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  • 1.
    Andersson, Jennie
    et al.
    Mälardalens högskola, Akademin för innovation, design och teknik, Innovation och produktrealisering.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    It Could Just as Well Have Been in Greek:: Experiences from Introducing Code as a Design Material to Exhibition Design Students2016Inngår i: TEI '16 Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction Pages 126-132, EINDHOVEN, Netherlands: ACM , 2016, s. 126-132Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper discusses the experience and learning from introducing programming in a museum exhibition design course. Thirty-seven information design students from Sweden, with no previous experience in programming, participated in the course in 2014 and 2015. The students' tasks were to create interactive exhibition stations at a county museum in five weeks. We introduced Arduino and Processing programming in the course to enlarge the information design students' repertoire and to find ways to develop the interactive aspects of the exhibition medium. We aim to identify and discuss challenges and strengths when introducing code as design material in design education. The education of future exhibition designers is an important matter relevant the TEI community.

  • 2.
    Andersson Schaeffer, Jennie
    et al.
    Mälardalens högskola, Akademin för innovation, design och teknik, Innovation och produktrealisering. IS (Embedded Systems).
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system. IS (Embedded Systems).
    Design to engage?: Embodied information in control rooms2015Inngår i: Vision Plus 2015 Conference VisionPlus, Birmingham City , United Kingdom, 2015Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Information and the design of information effect the situation in control rooms for automated industrial processes. The design conveys to the operators the state and changes of state of the process. According to the common view among control room equipment developers, issues for design in highly automated control rooms, include the operators likely ignoring information, being bored and are not noticing variations until the variation triggers an alarm. Such problems can have economic and environmental consequences. In the highly automated control rooms of the future, these risks of can be dealt with from various point of view. The current thinking behind human-computer interaction (HCI) design is engineering the ‘human factor’ instead of understanding the human situation. Visionary areas in computing might convert HCI product development processes to design-driven processes that focus on user experience. The TAIPA research project presented in this paper focuses on the user experience in two control rooms. Based on the results and previous research, we examine how the information might be given a tangible and ambient design to engage operators. This paper presents illustrations of aspects of future design for the control room.

  • 3.
    Andersson Schaeffer, Jennie
    et al.
    Mälardalens högskola, Akademin för innovation, design och teknik, Innovation och produktrealisering. IS (Embedded Systems).
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system. IS (Embedded Systems).
    Emotions in design: Considering user experience for tangible and ambient interaction in control rooms2016Inngår i: Information Design Journal, ISSN 0142-5471, E-ISSN 1569-979X, Vol. 22, nr 1, s. 19-31Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Operators in highly automated control rooms are said to be constantly bored, and boredom is an emotional state that can have economic and environmental consequences. This article presents insights into users’ emotions and their role in the design of control rooms. The study focused on the users’ experience in two control rooms, where operators explored their emotions in relation to a situation, object, place, or action. Based on the results of the study and previous research, this article examines control room’s information design and makes recommendations on how it might be given a tangible and ambient form.

  • 4.
    Du, Jiaying
    et al.
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Kade, Daniel
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system. Motion Control i Västerås AB, Västerås, Sweden.
    Gerdtman, Christer
    Motion Control i Västerås AB, Västerås, Sweden.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Ozcan, Oguzhan
    Arçelik Research Center for Creative Industries, Koç University, Rumelifeneri, Sarıyer, İstanbul, Turkey.
    Lindén, Maria
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Perception of Delay in Computer Input Devices Establishing a Baseline for Signal Processing of Motion Sensor Systems2016Inngår i: The 3rd EAI International Conference on IoT Technologies for HealthCare HealthyIoT'16, Västeraås, Sweden, 2016, Vol. 187, s. 107-112Konferansepaper (Fagfellevurdert)
    Abstract [en]

    New computer input devices in healthcare applications using small embedded sensors need firmware filters to run smoothly and to provide a better user experience. Therefore, it has to be investigated how much delay can be tolerated for signal processing before the users perceive a delay when using a computer input device. This paper is aimed to find out a threshold of unperceived delay by performing user tests with 25 participants. A communication retarder was used to create delays from 0 to 100 ms between a receiving computer and three different USB-connected computer input devices. A wired mouse, a wifi mouse and a head-mounted mouse were used as input devices. The results of the user tests show that delays up to 50ms could be tolerated and are not perceived as delay, or depending on the used device still perceived as acceptable.

