Leena Kuure

dblp:26/4990 · DBLP profile ↗
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7ranked-venue papers
0as first author
4since 2021 · last 2025
0000-0001-8929-5789ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 6 · 3 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021
YearPublicationVenuePosition
2025 Identities in Flux - Exploring Children's Emerging Identities in Design and Making
abstract
School children increasingly engage in designing and making activities, with the aim to promote creativity, increase peer collaboration, and engage with novel technologies. However, there is limited exploration of the impact of these activities. This study inquires what kinds of identities children (co)produce during design and making and how they evolve. Nexus analysis is used as a research strategy, drawing on multimodal research materials accumulated and gathered during a design and making project conducted with 11–12-year-old pupils. The research lens views social action as an intersection of participants’ histories, their mutual interaction orders, and discourses in place. The analysis entails scrutinizing the detailed aspects of identity production that are bound with wider discourses and interactions. Our findings show how identities of a maker, designer, change agent, performer, leader, content producer, and empathizer emerged, and how the competing orientations of being pupils and engaging in design and making that invite diverse types of identity production among the pupils, at the same time gaining agency as designers and makers, and ownership of their designs.
Leena Ventä-Olkkonen, Leena Kuure, Netta Iivari, Tonja Molin-Juustila, Sumita Sharma, Heidi Hartikainen, Jenni Holappa, Essi Lehto
ACM Trans. Comput. Hum. Interact.2
2024 Towards transdisciplinary design research as a delicate dance
abstract
This study explores how design research encompassing multiple disciplines is accomplished. Such work is highly challenging. Even if information systems (IS) research generally shows an interest in reflecting on its research practice and celebrates work involving multiple disciplines as an ideal and a necessity, sufficient attention has not been paid to the challenges of such an approach or their resolution. This study introduces a situated perspective on design research entailing multiple disciplines. “Doing design research” is approached as a complex and skilful interactional accomplishment in situ with extensive and ongoing identity and agency articulation and negotiation. The study demonstrates that “doing design research” and “being a design researcher” with multiple disciplines involve a delicate dance. The study renews our discourse on design research and enables serious reconsideration and development of IS research methods education. The research also has implications for digitally augmenting research.
Netta Iivari, Leena Kuure
Eur. J. Inf. Syst.2
2024 Making The Future School: An Analysis of Teens' Collaborative Digital Fabrication Project
abstract
Maker culture emphasizes informal, networked, self- and peer-led learning, motivated by fun and self-fulfillment, and learning through mistakes. However, studies often describe activities involving a lot of guidance. As guidance may lead to both the process and outcomes influenced by those guiding the activity, it is also important to examine how projects evolve without the supporters' push. We take a nexus analytical approach to explore 1) how teens' background, interactions with others, and available materials and spaces are at play when they shape their ideas and outputs in a collaborative maker project with minimal support, and 2) how these factors can be considered to better support learning in such projects. The work carried out by five teens in a local FabLab was based on peer collaboration within changing apprentice mentor pairs. When they ideated and prototyped for a future school, researchers provided minimal support, mainly online. Without their push, teens quickly modified tasks which both guided and narrowed down their thinking. Their experiences from school environment and the FabLab space served as an inspiration as they designed solutions to overcome current problems in the current school setting or digital fabrication process. When making, they gravitated towards processes they had previous experience of or which they enjoyed, perhaps partly affected by the competing discourses of maker culture and expertise we observed to be present in the FabLab space. While building on existing skillsets, this may leave the potential of novel trajectories and expanding one's skills and competences unexplored. Teens' self-esteem improved as they turned from apprentices to mentors for their peers. This allowed them to process their learning from a different perspective. In general, our results paint a detailed picture of the roles of different participants in a maker project and provide an example of how familiar discourses of education persist in teens' designs. Looking at the project through the lens of Nexus analysis contributes to an increased understanding of the space for action and participants' histories, and interactions on the process, valuable for researchers studying DF and making, and practitioners working in makerspaces and FabLabs with different user groups. On a more practical level, our work contributes to a deeper understanding on how to include teens into non-guided and community-driven maker practices. We provide practical implications on how to support learning in collaborative making projects in informal learning situations, and regarding the role of the different actors and the environment in such situations. We also identify avenues for future research in this area.
Heidi Hartikainen, Leena Ventä-Olkkonen, Marta Cortés Orduña, Iván Sánchez Milara, Marjukka Käsmä, Leena Kuure
Proc. ACM Hum. Comput. Interact.6
2023 Educational Participatory Design in the Crossroads of Histories and Practices - Aiming for Digital Transformation in Language Pedagogy
abstract
Some level of digital technology design skills and competencies is important in any profession but in their education and work life this is often ignored. We explore the potential of Educational Participatory Design (EPD) in transforming work practices within diverse disciplines. This is done through a transdisciplinary case where EPD was used as an approach for transforming language teacher education seen to respond too slowly to technological advancements in society and work life. Based on our findings, we propose EPD as a useful approach for building the design agency of future professionals with various disciplinary and professional backgrounds. In the context of real-life work practice with students as future workers, EPD invites them to act as 'designers' envisioning novel practices and technologies for their own work, engaging their 'users' in the PD processes. EPD as a novel methodological approach integrates design with work practice learning and education and therefore, we suggest, belongs to the core expertise of CSCW research and design interested in the digital transformation of work practices.
Marianne Kinnula, Netta Iivari, Leena Kuure, Tonja Molin-Juustila
Comput. Support. Cooperative Work.3
2020 "Arseing around was Fun!" - Humor as a Resource in Design and Making
abstract
Humor is an inevitable part of human life. Most of us are capable of experiencing and appreciating humor. From this perspective, surprisingly little HCI research can be found scrutinizing the existence, role, and potential of humor in our design practice. The gap remains also related to children and teenagers; there is a lack of studies appreciating the emergence and existence of humor in the design process without intentionally evoking it. Thus, this study examines humor as a naturally occurring phenomenon in the design process. The study was conducted in collaboration with a class of teenagers and their teachers. The study identifies various forms and functions of humor in the design process and reveals its situated, emergent nature as a resource in interaction within design. The study proposes a practical tool for designers for anticipating and potentially facilitating the emergence, forms and usages of humor as an interactional resource in design.
Netta Iivari, Marianne Kinnula, Leena Kuure, Tiina Keisanen
CHI3
2015 Multiple voices in ICT design with children - a nexus analytical enquiry
abstract
Children's participation in information and communication technology (ICT) design is an established interdisciplinary research field. Methods for children's participation have been developed, but a closer link between theory and design has been called for, as well as an examination of various participants influencing children's participation in ICT design. This paper addresses these gaps by introducing the research strategy of nexus analysis as a promising theoretical framework. Especially the concepts of ‘interaction order’ and ‘historical body’ are utilised in the analysis of six empirical studies on ICT design with children. The analysis shows that through the participating children there were also ‘others’ involved, multiple voices to be heard, often invisible but informing design. Some of these ‘others’ have already been acknowledged in literature but the issue has not been examined in depth and common vocabulary for this is lacking. Some practical implications will be offered by illustrating how to consider these concepts in different phases of ICT design: when establishing relationships with children, involving children as participant designers and analysing the results of these participative processes.
Tonja Molin-Juustila, Marianne Kinnula, Netta Iivari, Leena Kuure, Eija Halkola
Behav. Inf. Technol.4
2014 Video diary as a means for data gathering with children - Encountering identities in the making
Netta Iivari, Marianne Kinnula, Leena Kuure, Tonja Molin-Juustila
Int. J. Hum. Comput. Stud.3