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Dive into the research topics where Kari Kuutti is active.

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Featured researches published by Kari Kuutti.


Accounting, Management and Information Technologies | 2000

Understanding organizational learning by focusing on “activity systems”

Jaakko Virkkunen; Kari Kuutti

Abstract This paper suggests that in order to understand relations between different aspects of organizational learning, an appropriate unit of analysis and a concrete, historical approach is needed. The units of analysis used in representative theories of organizational learning are first reviewed and evaluated. “Activity system”, a concept that is based on Cultural Historical Activity Theory, is then introduced as a potential candidate for a unit of analysis that makes it possible to analyze the specific historical, local challenges and problems of organizational learning and to direct a collective learning process. A case of organizational learning is then presented by using a model of the activity system and Activity Theory-based intervention methodology. Theoretical implications of the case are pointed out in discussion.


International Journal of Human-computer Studies \/ International Journal of Man-machine Studies | 2007

Experimental evaluation of five methods for collecting emotions in field settings with mobile applications

Minna Isomursu; Marika Tähti; Soili Väinämö; Kari Kuutti

This paper presents experiences on using five different self-report methods, two adopted from literature and three self-created, for collecting information about emotional responses to mobile applications. These methods were used in nine separate field experiments done in naturalistic settings. Based on our experiments, we can argue that all of these methods can be successfully used for collecting emotional responses to evaluate mobile applications in mobile settings. However, differences can be identified in the suitability of the methods for different research setups. Even though the self-report instruments provide a feasible alternative for evaluating emotions evoked by mobile applications, several challenges were identified, for example, in capturing the dynamic nature of mobile interaction usage situations and contexts. To summarise our results, we propose a framework for selecting and comparing these methods for different usage purposes.


ubiquitous computing | 2002

Everyday Life as a Stage in Creating and Performing Scenarios for Wireless Devices

Giulio Iacucci; Kari Kuutti

Abstract: Scenarios in HCI are widely used and discussed as written or visual narratives. In this paper, we discuss fruitful conditions for the creation and performance of scenarios particularly for the concept design of mixed realities or wireless devices. Designers are attempting new ways of engaging people in design and experiencing ideas in early design phases. Examples range from exploring scenarios using mock-ups or Wizard-of-Oz techniques, to testing scenarios with prototypes. In our design projects, scenarios were created and performed with participants following them in their daily activities. Discussing these sessions, which we called SPES (Situated and Participative Enactment of Scenarios), we highlight as promising conditions to create scenarios: the everyday life as a stage and the opportunity for participants to exercise reflection-in-action.


international conference on human computer interaction | 1995

Activity Theory: Basic Concepts and Applications

Victor Kaptelinin; Kari Kuutti; Liam J. Bannon

The objective of the tutorial is to introduce attendees to Activity Theory, a general theoretical framework for the analysis of human and communal action in the world. After an overview of the theory, focus shifts to how this framework can be utilized in practice. Some examples are shown of how this framework can provide a fresh perspective on certain extant problems in the fields of HCI and CSCW. Hopefully, participants become more aware of the nature and complexity of current controversies concerning the role of theory in the design of computer artifacts. By the end of the tutorial, participants should be able to understand the basic principles of the approach, and to describe their work activities in ways illuminated by this framework


creativity and cognition | 2002

Acting to know: improving creativity in the design of mobile services by using performances

Kari Kuutti; Giulio Iacucci; Carlo Iacucci

The paper contrasts two views on knowing: those of the observer and the active actor in a situation. The paper suggests that there are design cases where performance can produce different knowledge. The paper reviews the use of performances in theatre and discusses a technique to use performances in the design of mobile services. The technique is illustrated by example. The session are analysed to describe creativity and knowledge of participants.


human factors in computing systems | 1993

Searching for unity among diversity: exploring the “interface” concept

Kari Kuutti; Liam J. Bannon

Despite widespread interest in the human-computer interaction (HCI) field, there remains much debate as to appropriate conceptual frameworks for the field, and even confusion surrounding the meaning of basic terms in the field. HCI is seen by many as focusing on the design of interfaces to computer systems, yet exactly what is implied by this focus on “interfaces” is unclear. In this paper we show how a better understanding of what is meant by the interface is possible via the concept of abstraction levels. We show how this levels approach can clarify some ambiguities, and also how it can be related to different phases in the evolution of the human-computer interaction field itself. In this context, we are able to account for the recent interest in activity theory as a possible alternative framework for HCI work, while stressing the need for HCI research and design to consider each of the separate, but related, levels.


hawaii international conference on system sciences | 2001

Virtual prototypes in usability testing

Kari Kuutti; Katja Battarbee; Simo Säde; Tuuli Mattelmäki; Turkka Keinonen; Anne-Mari Tornberg

This paper describes a study of a three-dimensional virtual prototype intended for usability resting and concept validation over the Internet. A virtual reality modeling language (VRML)-model of a fictive mobile phone concept with simulated interaction functionality was tested for usability following two approaches. The first group performed a traditional task-based usability test, the other performed a free exploration test. The approaches were compared, for example, by asking the participants to draw their mental model of the products user interface. The research aimed at supporting de-centralised product development. The goal was to expand the possibilities of user-centred design methods by utilising the internet. The results indicate that 3D virtual reality prototypes can be used for remote usability testing and design evaluation. The limitations and requirements for successful prototyping and testing are discussed. The task-based and free exploration testing approaches are also compared. Moreover, broader issues on usability testing using virtual reality (VR) models compared to physical models are discussed. For example how users experienced the product from the VR model compared to a physical appearance model.


human factors in computing systems | 1998

Baby faces: user-interface design for small displays

Aaron Marcus; Joseph V. Ferrante; Timo Kinnunen; Kari Kuutti; Erik Sparre

User in&face conferences and literature usually dwell upon projects in which large color palettes, high spatial resolution, and large-size displays are presumed to be available. Many consumer information appliances and handheld devices are often more limited in their characteristics, yet m increasingly important to bring the power of the Web, productivity tools, databases, transactions, and entertainment to more and more people on the go, or at least not in front of higher-performance PCs, NCs, or workstations. Professionals with insight into the challenges and achievements of designing graphical user interfaces for small displays will debate the best way to design fa products in which many characteristics are significantly limited, e.g., fonts, color resolution, spatial resolution, and graphics. These user interfaces, which might be called “baby faces” seem simpler in some ways, but also are actually quite complex as a design challenge when one designs to account for their limited characteristics.


nordic conference on human-computer interaction | 2010

Where are the Ionians of user experience research

Kari Kuutti

The paper discusses about the attempts to clarify and define the concept of User Experience, using the difference between Babylonians and Ionians to astronomy as a parable. According to paper, the effort in UX research may be too heavily directed towards immediate practical usefulness, and suggests that there is a need for a complementary conceptual-theoretical discussion.


Archive | 1996

Debates in IS and CSCW Research: Anticipating System Design for Post-Fordist Work

Kari Kuutti

The field of the study is challenges posed to Information Systems research by emerging new forms of work organization. The concepts used for analyzing work in a routine automation context are insufficient when analyzing new work situations and new conceptual tools are needed.

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Vesa Sihvola

Luleå University of Technology

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