  • 5.
    Kade, Daniel
    et al.
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Ürey, H.
    Koç University, Rumelifeneri Yolu Sariyer, Istanbul, Turkey.
    Özcan, O.
    Koç University, Rumelifeneri Yolu Sariyer, Istanbul, Turkey.
    Evaluation of a mixed reality head-mounted projection display to support motion capture acting2018Inngår i: Lecture Notes in Computer Science, Springer Verlag , 2018, Vol. 714, s. 14-31Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Motion capture acting is a challenging task, it requires trained and experienced actors who can highly rely on their acting and imagination skills to deliver believable performances. This is especially the case when preparation times are short and scenery needs to be imagined, as it is commonly the case for shoots in the gaming industry. To support actors in such cases, we developed a mixed reality application that allows showing digital scenery and triggering emotions while performing. In this paper we tested our hypothesis that a mixed reality head-mounted projection display can support motion capture acting through the help of experienced motion capture actors performing short acting scenes common for game productions. We evaluated our prototype with four motion capture actors and four motion capture experts. Both groups considered our application as helpful, especially as a rehearsal tool to prepare performances before capturing the motions in a studio. Actors and experts indicated that our application could reduce the time to prepare performances and supports the set up of physical acting scenery.

  • 6.
    Kade, Daniel
    et al.
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Ürey, H.
    Koç University, Turkey.
    Özcan, O.
    Koç University, Turkey.
    Supporting motion capture acting through a mixed reality application2017Inngår i: Optimizing Human-Computer Interaction With Emerging Technologies, IGI Global , 2017, s. 248-273Kapittel i bok, del av antologi (Annet vitenskapelig)
    Abstract [en]

    Current and future animations seek for more human-like motions to create believable animations for computer games, animated movies and commercial spots. A technology widely used technology is motion capture to capture actors' movements which enrich digital avatars motions and emotions. However, a motion capture environment poses challenges to actors such as short preparation times and the need to highly rely on their acting and imagination skills. To support these actors, we developed a mixed reality application that allows showing digital environments while performing and being able to see the real and virtual world. We tested our prototype with 6 traditionally trained theatre and TV actors. As a result, the actors indicated that our application supported them getting into the demanded acting moods with less unrequired emotions. The acting scenario was also better understood with less need of explanation than when just discussing the scenario, as commonly done in theatre acting.

  • 7.
    Kade, Daniel
    et al.
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Ürey, H.
    Koç University, Turkey.
    Özcan, O.
    Koç University, Turkey.
    Supporting motion capture acting through a mixed reality application2018Bok (Annet vitenskapelig)
    Abstract [en]

    Current and future animations seek for more human-like motions to create believable animations for computer games, animated movies and commercial spots. A technology widely used technology is motion capture to capture actors’ movements which enrich digital avatars motions and emotions. However, a motion capture environment poses challenges to actors such as short preparation times and the need to highly rely on their acting and imagination skills. To support these actors, we developed a mixed reality application that allows showing digital environments while performing and being able to see the real and virtual world. We tested our prototype with 6 traditionally trained theatre and TV actors. As a result, the actors indicated that our application supported them getting into the demanded acting moods with less unrequired emotions. The acting scenario was also better understood with less need of explanation than when just discussing the scenario, as commonly done in theatre acting. 

  • 8.
    Kade, Daniel
    et al.
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Ürey, Hakan
    Koc¸ University Istanbul, Turkey.
    Ozcan, Oguzhan
    Koc¸ University Istanbul, Turkey.
    Acting 2.0: When Entertainment Technology Helps Actors to Perform2015Inngår i: ACM International Conference Proceeding Series, 2015, artikkel-id 15Konferansepaper (Annet vitenskapelig)
    Abstract [en]

    Motion capture shoots involve a wide range of technology and entertainment production systems such as motion capture cameras, tracking software and digital environments to create entertainment applications. However, acting in this high-tech environment is still traditional and brings its own challenges to the actors. Good acting and imagination skills are highly needed for many motion capture shoots to deliver satisfying results. In our research, we are exploring how to support the actors and use a head-mounted projection display to create a mixed reality application helping actors to perform during motion capture shoots. This paper presents the latest enhancements of our head-mounted projection display application and dis- cusses the use of this technology for motion capture acting as well as the potential use for entertainment purposes.

