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Dive into the research topics where Stina Nylander is active.

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Featured researches published by Stina Nylander.


human factors in computing systems | 2009

At home and with computer access: why and where people use cell phones to access the internet

Stina Nylander; Terés Lundquist; Andreas Brännström

We conducted a diary and interview study to investigate where and why people use cell phones to access the Internet. In more that 50% of the cases, our participants chose a phone even though they had access to a computer, and the most frequent location for cell phone Internet access was the home.


human factors in computing systems | 2015

Snot, Sweat, Pain, Mud, and Snow: Performance and Experience in the Use of Sports Watches

Jakob Tholander; Stina Nylander

We have conducted interviews with ten elite and recreational athletes to understand their experiences and engagement with endurance sport and personal and wearable sports technology. The athletes emphasized the experiential aspects of doing sports and the notion of feeling was repeatedly used to talk about their activities. Technology played both an instrumental role in measuring performance and feeding bio-data back to them, and an experiential role in supporting and enhancing the sport experience. To guide further interaction design research in the sports domain, we suggest two interrelated ways of looking at sports performances and experiences, firstly through the notion of a measured sense of performance, and secondly as a lived-sense of performance.


international conference on computer aided design | 2005

The Ubiquitous Interactor — Device Independent Access to Mobile Services

Stina Nylander; Markus Bylund; Annika Waern

The Ubiquitous Interactor (UBI) addresses the problems of design and development arising around services that need to be accessed from many different devices. In UBI, the same service can present different user interfaces on different devices by separating user-service interaction from presentation. The interaction is kept the same for all devices, and different presentation information is provided for different devices. This way, tailored user interfaces for many different devices can be created without multiplying development and maintenance work. In this paper we describe the system design of UBI, the system implementation, and two services implemented for the system: a calendar service and a stockbroker service.


ubiquitous computing | 2005

Ubiquitous service access through adapted user interfaces on multiple devices

Stina Nylander; Markus Bylund; Annika Waern

The Ubiquitous Interactor (UBI) addresses the problems of design and development that arise from services that need to be accessed from many different devices. In the UBI, a service can present itself with different user interfaces on different devices. This is done by a separation of the user–service interaction and presentation. The interaction is kept the same for all devices, and different presentation information is provided for different devices. This way, tailored user interfaces for many different devices can be created without multiplying the development and maintenance work. In this paper, we describe the design of the UBI, the system implementation, and two services implemented for the system: a calendar service and a stockbroker service.


human factors in computing systems | 2014

HCI and sports

Stina Nylander; Jakob Tholander; Florian 'Floyd' Mueller; Joe Marshall

Sport is an area in which the number of available computing devices is growing rapidly. However, HCI has so far devoted rather little attention to the sports domain. This workshop aims to form a community around sports by gathering existing activity in the HCI domain, thus starting a discussion on what HCI can contribute to the sports domain, as well as what HCI can gain from studying sports.


human factors in computing systems | 2014

Runright: real-time visual and audio feedback on running

Stina Nylander; Mattias Jacobsson; Jakob Tholander

RunRight is a system that gives two different kinds of feedback for runners. First, it creates a visualization of the running movement based on acceleration in vertical and horizontal direction. Second it gives audio feedback on the rhythm. These two types of feedback are valuable when exploring how to design technology that supports athletes in learning how a desired movement should feel.


interaction design and children | 2012

Revive!: reactions to migration between different embodiments when playing with robotic pets

Elena Márquez Segura; Henriette Cramer; Paulo Fontaínha Gomes; Stina Nylander; Ana Paiva

This paper explores the issues that arise in the context of the migration of a robotic pet between different embodiments and the associated design challenges. In the following, we describe the perceptions that a group of children have of a dinosaur character crossing the boundary between its robotic embodiment (the Pleo commercial pet), and its virtual counterpart on a mobile phone. We analyse the childrens perceptions of, as well as emotional reactions to, the migration of this character, and show how seemingly subtle variations in the migration process can affect the childrens perception on the character and its embodiments. Among other findings, gaps in the migration process, or perceived unresponsiveness, appeared to be accompanied by anxiety in the participating children. Based on our results, we point to yet unsolved design challenges for migration in interactions with embodied characters, and offer insights for migration implementation.


Proceedings of the 2014 International Workshop on Movement and Computing | 2014

Designing for Movement: the Case of Sports

Stina Nylander; Jakob Tholander

We have identified six themes we identified as interesting for future work in movement based interaction design for sports: the central position of the subjective feeling, the core of sports is enough, feeling did not prevent injury, non-interpretive representations, the shortcomings of logging biodata, and temporality of feedback. The themes are grounded in technical explorations for golf and running and a set of interviews with athletes. Here, we outline findings from our work to illustrate these themes.


ubiquitous computing | 2004

Mobile access to real-time information—the case of autonomous stock brokering

Stina Nylander; Markus Bylund; Magnus Boman

When services providing real-time information are accessible from mobile devices, functionality is often restricted and no adaptation of the user interface to the mobile device is attempted. Mobile access to real-time information requires designs for multi-device access and automated facilities for the adaptation of user interfaces. We present TapBroker, a push update service that provides mobile and stationary access to information on autonomous agents trading stocks. TapBroker is developed for the Ubiquitous Interactor system and is accessible from Java Swing user interfaces and Web user interfaces on desktop computers, and from a Java Awt user interface on mobile phones. New user interfaces can easily be added without changes in the service logic.


human factors in computing systems | 2014

Swing sound: experiencing the golf swing through sound

Stina Nylander; Alex Kent; Jakob Tholander

SwingSound is a system that creates an audio mirror of your golf swing in real time, in order to explore various dimensions of interaction design in sports, such as feedback, representation, and multimodality. At CHI interactivity we will allow the audience to practically try out this system by hitting golf balls into a net, thereby re-experiencing their golf swing in a new modality.

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Markus Bylund

Swedish Institute of Computer Science

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Joe Marshall

University of Nottingham

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Annika Waern

Swedish Institute of Computer Science

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Mattias Jacobsson

Swedish Institute of Computer Science

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Åsa Rudström

Swedish Institute of Computer Science

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Marie Sjölinder

Swedish Institute of Computer Science

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