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Dive into the research topics where Ole Sejer Iversen is active.

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Featured researches published by Ole Sejer Iversen.


designing interactive systems | 2004

Aesthetic interaction: a pragmatist's aesthetics of interactive systems

Marianne Graves Petersen; Ole Sejer Iversen; Peter Gall Krogh; Martin Ludvigsen

There is a growing interest in considering aesthetic aspects in the design of interactive systems. A set of approaches are emerging each representing different applications of the terminology as well as different inherent assumptions on the role of the user, designer and interaction ideals. In this paper, we use the concept of Pragmatist Aesthetics to provide a framework for distinguishing between different approaches to aesthetics. Moreover, we use our own design cases to illustrate how pragmatist aesthetics is a promising path to follow in the context of designing interactive systems, as it promotes aesthetics of use, rather than aesthetics of appearance. We coin this approach in the perspective of aesthetic interaction. Finally we make the point that aesthetics is not re-defining everything known about interactive systems. We provide a framework placing this perspective among other perspectives on interaction.


interaction design and children | 2005

Mission from Mars: a method for exploring user requirements for children in a narrative space

Christian Dindler; Eva Eriksson; Ole Sejer Iversen; Martin Ludvigsen

In this paper a particular design method is propagated as a supplement to existing descriptive approaches to current practice studies especially suitable for gathering requirements for the design of childrens technology. The Mission from Mars method was applied during the design of an electronic school bag (eBag). The three-hour collaborative session provides a first-hand insight into childrens practice in a fun and intriguing way. The method is proposed as a supplement to existing descriptive design methods for interaction design and children.


Codesign | 2007

Fictional Inquiry—design collaboration in a shared narrative space

Christian Dindler; Ole Sejer Iversen

In this paper we present Fictional Inquiry, a collaborative Participatory Design technique that provides an approach that allows designers to shape the context of collaborative design activities. Fictional Inquiry allows designers to address specific issues when inquiring into existing use practices, or exploring the future in the collaborative design process. Fictional Inquiry entails bypassing existing socio-cultural structures by creating partially fictional situations, artifacts, and narratives that mediate collaborative design activities. In this paper we present the Fictional Inquiry technique through three cases that highlight the applicability of the technique when staging the design situation, evoking ideas for possible futures, and initiating organizational change. We present a general framework for understanding and staging Fictional Inquiry, and provide an account of how Fictional Inquiry was used in three quite different design situations.


advances in computer entertainment technology | 2007

IGameFloor: a platform for co-located collaborative games

Kaj Grønbæk; Ole Sejer Iversen; Karen Johanne Kortbek; Kaspar Rosengreen Nielsen; Louise Aagaard

This paper introduces a novel interactive floor platform for social games and entertainment involving multiple co-located users in a collaborative game environment. The interactive floor used as the prototype platform, is a 12 m2 glass surface with bottom projection and camera based tracking of limb (e.g. foot, hand, and knee) contact points. The iGameFloor platform supports tracking of limb points for more than 10 users at the same time. This paper describes the technological platform and the interaction techniques used for social gaming and entertainment. Three iGameFloor applications are discussed with the purpose of displaying the potential of the physical computer game platform. Experiences and perspectives for further development of the iGameFloor platform are discussed.


participatory design conference | 2010

Rekindling values in participatory design

Ole Sejer Iversen; Kim Halskov; Tuck Wah Leong

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.


Codesign | 2012

Values-led participatory design

Ole Sejer Iversen; Kim Halskov; Tuck Wah Leong

The widespread use of participatory design (PD) has meant that different approaches and conceptualisations exist in this field today. In this article, it is argued that one fruitful approach is to rekindle a concern for values in design, focusing upon values as the engine that drives activities in PD. Drawing from the authors‘ own PD projects, this article shows how this can be accomplished: through designers enacting their appreciative judgement of values by engaging in a dynamic and dialogical process of cultivating the emergence of values, developing them and supporting their grounding.


interaction design and children | 2005

Tools of contextualization: extending the classroom to the field

Niels Olof Bouvin; Christina Brodersen; Frank Allan Hansen; Ole Sejer Iversen; Peter Nørregaard

Project based education is growing in importance in elementary schools though it is still quite poorly technologically supported, particularly with respect to actively taking advantage of contextual information. Based on an empirical study of teaching and in particular project based education in Danish elementary schools, we present the HyConExplorer, a geospatial hypermedia system supporting project based education and learning outside of the classroom through contextualization of information. More specifically, the HyCon-Explorer provides means for: browsing with your feet, annotating the world, and overview at a glance.


interaction design and children | 2003

Using digital cultural probes in design with children

Ole Sejer Iversen; Christina Nielsen

The poster presents digital cultural probes as a way of advising the design of childrens technology.


participatory design conference | 2012

Impediments to user gains: experiences from a critical participatory design project

Claus Bossen; Christian Dindler; Ole Sejer Iversen

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.


Cognition, Technology & Work | 2008

Building a BRIDGE between children and users: a socio-cultural approach to child–computer interaction

Ole Sejer Iversen; Christina Brodersen

The field of child–computer interaction has received growing attention as a result of the penetration of IT into children’s everyday lives. Consequently, the involvement of children in the design of children’s technology has been widely discussed. So far, literature on children’s involvement in design has mainly treated design with children as a distinct design discipline regarding children as “cognitive incomplete” in comparison with adult users. With a point of departure in the framework of socio-cultural activity theory, this paper provides a new perspective on design with children, based on understanding children as participants in meaningful communities of practices. Thus, we argue that children could and should be involved in design on the same terms as adult users; children are treated as experts in their everyday lives and we cannot design future IT for children without involving these experts. The paper introduces the BRIDGE method including a palette of design techniques as a practice-based method for designing with children based on this perspective.

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Janet C. Read

University of Central Lancashire

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Michail N. Giannakos

Norwegian University of Science and Technology

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