  • 9.
    Kade, Daniel
    et al.
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Ürey, Hakan
    Özcan, Oguzhan
    Evaluation of a Mixed Reality Projection Display to Support Motion Capture Acting2016Inngår i: 13th EAI International Conference on Mobile and Ubiquitous Systems: Computing, Networking and Services, 2016Konferansepaper (Fagfellevurdert)
    Abstract [en]

    We present an evaluation of our mixed reality prototype for motion capture acting, tested with experienced motion capture actors. Motion capture acting requires trained and experienced actors who can highly rely on their acting and imagination skills. This is especially the case when preparation times are short and scenery needs to be imagined. To support actors in such cases, we developed a mixed reality application that allows showing digital scenery and triggering emotions while performing. In this paper we tested our prototype with experienced motion capture actors performing short acting scenes. We also evaluated the prototype’s usefulness for motion capture with four actors and four motion capture experts. The actors and experts considered our application helpful, especially as a rehearsal tool to prepare performances before motion capture shoots. They indicated that our application could reduce the time to prepare performances support the preparation of physical acting scenarios.

  • 10.
    Kade, Daniel
    et al.
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Ürey, Hakan
    Koç University, Rumeli Feneri Mh., 34450 Istanbul, Turkey.
    Özcan, Oguzhan
    Koç University, Rumeli Feneri Mh., 34450 Istanbul, Turkey.
    Supporting Acting Performances Through Mixed Reality and Virtual Environments2016Inngår i: Proceedings of SETECEC 2016, 2016Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Motion capture actors need to deal with short preparation times and highly rely on their acting and imagination skills. To support these actors, we developed a mixed reality application that allows showing digital acting environments while performing and tested our prototype with 6 traditionally trained theatre and TV actors. As a result, these 6 actors indicated that our application supported them getting into the demanded acting moods with less unrequired emotions. The acting scenario was also better understood with less need of explanation than when just discussing the scenario, as commonly done in theatre acting.

  • 11.
    Kade, Daniel
    et al.
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Wallmyr, Markus
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Holstein, Tobias
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Ürey, Hakan
    Koç University, Istanbul, Turkey.
    Özcan, Oguzhan
    Koç University, Istanbul, Turkey.
    Low-cost mixed reality simulator for industrial vehicle environments2016Inngår i: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), Volume 9740, 2016, s. 597-608Konferansepaper (Fagfellevurdert)
    Abstract [en]

    High-end industrial vehicle simulators are generally expensive and aim at providing a high level of realism. The access to such simulators is often a limited resource to researchers and developers who find themselves using a PC-based simulator instead. We challenge this approach by introducing a low-cost mixed reality simulator for industrial vehicles that allows to test new vehicle control concepts and design ideas in a rapid prototyping manner. Our simulator prototype consists of a head-mounted projection display, a CAVE-like room covered with a retro-reflective cloth and a rotatable chair with controls to steer an industrial vehicle. The created digital environment represents an obstacle course for an excavator and can be controlled by a joystick, a keyboard and can be explored by natural head movements. Performed user tests with 21 participants showed that the mixed reality simulator is perceived as more realistic, natural to use and provides a more immersive experience than a PC-based simulator with the same environment and controls.

  • 12.
    Kade, Daniel
    et al.
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Özcan, Oguzhan
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    An Immersive Motion Capture Environment2013Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Motion capturing technology has been used for quite a while and several research has been done within this area. Nevertheless, we discovered open issues within current motion capturing environments. In this paper we provide a state-of-the-art overview of the addressed research areas and show issues with current motion capturing environments. Observations, interviews and questionnaires have been used to reveal the challenges actors are currently facing in a motion capturing environment. Furthermore, the idea to create a more immersive motion capturing environment to improve the acting performances and motion capturing outcomes as a potential solution is introduced. It is hereby the goal to explain the found open issues and the developed ideas which shall serve for further research as a basis. Moreover, a methodology to address the interaction and systems design issues is proposed. A future outcome could be that motion capture actors are able to perform more naturally, especially if using a non-body-worn solution.

