactive play in outdoor environments. We report on a schoolyard trial, where interactive play technology was installed as an integral part of a schoolyard environment, and discuss the interplay between technology and the environment that was partly natural forest and partly constructed playground. We highlight in particular the importance of the adaptability of the natural environment, how the combination of interactive technology and natural environment can contribute to the versatility of play activities, and how the interactive technology can both be useful for presenting invitations to play in such adaptable places, and enhance the adaptability for play in otherwise impoverished places.


human factors in computing systems | 2017

Activity as the Ultimate Particular of Interaction Design

Annika Waern; Jon Back

In the turn towards practice-oriented research in interaction design, one of the most important proposals has been the emphasis on the ultimate particulars produced by design, as embodiments of design knowledge. In current HCI research, those particulars are almost always taken to be things artefacts or singular systems. We argue that this emphasis may have come at a cost that can be described as a loss of identity; interaction design research was never primarily concerned with the design of artefacts, but with how humans act and interact with each other with and through artefacts. We propose a complementary perspective by looking at design projects and traditions where the ultimate particulars can be considered to be activities rather than things. The article is concerned with how knowledge needs to be articulated in the scholarly engagement with such design practices. We argue that engagement with activity-centric design gets design research one step closer towards understanding salient contemporary design practices and what Buchanan calls environmental design.


ACM Transactions on Computer-Human Interaction | 2017

Designing for Transformative Play

Jon Back; Elena Márquez Segura; Annika Waern

Numerous studies have foregrounded how play is only partially shaped by the artifacts that their designers design. The play activity can change the structures framing it, turning players into co-designers through the mere act of playing. This article contributes to our understanding of how we can design for play taking into account that play has this transformative power. We describe four ways that players can engage with framing structures, which we classify in terms of whether players conform to explore, transgress, or (re)create them. Through the examples of three case studies, we illustrate how this model has been useful in design: as an analytical tool for deconstructing player behavior, to articulate design goals and support specific design choices, and for shaping the design process.


human factors in computing systems | 2015

Embarrassing Interactions

Sebastian Deterding; Andrés Lucero; Jussi Holopainen; Chulhong Min; Adrian David Cheok; Annika Waern; Steffen P. Walz

Wherever the rapid evolution of interactive technologies disrupts standing situational norms, creates new, often unclear situational audiences, or crosses cultural boundaries, embarrassment is likely. This makes embarrassment a fundamental adoption and engagement hurdle, but also a creative design space for human-computer interaction. However, research on embarrassment in HCI has remained scattered and unsystematic so far. This workshop therefore convenes researchers and practitioners to assemble and advance the current state of research on embarrassing interactions.


foundations of digital games | 2017

Design, appropriation, and use of technology in larps

Elena Márquez Segura; Katherine Isbister; Jon Back; Annika Waern

During the last decade, there has been an increasing interest in supporting social play through the design of collocated digital games, alongside efforts to better understand social-physical modes of play. In this paper, we present relevant insights from a well-established gaming community, the larp (Live Action Role Play) community. This community has a longstanding tradition of making use of costumes, physical environments, and objects to shape player experience. We conducted a survey completed by 39 larpers concerning how they use digital technology in larp, and the way technology is designed and appropriated to augment the larp experience. Here, we present early results in the form of a preliminary taxonomy of technologies in larps, as well as key trends for design, use, and appropriation of technology to impact in-game social and emotional experience.


conference on advances in computer entertainment technology | 2014

Gaming in the crucible of science: gamifying the science center visit

Karl Bergström; Annika Waern; Daniel Rosqvist; Lisa Månsson

Gamification can be done for many purposes. We describe an experiment with gamification that, while addressing an informal learning environment, was not done to directly support learning. In the design of an overarching game experience for a science center, the goals were to support a focused visit, and create incitement for families to engage together. We describe how the science center environment poses multiple challenges for game and interaction design, which differ from ordinary gamification projects. We explain how these were addressed by designing for group interactivity, supporting both open and challenge-based play, and a careful combination of physical and digital interaction.

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Susan Paget

Swedish University of Agricultural Sciences

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Andreas Rau

Royal Institute of Technology

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Caspar Heeffer

Royal Institute of Technology

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Caspar J. H. Heefer

Royal Institute of Technology

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