Johan Redström

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16ranked-venue papers
3as first author
3since 2021 · last 2025
0000-0003-0976-670XORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 15 · 2 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 first-author
YearPublicationVenuePosition
2025 The making(s) of more-than-human design: introduction to the special issue on more-than-human design and HCI
abstract
Human activities have drastically altered the planet, with design playing a significant role. While design may intend to do good, its consequences are not always positive: from climate change to resource depletion to unforeseen social dynamics. These transformations also include ourselves, as our relationships with new technologies blur and complicate previous human and machine agency distinctions. Increasingly, design has become a matter of defining what it means to be human. This special issue explores the proposition that conventional human-centered design approaches may not adequately address the complex challenges we face, and that there is instead a need to ground design in more-than-human perspectives. This introduction outlines the evolving landscape of more-than-human design in the context of HCI. Articulating a series of emerging research trajectories, we aim to illuminate the transformative potential of more-than-human orientations to design, including how they both extend and depart from familiar lines of inquiry in HCI – for example, how designers are redefining data, interfaces, and responsibility, and reshaping posthuman knowledge through design. Ultimately, this special issue aims to explore new pathways for designing in the era of the more-than-human, challenging the perceived divide between practice and theory to imagine alternative futures for HCI.
Elisa Giaccardi, Johan Redström, Iohanna Nicenboim
Hum. Comput. Interact.2
2024 Prototyping with Uncertainties: Data, Algorithms, and Research through Design
abstract
Seen both as a resource and an obstacle to clarity, uncertainty is a concept that permeates many areas of design. As the concept gains prominence in Human-Computer Interaction (HCI), this special issue specifically explores the interplay between uncertainty and prototyping in Research through Design (RtD). We first outline three histories of uncertainty in design, in relation to its philosophical significance, its role in statistical and algorithmic processes, and its importance in prototyping. The convergence of these aspects is crucial as design evolves toward more agentive and entangled systems, introducing challenges such as Design as a Probabilistic Outcome. We then investigate the design spaces for engaging with “being uncertain” that emerge from the papers: from nuancing the relationship between designers and quantitative data to blurring the line between humans, fungi, and algorithms. Finally, we illuminate some preliminary threads for how RtD can navigate and engage with these shifting technological and design landscapes thoughtfully.
Elisa Giaccardi, David Murray-Rust, Johan Redström, Baptiste Caramiaux
ACM Trans. Comput. Hum. Interact.3
2024 Unmaking-with AI: Tactics for Decentering through Design
abstract
This article explores the intersections and resonances between unmaking and more-than-human design. We begin by aligning unmaking with decentering, a fundamental practice in more-than-human design, through their shared movement and materiality. Using Lindström and Ståhl’s notion of the double movement in un/making, we analyze a series of workshops focused on designing with AI, annotating what was un/made and de/centered during the workshops’ activities. Through this analysis, we introduce two key contributions that highlight some opportunities in the diffractive alignment between unmaking and more-than-human design: firstly, the notion of “unmaking-with” as an emergent concept to describe a posthumanist unmaking practice, and secondly, three decentering tactics—situating, materializing, and enacting—that instantiate this practice through design. Finally, we discuss how unmaking can enrich more-than-human design and, conversely, how more-than-human design can help define the epistemological scope of unmaking.
Iohanna Nicenboim, Marie Louise Juul Søndergaard, Joseph Lindley, Anuradha Venugopal Reddy, Yolande A. A. Strengers, Johan Redström, Elisa Giaccardi
ACM Trans. Comput. Hum. Interact.6
2014 Materializing infrastructures for participatory hacking
abstract
This paper presents a design exploration of opportunities for opening up industrial infrastructures in order to make them supportive of more sustainable and locally adaptive configurations. Taking logistic services in a rural area as a case study, we describe a set of interventions in tracing and expressing their underlying functionalities to make them available as design material. The insights gained inspired the speculative design of a concept for a distributed and community-owned delivery network performed by drones. The case illustrates the potential that can be made available when opening up infrastructures for participative design interventions.