  • 13.
    Kade, Daniel
    et al.
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Özcan, Oguzhan
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Towards Stanislavski-based Principles for Motion Capture Acting in Animation and Computer Games2013Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Current and future animations crave for realistic motions to create a perception of motions that are close to a realistic human-like performance. To create such human-like animations, motion capture actors enrich the movements of digital avatars with realistic and believable motions and emotions. Acting for motion capture, as it is performed today, implies certain challenges. In this paper we address these challenges and argue how to support motion capture actors especially when acting for computer games. We discuss the nature of motion capture acting in the view of Stanislavski’s acting principles and point out the actors’ skills and demands. We conclude that the developed principles should be: ’Imagination’, ’Objectives’, ’Information & Visual References’, ’Magic if’, ’Adaptation’ and ’Relaxation’ to support motion capture actors with their work.

  • 14.
    Kumlin, Tomas
    et al.
    Mälardalens högskola, Akademin för hälsa, vård och välfärd, Hälsa och välfärd.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Biosignal Augmented Embodied Performance2017Inngår i: Proceedings of AudioMostly AM, 2017, artikkel-id a19Konferansepaper (Fagfellevurdert)
    Abstract [en]

    We explore the phenomenology of embodiment based on research through design and reflection on the design of artefacts for augmenting embodied performance. We present three designs for musicians and a dancer; the designs rely on the artists’ mastery acquired from years of practice. Through the knowledge of the living body, their instruments —cello, flute and dance —are extensions of themselves; thus, we can explore technology with rich nuances and precision in corporeal schemas. With the help of Merleau-Ponty’s phenomenology of embodiment we present two perspectives for augmented embodied performance: the interactively enacted teacher, and the humanisation of technology.

  • 15.
    Lindell, Rikard
    Mälardalens högskola, Institutionen för datavetenskap och elektronik.
    Assessment, Sorting and Collecting of a Thousand Drawings2006Inngår i: The First International Symposium on Culture, Creativity and Interaction Design (CCID2006) of The 20th BCS HCI Group conference in co-operation with ACM, London, 2006Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper presents a study of an interactive prototype software tool for assessment, sorting and collecting of over a thousand drawings in greyscale and of one motive theme; the shape of the letter X. The research goal is the design of graphical user interfaces for creative activities, creation of music, illustration, animation, and video. The idea is to visualise all the users' content on an infinitely large two-dimensional data surface. Users navigate through three generic interaction techniques: Panning, Zoom and Search. The main research question here is: Will we find breakdowns in the interaction for this approach for content of over a thousand drawings. We found that the infinitely large two-dimensional data surface approach does not breakdown for navigation and inspection, but we are not very for from its limit.

  • 16.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Attending Experiential Qualities in System Development2014Inngår i: 8th Nordic Conference on Human-Computer Interaction NordiCHI2014, 2014Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Bridging the gap between designing digital artefacts and implementing them is still an open issue, despite agile system development. Interaction design is a design practice, whereas software engineering describes itself as engineering and science. There is a long tradition in design of discussing materials and the craft of making artefacts. Thus, if we have a material, it is reasonable to say that we have a craft. If programming language code is a design material, then, making a finished artefact is the shaping of that material. The development process can thus continue as a design process up to version 1.0. This calls for a new the role of software engineering in project and a change programming education.

  • 17.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik.
    Code as Design Material2012Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The new ubiquitous assistive devices have increased design space for innovative highly interactive design. Designers can no longer rely on a design process based on the known interaction idioms. This impedes the design process because the non-interactive material - sketches, scenarios, storyboards - does not provide designers the essential talk-backs needed to be able to make reliable assessments of the design characteristics. Whereas, interactive prototypes provide these talk-backs. What if we think of code as a design material, programming as a design craft, and what if the designer's repertoire include material consciousness with code?

