Jussi Holopainen
RMIT University
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Publication
Featured researches published by Jussi Holopainen.
human factors in computing systems | 2011
Andrés Lucero; Jussi Holopainen; Tero Jokela
In this paper we explore shared collocated interactions with mobile phones. We introduce a phone-based application that allows a small group of collocated people to share photos using the metaphor of passing paper photos around. The prototype encourages people to share their devices and use them interchangeably while discussing photos face-to-face. The prototype supports ad-hoc photo sharing in different contexts by taking into account the spatial arrangement of users around a table, measured with sensors embedded in their mobile phones. Our evaluations show that people are willing to share and connect their mobile phones to engage in collaborative interactions. Participants were able to easily share their collections of photos using our proposed interaction techniques.
nordic conference on human-computer interaction | 2004
Niklas Ravaja; Mikko Salminen; Jussi Holopainen; Timo Saari; Jari Laarni; Aki Järvinen
We investigated the emotional response patterns and sense of presence elicited by video games with different characteristics (i.e., Tetris, Super Monkey Ball 2, Monkey Bowling 2, and James Bond 007: NightFire) among 37 undergraduates. We also examined the moderating influence of the sensation seeking and self-forgetfulness traits on the responses. Participants self-reported their emotional responses, defined in terms of joy, pleasant relaxation, anger, fear, and depressed feeling, and sense of presence. The results showed that games with different characteristics elicit differential emotional response patterns, and the engagement elicited by the games varies as a function of the Sensation Seeking trait of the player. Measuring emotional response patterns may have practical implications for game design, given that they give information on the game characteristics that maximize entertainment and pleasure, and may potentially be used in pre-testing different versions of the games.
ubiquitous computing | 2002
Staffan Björk; Jussi Holopainen; Peter Ljungstrand; Karl-Petter Åkesson
Abstract: We report from a Research Atelier that explored how ubiquitous computing could be applied to fun and entertainment. The Atelier lasted for five days, starting with two days of scenario development and brainstorming activities. This led to three fairly concrete – though very different – game ideas. The background and motivation for the Atelier is described, as well as the method used and the games developed.
international symposium on wearable computers | 1999
Juha Lehikoinen; Jussi Holopainen; Marja Salmimaa; Angelo Aldrovandi
A new dynamic software architecture for wearable computers is proposed. Key properties of this MEX architecture are examined and compared to some other existing software architecture. One application utilizing MEX, called WalkMap, is presented. The aim of the applications currently under development is to enhance the communication and cooperation of the users utilizing wearable computers in their daily lives. Based on that, the software components needed to access context information anywhere and the hardware requirements arising from constant usage are considered. The hardware platform for the software architecture developed is briefly described.
human computer interaction with mobile devices and services | 2012
Andrés Lucero; Jussi Holopainen; Tero Jokela
We explore shared collocated interactions with mobile phones and public displays in an indoor public place. We introduce MobiComics, an application that allows a group of collocated persons to flexibly create and edit comic strip panels using their mobile phones. The prototype supports ad hoc sharing of comic strip panels between people and onto two public displays by taking the spatial arrangement of people into account, measured with a radio tracking technology integrated in their mobile phones. MobiComics also includes game-like elements to foster social interaction between participants. Our evaluations show that people enjoyed creating panels collaboratively and sharing content using the proposed interaction techniques. The included game-like features positively influenced social interaction.
ubiquitous computing | 2002
Staffan Björk; Jussi Holopainen; Peter Ljungstrand; Regan Lee Mandryk
Abstract:
designing pleasurable products and interfaces | 2011
Juha Henrik Arrasvuori; Marion Boberg; Jussi Holopainen; Hannu Korhonen; Andrés Lucero; Markus Montola
In addition to functionality and usability, interactive products are increasingly expected to provide pleasurable experiences to their users. Playfulness is a part of these experiences. However, playfulness can manifest in many different ways as humans are inherently playful by nature. This poses challenges for designing for playfulness. To tackle this broad field, we have developed the Playful Experiences (PLEX) framework. The two-fold purpose of the PLEX framework is to be a conceptual tool for understanding the playful aspects of user experience (UX), and be a practical tool for designing for such experiences through established user-centered design (UCD) methods. In this paper we present an overview of our work during 2008--2010 on designing for playful experiences. After introducing and summarizing previous studies, we motivate the reasons for designing for playfulness by framing PLEX within the domains of user experience and emotional experience. Then, we briefly discuss the creation and evaluation of the PLEX Cards and its associated techniques as practical design tools based on the PLEX framework, followed by a concrete design case where these tools have been used. We also present the development of the PLEX Design Patterns for actual design solutions for playfulness. Based on this work, we propose the PLEX framework as a powerful tool for understanding playful experiences, and for providing inspiration to design interactive products that elicit playfulness.
designing pleasurable products and interfaces | 2013
Andrés Lucero; Jussi Holopainen; Elina Ollila; Riku Suomela; Evangelos Karapanos
The Playful Experiences (PLEX) framework is a categorization of playful experiences based on previous theoretical work on pleasurable experiences, game experiences, emotions, elements of play, and reasons why people play. While the framework has been successfully employed in design-related activities, its potential as an evaluation tool has not yet been studied. In this paper, we apply the PLEX framework in the evaluation of two game prototypes that explored novel physical interactions between mobile devices using Near-Field Communication, by means of three separate studies. Our results suggest that the PLEX framework provides anchor points for evaluators to reflect during heuristic evaluations. More broadly, the framework categories can be used as a checklist to assess different attributes of playfulness of a product or service.
advances in computer entertainment technology | 2011
Jussi Holopainen; Andrés Lucero; Hannamari Saarenpää; Timo Nummenmaa; Abdallah El Ali; Tero Jokela
In this paper, we are concerned with how a real-world social situation shapes the interaction with a novel technology that combines collocated mobile phone and public display use for groups of people. We present a user study of a system that allows collaborative creation and sharing of comic strips on public displays in a social setting such as a pub or café. The system utilizes mobile phones and public displays for shared collaborative expression between collocated users. A user study spanning three sessions was conducted in real-world settings: one during the social event following a seminar on games research and two in a bar on a regular weekday evening. We present and discuss our findings with respect to how the larger social situation and location influenced the interaction with the system, the collaboration between participants of a team, how people moved between different roles (i.e., actor, spectator and bystander), and the privacy issues it evoked from participants.
annual symposium on computer-human interaction in play | 2015
Marion Boberg; Evangelos Karapanos; Jussi Holopainen; Andrés Lucero
Playfulness is an important, but often neglected, design quality for interactive products. This paper presents a first step towards a validated questionnaire called PLEXQ, which measures 17 different facets of playful user experiences. We describe the development and validation of the questionnaire, from the generation of 231 items, to the current questionnaire consisting of 17 constructs of playfulness, each measured through three items. Using PLEXQ we discuss the nature of playfulness by looking at the role of age, gender, and product type in ones proclivity to experience playfulness differently. Finally, we reveal a four-factor structure of playfulness and discuss the implications for further theory development.