Juho Rantakari
University of Lapland
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Publication
Featured researches published by Juho Rantakari.
augmented human international conference | 2016
Juho Rantakari; Virve Inget; Ashley Colley; Jonna Häkkilä
This paper presents a study on peoples preferences with wearable wellness devices. The results are based on an online survey (n=84), where people assessed different features in wearable wellness devices. Our salient findings show that the highest rated features were the comfort of wearing the device and long battery lifetime. Altogether, factors related to the form factor and industrial design were emphasized, whereas social sharing features attracted surprisingly little attention.
international conference of design, user experience, and usability | 2015
Jonna Häkkilä; Ashley Colley; Virve Inget; Mira Alhonsuo; Juho Rantakari
In this paper, we report our findings charting the user interfaces (UI) design trends of current mobile phone wellness applications (n = 39), and report e.g. that whereas features related to sharing are already quite common, conversational UIs and gamification still play a minor role. In addition, we present the service design based development of future concepts for ubiquitous wellness services and UIs, and evaluate the concepts in an online survey based user study with 89 participants. The salient findings show that concepts that were embedded into everyday life routines and which contained clearly presented interpretation of the data were the most appreciated.
hawaii international conference on system sciences | 2016
Jonna Häkkilä; Mira Alhonsuo; Lasse Virtanen; Juho Rantakari; Ashley Colley; Timo Koivumäki
Collecting a digital footprint of data from ones everyday activities is becoming an information source for preventive health care. Wearable sensor technologies combined with mobile phone applications offer an interesting way to collect and monitor personal activity data for personal use, in addition to providing information for wellness and health care professionals. In this paper we present our service design approach for designing a mobile MyData Wellness concept that was developed for young athletes. The concept aims to combine different possibilities of mobile technologies to create a tool that can provide versatile support for wellness. The salient findings from the concept evaluation show that active young people find tracking sports data motivating and interesting, and call for a unified service that combines different wellness-related aspects of life.
human computer interaction with mobile devices and services | 2016
Paula Roinesalo; Juho Rantakari; Lasse Virtanen; Jonna Häkkilä
In this demo, we present a concept where garment-integrated visual markers are used for self-expression. We present a wearable design, where clothing design style integrates with the visual design of AR markers, which are read with a mobile phone or tablet. The garment functions as a platform for self-expression, and the demo illustrates how both the AR content and the placement of the markers can play a role in the self-expression.
Proceedings of the 18th ACM Conference Companion on Computer Supported Cooperative Work & Social Computing | 2015
Ashley Colley; Juho Rantakari; Jonna Häkkilä
The use of handheld tablet computer devices by health care professionals is nowadays ubiquitous. However, when used by the physician in a patient consultation context, the experience perceived by the patient may be less than optimal because the technology and UIs have been designed for the physicians use, not for collaborative patient-physician situations. Typically, the device may create a barrier, reducing eye contact between the two parties, whilst providing no directly perceivable benefits to the patient. We present a functional implementation of a dual sided tablet where the back of the tablet presents constructive information to the patient during the consultation. We describe our initial exploration into the user interface and content that may be applied to such a device and context of use.
international symposium on pervasive displays | 2017
Juho Rantakari; Jani Väyrynen; Ashley Colley; Jonna Häkkilä
In this paper, we investigate the use of stereoscopic 3D displays for presenting multilevel map based information to improve indoor navigation task performance in 3D spaces, such as multi-floor buildings. Current visualizations of multilevel 3D spaces map the floor levels to flat 2D presentations, which do not directly represent the 3D space. We present a laboratory based user study (n=17), where the participants completed two types of tasks with a S3D device - searching a route through a S3D maze, and assessing different visualization techniques for S3D indoor map user interfaces (UIs). The findings suggest that wayfinding tasks can be completed more quickly with the S3D approach than with a 2D representation where floor levels are shown side-by-side.
human factors in computing systems | 2016
Jonna Häkkilä; Juho Rantakari; Lasse Virtanen; Ashley Colley; Keith Cheverst
In this paper, we present a novel interaction technique -- combining mobile projection and visible, fiducial marker based information display. We envision it to be suitable for small groups e.g. for narrative playful experiences and for guiding in places where physical tags would be disturbing. This interaction technique, where one person (the guide) is projecting a marker and other users can read it with their mobile devices, enables in situ information delivery where the guide can control the dynamics of the situation. We present an example use case of using the interaction technique on a guided tour, and preliminary results from the user evaluation.
mobile and ubiquitous multimedia | 2015
Juho Rantakari; Ashley Colley; Jonna Häkkilä
In this demo, we present a set-up that utilizes augmented reality (AR) in a display set-up combining a public and a private display for presenting health related information. Our installation includes a life-size poster of a human body, which is viewed through a mobile phone camera viewfinder that augments different body parts with health related data. We envision that this kind of set-up could be utilized in contexts where informative posters or similar are commonly used, and where people would benefit from accessing personal wellness or health information, such as a gym or medical doctors waiting room.
ubiquitous computing | 2014
Ashley Colley; Juho Rantakari; Jonna Häkkilä
In todays world, there are increasingly many things to remember. Often the information is linked to physical world objects -- for instance usage instructions, personal histories, access codes or expiring guarantee dates. Mobile augmented reality (MAR) can provide a design approach, where we can utilize our everyday surroundings and attach information to the items without seemingly modifying their outlook. In this paper, we explore selected MAR scenarios from the augmented human memory point of view. We evaluated these scenarios in a online survey with 19 participants.
ubiquitous computing | 2014
Ashley Colley; Juho Rantakari; Jonna Häkkilä
Autostereoscopic 3D (S3D) displays, enabling the perception of depth without requiring the viewer to wear special glasses, are now commercially available in a variety of sizes, from phones to large displays. In this paper, we present our research demonstrator where S3D display equipped mobile devices are used to provide a user interface (UI) for indoor navigation. The design approach suits especially for aiding navigation within multi-level buildings, such as shopping malls, airports and museums. Compared to the current 2D design approach of displaying building floor levels side-by-side, the use of stereoscopic 3D offers potential to improve understanding of the space, glanceability of map based UIs, and the ability to navigate between locations on different floor levels.