  • 18.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik.
    Collaborative Live Multimedia Surface Interaction2008Inngår i: SIGRAD 2008 The Annual SIGRAD Conference, Special Theme: Interaction, Stockholm, 2008, s. 81-82Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper presents the construction of an interactive prototype for collaborative live multimedia performances whose purpose is to explore "surface interaction" in practice. The prototype is currently being field-tested. Collaborating laptop musicians and video artists use the prototype in real performance situations using monophonic touch screen or keyboard-and-mouse. The driving vision is that information content is the base for all interaction between users and the systems. I call this concept content centric interaction. Users conduct their activities in an unbroken creative flow. The computer is a surface onto which all the user's' information content is visualised; the surface can extend to infinity like a magic paper. Surface interaction permits content centric computing, where content of different data type is moulded into blended media. Longitudinal studies of the prototype require usable features for collaborative music and video live performances delivered by robust technology. The prototype utilise; for example, OpenGL for all graphics, operating system services were provided by SDL (Simple DirectMedia Layer), and RakNet was used to develop realtime multiuser collaboration services. The game development community's technologies were applicable in creating a non-generic interaction artefact. Surface interaction is well suited for exploring novel interaction techniques for instance gesture control and multi touch displays, and is quickly emerging from a concept to usable tools and systems.

  • 19.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Crafting Interaction from Sketch to 1.02014Inngår i: SMC Sweden 2014 Sound and Music Computing: Bridging science, art, and industry, 2014, s. 5-9Konferansepaper (Fagfellevurdert)
    Abstract [en]

    In the increased design space of ubiquitous devices, interaction design is challenged by the illusiveness of interactive materials. Traditional design materials do not provide the talkbacks to appraise innovative and highly interactive designs. Interactive prototypes facilitate the appraisal of designs when the interaction idioms are initially unknown. This paper portrays the design process of an app for music creativity. The early stages relied on paper based design materials. The interactive research prototype was built with dynamic script programming. The development from the interactive research prototype to version 1.0 of the app was conduced as a design project. Artists play loops, and create performances to arrange the loops, figure 1. The content is presented on an infinitely large zoomable surface navigated through zoom and pan gestures. The paper contributes to the interplay between design and engineering for artefacts for creative use.

  • 20.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik.
    Crafting Interaction: Learning from the Digital Arts Craftsmanship2013Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Bridging interaction design and engineering is problematic because design and engineering have different epistemology. With the advent of ubiquitous digital devises the design space has increased which has made it more difficult to rely on sketches of known interaction idioms to convey the design's experiential qualities to stakeholders and engineers. The digital arts rely on programming and appropriation to craft technology that explores artistic problems and to be used in exhibitions and performances. To this end, the digital arts have succeeded in both creating and making, where the community of interaction design and software engineering struggle. With starting point in code as a design material, how can the digital arts facilitate and artisanal approach to the creation of highly interactive digital artefacts with rich experience qualities?

  • 21.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Crafting interaction: The epistemology of modern programming2014Inngår i: Personal and Ubiquitous Computing, ISSN 1617-4909, E-ISSN 1617-4917, Vol. 18, nr 3, s. 613-624Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    There is a long tradition in design of discussing materials and the craft of making artefacts. "Smart" and interactive materials affected what constitutes a material. Interaction design is a design activity that creates the appearance and behaviour of information technology, challenged by the illusiveness of interactive materials. With the increased design space of ubiquitous devices, designers can no longer rely on a design process based on known interaction idioms, especially for innovative highly interactive designs. This impedes the design process, because non-interactive materials, by which designers create sketches, storyboards, and mock-up prototypes, do not provide the essential talkbacks needed to make reliable assessments of the design characteristics. Without a well-defined design, the engineering process of artefacts has unclear ends, which are not encompassed in the rational epistemology of engineering. To value the experiential qualities of these artefacts, the prototypes need to be interactive and crafted in code. This paper investigates the materiality of information technology, specifically programming language code from which interactive artefacts are made. A study of users of programming languages investigates how they describe programming language code as a material. If you have a material, it is reasonable, because of the tradition in the material and craft fields, to say you have a craft. Thus, considering code a design material allows the metaphor of craft to be used for the activity of programming. 

  • 22.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Design in ecology of other artefacts2016Inngår i: ACM International Conference Proceeding Series, 2016, s. 240-244Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Music software has traditionally been developed in ecosystems of technology that artists combine to create their tools for compositions. The ability to connect artefacts has developed thought the evolution of music technology. Today, the mobile platform has become an increasingly important ecosystem for music applications, combining traditional technology with the platform specific infrastructure. To make an artefact's design valid in the ecosystem, designers and developers need to support this infrastructure. This paper present the design process of c3n loops, an iOS music app based on zoomable user interface in contrast with the platform's design idioms. The c3n loops design relies on its own design idioms while balancing the support for platform specific technologies such as AudioBus/Inter-app Audio, Ableton Link beat synchronisation, and MIDI.

