Bjørn Nansen

dblp:01/7935 · also Bjorn Nansen · DBLP profile ↗
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11ranked-venue papers
1as first author
4since 2021 · last 2026
0000-0001-6215-8768ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 10 · 1 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1
YearPublicationVenuePosition
2026 From Quarters Per Minute to Daily Quests and Seasons: Developer Perspectives on Temporal Design in Video Games
Thomas Byers, Martin R. Gibbs, Bjørn Nansen
CHI3
2024 Understanding Content Creation: An Exploration of theSocial, Technical, and Professional Elements of Video GameContent Creation
Thomas Byers, Bjørn Nansen
DiGRA2
2023 Bones of Contention: Social Acceptance of Digital Cemetery Technologies
abstract
Digital technologies play an increasingly prominent role in memorialisation, but their use at cemeteries has been criticised for lack of sensitivity. Designers of digital cemetery technologies (cemtech) face a high risk of causing offence or failing to attract users due to social norms of memorial sites. To map this area of design and its pitfalls, we first developed a typology of cemtech through a review of examples from around the world. We then evaluated social acceptance of various types of cemtech through a survey of 1,053 Australian residents. Younger people were more accepting of cemtech than older people. Acceptance was highest for cemtech with three characteristics: familiarity, intimacy of user group and peacefulness. Through a reflexive thematic analysis, we identified four attitudinal dichotomies that explain divergent reactions to cemtech: Expands/Impedes, Public/Private, Lively/Restful and Pragmatic/Affective. We conclude with a discussion of how this work can assist designers of public memorialisation technologies.
Fraser Allison, Bjørn Nansen, Martin R. Gibbs, Michael Victor Arnold
CHI2
2023 Personalised But Impersonal: Listeners' Experiences of Algorithmic Curation on Music Streaming Services
abstract
The consumption of music is increasingly reliant on the personalisation, recommendation, and automated curation features of music streaming services. Using algorithm experience (AX) as a lens, we investigated the user experience of the algorithmic recommendation and automated curation features of several popular music streaming services. We conducted interviews and participant-observation with 15 daily users of music streaming services, followed by a design workshop. We found that despite the utility of increasingly algorithmic personalisation, listeners experienced these algorithmic and recommendation features as impersonal in determining their background listening, music discovery, and playlist curation. While listener desire for more control over recommendation settings is not new, we offer a number of novel insights about music listening to nuance this understanding, particularly through the notion of vibe.
Sophie O. Freeman, Martin R. Gibbs, Bjørn Nansen
CHI3
2020 "Sometimes I Like Killing as a Treat": Children's Transgressive Play in Minecraft
Jane Mavoa, Martin R. Gibbs, Bjørn Nansen
DiGRA3
2015 Postdigital Play and the Aesthetics of Recruitment
Darshana Jayemanne, Bjørn Nansen, Thomas H. Apperley
DiGRA Conference2
2014 Homemade cookbooks: a recipe for sharing
abstract
In this paper we contribute to the growing body of research into the use and design of technology in the kitchen. This research aims to identify opportunities for designing technologies that may augment existing cooking traditions and in particular familial recipe sharing practices. Using ethnographic techniques, we identify the homemade cookbook as a significant material and cultural artifact in the family kitchen. We report on findings from our study by providing descriptive accounts of various homemade cookbooks, and offer design considerations for digitally augmenting homemade cookbooks.
Hilary Davis 0001, Bjørn Nansen, Frank Vetere, Toni Robertson, Margot Brereton, Jeannette Durick, Kate Vaisutis
Conference on Designing Interactive Systems2
2014 Invisible connections: investigating older people's emotions and social relations around objects
abstract
The advent of the Internet of Things creates an interest in how people might interrelate through and with networks of internet enabled objects. With an emphasis on fostering social connection and physical activity among older people, this preliminary study investigated objects that people over the age of 65 years viewed as significant to them. We conducted contextual interviews in people's homes about their significant objects in order to understand the role of the objects in their lives, the extent to which they fostered emotional and social connections and physical activity, and how they might be augmented through internet connection.
Kate Vaisutis, Margot Brereton, Toni Robertson, Frank Vetere, Jeannette Durick, Bjørn Nansen, Laurie Buys
CHI6
2014 Reciprocal Habituation: A Study of Older People and the Kinect
abstract
We explore relationships between habits and technology interaction by reporting on older people's experience of the Kinect for Xbox. We contribute to theoretical and empirical understandings of habits in the use of technology to inform understanding of the habitual qualities of our interactions with computing technologies, particularly systems exploiting natural user interfaces. We situate ideas of habit in relation to user experience and usefulness in interaction design, and draw on critical approaches to the concept of habit from cultural theory to understand the embedded, embodied, and situated contexts in our interactions with technologies. We argue that understanding technology habits as a process of reciprocal habituation in which people and technologies adapt to each other over time through design, adoption, and appropriation offers opportunities for research on user experience and interaction design within human-computer interaction, especially as newer gestural and motion control interfaces promise to reshape the ways in which we interact with computers.
Bjørn Nansen, Frank Vetere, Toni Robertson, John Downs, Margot Brereton, Jeannette Durick
ACM Trans. Comput. Hum. Interact.1
2013 Emerging Technologies and the Contextual and Contingent Experiences of Ageing Well
Toni Robertson, Jeannette Durick, Margot Brereton, Kate Vaisutis, Frank Vetere, Bjørn Nansen, Steve Howard
INTERACT (3)6
2010 Time, technology, and the rhythms of daily life
abstract
In this paper we explore the implications of new technologies for performances in relation to work, family time, leisure and other everyday activities. Importantly, we mobilize our analysis around temporal patterns of daily life, rather than deploying cartographic metaphors and the `boundaries' they produce. Through fieldwork informed by five families over a period of three years, we highlight the role that technology plays in constituting the rhythms of contemporary domestic life. We identify four particular rhythms and argue that digital technology is not homogenising time in the home, nor are daily activities demarked by boundaries. Rather, technologies are implicated in reordering the rhythms of domestic life. Attention to the presence of distinct temporal patterns is crucial to understanding everyday life, and to understanding the implications of digital technologies for everyday life.
Hilary Davis 0001, Michael Victor Arnold, Martin R. Gibbs, Bjørn Nansen
ISTAS4