Lorenzo Davoli, Johan Redström
Conference on Designing Interactive Systems2
2013 Commentaries on the special issue on practice-oriented approaches to sustainable HCI
abstract
short-paper Share on Commentaries on the special issue on practice-oriented approaches to sustainable HCI Authors: Carl Disalvo Georgia Institute of Technology Georgia Institute of TechnologyView Profile , Johan Redström Umeå Institute of Design Umeå Institute of DesignView Profile , Matt Watson University of Sheffield University of SheffieldView Profile Authors Info & Claims ACM Transactions on Computer-Human InteractionVolume 20Issue 4September 2013 Article No.: 26pp 1–15https://doi.org/10.1145/2509404.2509408Published:17 September 2013Publication History 6citation715DownloadsMetricsTotal Citations6Total Downloads715Last 12 Months25Last 6 weeks1 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
Carl F. DiSalvo, Johan Redström, Matt Watson 0002
ACM Trans. Comput. Hum. Interact.2
2008 Tangled interaction: On the expressiveness of tangible user interfaces
abstract
This is an analysis and exploration of a basic aesthetic issue in interaction design: how an ambition to design strong and persistent relations between appearance and functionality, evident in approaches such as tangible user interfaces, in crucial ways in which conflicts with the ways miniaturization of technology have changed the relation between the object's surface and its internal complexity. To further investigate this issue, four conceptual design experiments are presented exploring the expressiveness and aesthetic potential of overloading the object's surface by adding several layers of interaction, thus creating a kind of tangled interaction.
Johan Redström
ACM Trans. Comput. Hum. Interact.1
2007 Computational composites
abstract
Computational composite is introduced as a new type of composite material. Arguing that this is not just a metaphorical maneuver, we provide an analysis of computational technology as material in design, which shows how computers share important characteristics with other materials used in design and architecture. We argue that the notion of computational composites provides a precise understanding of the computer as material, and of how computations need to be combined with other materials to come to expression as material. Besides working as an analysis of computers from a designer's point of view, the notion of computational composites may also provide a link for computer science and human-computer interaction to an increasingly rapid development and use of new materials in design and architecture.
Anna Vallgårda, Johan Redström
CHI2
2006 Persuasive Design: Fringes and Foundations
Johan Redström
PERSUASIVE1
2003 Interactive Party Textiles
Henrik Jernström, Linda Melin, Peter Ljungstrand, Johan Redström
INTERACT4
2002 From use to presence: on the expressions and aesthetics of everyday computational things
abstract
The coming ubiquity of computational things urges us to consider what it means for something to be present in someone's life, in contrast to being just used for something. "Use" and "presence" represent two perspectives on what a thing is. While "use" refers to a general description of a thing in terms of what it is used for, "presence" refers to existential definitions of a thing based on how we invite and accept it as a part of our lifeworld . Searching for a basis on which these existential definitions are formed, we argue that the expressions of things are central for accepting them as present in our lives. We introduce the notion of an expressional , referring to a thing designed to be the bearer of certain expressions, just as an appliance is designed to be the bearer of a certain functionality. Aesthetics, as a logic of expressions, can provide a proper foundation for design for presence. We discuss the expressiveness of computational things as depending both on time structures and space structures. An aesthetical leitmotif for the design of computational things---a leitmotif that may be used to guide a normative design philosophy, or a design style---is described. Finally, we describe a practical example of what designing a mobile phone as an "expressional" might be like.
Lars Hallnäs, Johan Redström
ACM Trans. Comput. Hum. Interact.2
2001 Subtle and Public Notification Cues for Mobile Devices
Rebecca Hansson, Peter Ljungstrand, Johan Redström
UbiComp3
2001 Expressions: Towards a Design Practice of Slow Technology
Lars Hallnäs, Patricija Jaksetic, Peter Ljungstrand, Johan Redström, Tobias Skog
INTERACT4
2001 Handheld Applications Design: Merging Information Appliances without Affecting Usability
Marcus Nyberg, Staffan Björk, Mikael Goldstein, Johan Redström
INTERACT4
2001 Slow Technology - Designing for Reflection
Lars Hallnäs, Johan Redström
Pers. Ubiquitous Comput.2
2000 The ChatterBox: Using Text Manipulation in an Entertaining Information Display
Johan Redström, Peter Ljungstrand, Patricija Jaksetic
Graphics Interface1
1999 WEST: A Web Browser for Small Terminals
abstract
We describe WEST, a WEb browser for Small Terminals, that aims to solve some of the problems associated with accessing web pages on hand-held devices. Through a novel combination of text reduction and focus+context visualization, users can access web pages from a very limited display environment, since the system will provide an overview of the contents of a web page even when it is too large to be displayed in its entirety. To make maximum use of the limited resources available on a typical hand-held terminal, much of the most demanding work is done by a proxy server, allowing the terminal to concentrate on the task of providing responsive user interaction. The system makes use of some interaction concepts reminiscent of those defined in the Wireless Application Protocol (WAP), making it possible to utilize the techniques described here for WAP-compliant devices and services that may become available in the near future.
Staffan Björk, Lars Erik Holmquist, Johan Redström, Ivan Bretan, Rolf Danielsson, Jussi Karlgren, Kristofer Franzén
ACM Symposium on User Interface Software and Technology3