  • 23.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik.
    “Jag älskar att allt ligger överst”: En designstudie av ytinteraktion för kollaborativa multimedia-framträdanden2009Doktoravhandling, monografi (Annet vitenskapelig)
    Abstract [sv]

    Den här doktorsavhandlingen presenterar ytinteraktion som ett gränssnitts-paradigm för grafiska användargränssnitt inom kreativa tillämpningar. Ytinteraktion utgår ifrån användarnas innehåll och allt innehåll presenteras på en oändligt stor tvådimensionell yta. Ytan är gränssnittet mot en databas som navigeras och zoom, pan och textfilter. Textfilter används för att visa vilka innehållselement som motsvarar en textsträng, ju fler tecken i strängen, desto färre motsvarande element. Ytinteraktion gör att användare kan dela och redigera innehåll tillsammans via synkront samarbete.Ytinteraktion har studerats genom att utveckla en interaktiv prototyp för kollaborativ live multimedia. Prototypen designades tillsammans med musik- och videoartister inom electronica- och klubbmusikgenren. Den kan användas med pekskärm eller med skäm, mus och tangentbord. Design-processens resultat utvärderades genom en fallstudie som omfattade artisternas förberedelse inför och genomförandet av ett framträdande vid en festival. Analysen av data resulterade i fem bruksvärden; instrumentvärde, kommunikationsvärde, förberedelsevärde, livevärde och underhållningsvärde. Det huvudsakliga bruksvärdet var att den interaktiva prototypen uppfattades som ett instrument. Prototypens design underlättade kommunikationen mellan artisterna i flykten på scen. Instrumentvärdet gjorde det lättare att spela live vilket i sin tur medförde att publiken blev underhållen. Kunskap om den interaktiva prototypen och ytinteraktion har formats med forskning genom design där aktionsforskning var det övergripande ramverket i forskningsprocessen. Aktionsforskning är ett kvalitativ förhållningssätt som sätter fokus på praktikers deltagande i forskningsprocessen och att forskningen intervenerar i praktiken med syfte att förbättra den och att inducera kunskap. Som ett resultat av designprocessen presenteras designprinciper för ytinteraktion. Dessa gör resultaten användbara för praktiker inom interaktionsdesign, människa–datorinteraktion och programvaruteknik.

  • 24.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik.
    Pining for the Materiality of Code2012Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The new ubiquitous assistive devices have increased design space for innovative highly interactive design. Designers can no longer rely on a design process based on the known interaction idioms. This impedes the design process because the non-interactive material - sketches, scenarios, storyboards - does not provide designers the essential talk-backs needed to be able to make reliable assessments of the design characteristics. However, the interactive prototypes provide these talk-backs. How can we think of code as a design material? And how can the designer's repertoire expanded to include materials familiarity even to code?

  • 25.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik.
    Surface Interaction to Support Collaborative Multimedia Live Performances2008Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper describes surface interaction applied to a research prototype used in real world longitudinal studies of collaborative multimedia live performance and rehearsal.

  • 26.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik.
    The Craft of Programming Interaction2012Inngår i: Proceedings of International Workshop on the Interplay between User Experience Evaluation and Software Development (I-UxSED 2012) / [ed] Effie Lai-Chong Law, Silvia Abrahão, Arnold P.O.S. Vermeeren, Ebba Thora Hvannberg, 2012, s. 26-30Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The creation of useful artefacts with rich experiential qualities required quality driven interaction designers and programmers with the ability to simultaneous problem setting and problem solving. Interaction design is a design practice that defines the appearance and function of digital artefacts. Bridging interaction design and engineering is problematic because design and engineering have different epistemology. Designers are trained to see a plethora of future designs for a situation and explains the phenomena of a context. Engineering focus on problem solving and depends on agreement about ends. In this paper I suggest that the poor state of designers and programmers who are not standing together can be avoided if we give up the claim that software development should be engineering or science, and instead see it as a quality-driven craftsmanship. 

  • 27.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    The Design Process Continues: Attending Experiential Values up to Version 1.02015Inngår i: Entertainment Computing - ICEC 2015: 14th International Conference, ICEC 2015, Trondheim, Norway, September 29 - Ocotober 2, 2015, Proceedings, 2015, Vol. 9353, s. 315-328Konferansepaper (Fagfellevurdert)
    Abstract [en]

    How to attend experiential values of a design throughout the imple- mentation is still an open issue. The interplay between experience design and software engineering is problematic because of the different epistemologies of design and engineering. Interaction design is a design practice, whereas soft- ware engineering describes itself as engineering and science. There is a long tradition in design of discussing materials and the craft of making artefacts. Thus, if we have a material, it is reasonable to say that we have a craft. If pro- gramming language code is a design material, then, making a finished artefact is the shaping of material. The development process can thus continue as a de- sign process up to version 1.0. This paper presents a design case up to version 1.0 of a music creativity app, utilising design through programming. The app design validity was evaluated in a field study at an electronica music festival. Material consciousness of code, and an open-ended, and quality-driven design process allow attention to the experiential qualities of the design.

  • 28.
    Lindell, Rikard
    Mälardalens högskola, Institutionen för Datavetenskap.
    Towards new interaction : a content centric data surface approach2004Licentiatavhandling, med artikler (Annet vitenskapelig)
  • 29.
    Lindell, Rikard
    et al.
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Kumlin, Tomas
    Mälardalens högskola, Akademin för hälsa, vård och välfärd, Hälsa och välfärd.
    Augmented Embodied Performance2017Inngår i: New Interfaces for Musical Expression NIME, Copenhagen, Denmark, 2017Konferansepaper (Fagfellevurdert)
    Abstract [en]

    We explore the phenomenology of embodiment based on research through design and reflection on the design of artefacts for augmenting embodied performance. We present three designs for highly trained musicians; the designs rely on the musicians’ mastery acquired from years of practice. Through the knowledge of the living body their instruments —saxophone, cello, and flute — are extensions of themselves; thus, we can explore technology with rich nuances and precision in corporeal schemas. With the help of Merleau-Ponty’s phenomenology of embodiment we present three hypotheses for augmented embodied performance: the extended artistic room, the interactively enacted teacher, and the humanisation of technology.

  • 30.
    Lindell, Rikard
    et al.
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Tahiroglu, Koray
    Department of Media, Aalto University School of Arts, Design and Architecture.
    Riis, Morten
    School of Communication and Culture - Information Science Aarhus University.
    Andersson Schaeffer, Jennie
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Materiality for Musical Expressions:: an Approach to Interdisciplinary Syllabus Development for NIME2016Inngår i: Proceedings of New Interfaces for Music Expression (NIME) Griffith University, Brisbane, Australia, 2016Konferansepaper (Fagfellevurdert)
    Abstract [en]

    We organised an elven day intense course in materiality for musical expressions to explore underlying principles of New Interfaces for Musical Expression (NIME) in higher education. We grounded the course in different aspects of ma-teriality and gathered interdisciplinary student teams from three Nordic universities. Electronic music instrument makers participated in providing the course. In eleven days the students designed and built interfaces for musical expressions , composed a piece, and performed at the Norberg electronic music festival. The students explored the relationship between technology and possible musical expression with a strong connection to culture and place. The emphasis on performance provided closure and motivated teams to move forward in their design and artistic processes. On the basis of the course we discuss an interdisciplinary NIME course syllabus, and we infer that it benefits from grounding in materiality and in the place with a strong reference to culture .

  • 31.
    Ozcan, Oguzhan
    et al.
    Yildiz Technical University, Istanbul, Turkey.
    Thomassen, Aukje
    Utrecht School of the Arts, The Netherlands.
    Baumann, Konrad
    FH Joanneum, Graz.
    Holmgren, Mette
    Mälardalens högskola, Institutionen för datavetenskap och elektronik.
    Lindell, Rikard
    Mälardalens högskola, Institutionen för datavetenskap och elektronik.
    The Role of Traditional Shadow Play on Creativity in Interaction Design2007Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Interaction design within the area of Human Computer Interaction has been around at least the last half of the twentieth century. However, some argue that interaction design has been a part of the human experience much longer. Throughout history, different cultures did have different techniques for the art of interactive performance, in parallel with the developing technology. These techniques were quite different from today’s computer interfaces and our

    way of looking at it. It is believed that, today, if we can understand the philosophy behind these techniques of different cultures from different parts of the world, we can make an important improvement in producing designs that go beyond the limitations of two-dimensional interfaces for interactive media design. From this reality, we face the challenge of reinterpreting the early performance techniques by using the advantages of today’s technology. This challenge can be developed in such a way that it may be possible to add new dimensions to our concepts of interactive media design by examining the techniques of the art of show of past cultures. There are many examples in history to answer the articulated challenges. One of them is the technique of “shadow play” which is quite parallel to interactive media. In this paper, by looking into the typology of the traditional “shadow play”, the challenge of developing these new concepts for interactive media is examined by 10 projects which belong to 40 European Design Students who joint European Interaction Design Summer School funded by European Union ERASMUS Intensive Program. (Please see projects at http://www.khas.edu.tr/idss and please see detailed philosophy at http://idcourse.hku.nl/)

  • 32.
    Schaeffer, Jennie
    et al.
    Mälardalens högskola, Akademin för innovation, design och teknik, Innovation och produktrealisering.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik, Innovation och produktrealisering.
    Arduino in Museum Exhibition: Lessons Learned When Working With Design Students Inexperienced in Coding2015Inngår i: Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction, 2015, s. 715-720Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This work-in-progress paper describes the lessons learned when introducing Arduino and Processing programming into a museum exhibition design course. 20 information design students from Sweden, with no previous knowledge in programming, participated in the course. The students' task was to create five interactive exhibition stations at a museum in five weeks. As an experiment, Arduino and Processing programming was introduced into the course in 2014. The ambition with the experiment was to enlarge the information design students' repertoire and find ways to develop the interactive aspects of the exhibition medium. The aim of the paper is to identify and discuss challenges and strengths when introducing code as design material in information design education. The findings presented are based on the students' reflection stories. This work is in progress and we aim in the future to 1) continue the analysis of the material 2) with the findings develop the information design education further and 3) explore the relation between tangible and intangible experience of interactive museum artifacts from a designer's and a museum visitor's perspective. We consider this to be an important matter with branches into the TEI community. We appreciate any feedback on our work.

  • 33.
    Schaeffer, Jennie
    et al.
    Mälardalens högskola, Akademin för innovation, design och teknik, Innovation och produktrealisering.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Emotions in design2016Inngår i: Information Design Journal, ISSN 0142-5471, E-ISSN 1569-979X, Vol. 22, nr 1, s. 19-31Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Operators in highly automated control rooms are said to be constantly bored, and boredom is an emotional state that can have economic and environmental consequences. This article presents insights into users' emotions and their role in the design of control rooms. The study focused on the users' experience in two control rooms, where operators explored their emotions in relation to a situation, object, place, or action. Based on the results of the study and previous research, this article examines control room's information design and makes recommendations on how it might be given a tangible and ambient form.

  • 34.
    Wallmyr, Markus
    et al.
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system. CrossControl AB, Västerås, Sweden.
    Sitompul, Taufik Akbar
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system. CrossControl AB, Västerås, Sweden.
    Holstein, Tobias
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system. Hochschule Darmstadt, Darmstadt, Germany.
    Lindell, Rikard
    Mälardalens högskola, Akademin för innovation, design och teknik, Inbyggda system.
    Evaluating Mixed Reality Notifications to Support Excavator Operator Awareness2019Inngår i: 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part I, Cham: Springer, 2019, Vol. 11746, s. 743-762Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Operating heavy vehicles, for instance an excavator, requires a high level of attention to the operation done using the vehicle and awareness of the surroundings. Digital transformation in heavy vehicles aims to improve productivity and user experience, but it can also increase the operators mental load because of a higher demand of attention to instrumentation and controls, subsequently leading to reduced situation awareness. One way to mitigate this, is to display information within the operators’ field of view, which enhances information detectability through quick glances, using mixed reality interfaces. This work explores two types of mixed reality visualizations and compares them to a traditional display setup in a simulated excavator environment. We have utilized eye-tracking glasses to study users’ attention to the task, surrounding awareness, and interfaces, followed by a NASA-RTLX questionnaire to evaluate the users’ reported mental workload. The results indicate benefits for the mixed reality approaches, with lower workload ratings together with an improved rate in detection of presented information.

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