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Sus Lundgren

dblp:179/4808 · also Sus Lundgren Lyckvi, Sus Lyckvi · DBLP profile ↗
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13ranked-venue papers
6as first author
0since 2021 · last 2020
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 13 · 6 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
5 papers
Design research and methods · 39% Ubiquitous computing and smart environments · 30% Interaction techniques and input · 17%

Topics — the 9 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Ubiquitous computing and smart environments › urban computing
intelligent transportation
0.522017
Using Advisory 3D Sound Cues to Improve Drivers' Performance and Situation Awareness · CHI 2017
Why and How Traffic Safety Cultures Matter when Designing Advisory Traffic Information Systems · CHI 2016
Design research and methods › speculative design
design fiction
0.412019
"What is Fair Shipping, Anyway?": Using Design Fiction to Raise Ethical Awareness in an Industrial Context · CHI 2019
Interaction techniques and input › non-visual interaction › auditory interaction
auditory display
0.312017
Using Advisory 3D Sound Cues to Improve Drivers' Performance and Situation Awareness · CHI 2017
Ubiquitous computing and smart environments › automotive interaction
driver assistance
0.212016
Why and How Traffic Safety Cultures Matter when Designing Advisory Traffic Information Systems · CHI 2016
Collaborative and social computing › social interaction
co-located interaction
0.212015
Designing Mobile Experiences for Collocated Interaction · CSCW 2015
Design research and methods
academia-industry collaboration
0.112019
"What is Fair Shipping, Anyway?": Using Design Fiction to Raise Ethical Awareness in an Industrial Context · CHI 2019
Design research and methods
cross-cultural design
0.112016
Why and How Traffic Safety Cultures Matter when Designing Advisory Traffic Information Systems · CHI 2016
Design research and methods › design theory
design framework
0.112015
Designing Mobile Experiences for Collocated Interaction · CSCW 2015
User interface design and tools
interaction design
0.012013
Toying with time: considering temporal themes in interactive artifacts · CHI 2013

Methods — techniques the papers use, named apart from their topics

prototyping · 0.4design fiction · 0.4driving simulator study · 0.3design study · 0.2design framework construction · 0.2vocabulary development · 0.2design cases · 0.2
YearPublicationVenuePosition
2020 How drivers respond to visual vs. auditory information in advisory traffic information systems
abstract
To date, many efforts have been made to explore how to support driver's decision-making process with advisory information. Previous studies mainly focus on a single modality, e.g. the visual, auditory or haptic modality. In contrast, this study compares data from two simulator studies with 50 participants in total, where the visual vs. the auditory modality was used to present the same type of advisory traffic information under the same driving scenarios. Hereby we compare the effect of these two modalities on drivers' responses and driving performance. Our findings indicate that modality influences the drivers' behaviour patterns significantly. Visual information helps drivers to drive more accurately and efficiently, whereas auditory information supports quicker responses. This suggests that there are potential benefits in applying both modalities in tandem, as they complement each other. Correspondingly, we present several design recommendations on Advisory Traffic Information Systems.
Min Juan Wang, Yuan Liao 0002, Sus Lundgren, Fang Chen 0006
Behav. Inf. Technol.3
2019 "What is Fair Shipping, Anyway?": Using Design Fiction to Raise Ethical Awareness in an Industrial Context
abstract
The HCI community cares for the human and social aspects of technologies. Ethical discussion on the social implications of new technologies often happen among researchers, but it is important to raise this discussion also in the industry that designs and implements new systems. In this paper, we introduce a case in which design fiction was used as an ethical discussion tool among company partners. We report the process of creating and prototyping a fictional world embedded with conflicting values that aimed to shift the focus from industrial merits towards societal values and raise discussion among participants. Moreover, we examine the challenges and propose suggestions in crafting critiques and friction to the industrial context. Our findings suggest why and how one should use design fiction as a means to raise ethical awareness in a technology- and profit-focused context, to support further activities on developing more humane technological futures.
Yiying Wu, Sus Lundgren, Virpi Roto
CHI2
2018 Privacy and design ethics vs designing for curiosity, communication and children: lessons learned
abstract
This paper describes the lessons learned when designing an empathy-oriented image-exchange app for fifth-grade pupils. The aim was to evoke curiosity and empathy towards someone living elsewhere or under different socio-economic circumstances. In addition, we strived to apply design ethics (e.g. protecting users from insults, humiliation, inappropriate content etc) and take users' privacy into account. By setting up these boundaries for this user group we found ourselves confronted with a set of conflicting design decisions which ultimately led to a lesser and different user experience than we had expected. Here, we discuss the interplay between our design decisions and the consequences thereof, and evaluate the mistakes we made. Moreover we discuss how to balance anonymity and curiosity, and comment on the benefits of making a pre-analysis of potential clashes related to intended UX and other core design decisions.
Sus Lundgren, Olof Torgersson
MobileHCI1
2017 Using Advisory 3D Sound Cues to Improve Drivers' Performance and Situation Awareness
abstract
Within vehicle Human Machine Interface design, visual displays are predominant, taking up more and more of the visual channel for each new system added to the car, e.g. navigation systems, blind spot information and forward collision warnings. Sounds however, are mainly used to alert or warn drivers together with visual information. In this study we investigated the design of auditory displays for advisory information, by designing a 3D auditory advisory traffic information system (3DAATIS) which was evaluated in a drive simulator study with 30 participants. Our findings indicate that overall, drivers' performance and situation awareness improved when using this system. But, more importantly, the results also point towards the advantages and limitations of the use of advisory 3D-sounds in cars, e.g. attention capture vs. limited auditory resolution. These findings are discussed and expressed as design implications.
Min Juan Wang, Sus Lundgren, Chenhui Chen, Palle Dahlstedt, Fang Chen 0006
CHI2
2016 Same, Same but Different: How Design Requirements for an Auditory Advisory Traffic Information System Differ Between Sweden and China
abstract
Many advanced driving assistance systems have been developed based on the western automobile markets. However, it is widely known that the differences between Western and Asian markets are large in terms of traffic safety culture, traffic situation, and driver behavior. This study aimed to explore the differences between Swedish and Chinese drivers' information requirements in regards to a 3D Auditory Advisory Traffic Information System design (3DAATIS). A total of 46 participants took part in the study. The results showed that both Swedish and Chinese drivers appreciated the concept of a 3DAATIS. Moreover the two groups expressed similar information needs when interacting with a single road user, e.g. giving higher priority to vulnerable road users. In contrast, they expressed different information requirements in complex traffic scenarios. The results further imply that identifying drivers' requirements under different traffic scenarios can be a feasible approach to successful cross-regional adaption design.
Min Juan Wang, Sus Lundgren, Fang Chen 0006
AutomotiveUI2
2016 Why and How Traffic Safety Cultures Matter when Designing Advisory Traffic Information Systems
abstract
With an increased number of both cars and drivers in the world, it is of great importance to design well-functioning driver support systems for them, in order to reduce the number of accidents. Despite the fact that the growing markets can be found in Asia, most advisory traffic information systems (ATIS) are designed for, and adapted to, the western market, and its predominant traffic safety cultures (TSCs). However, traffic safety cultures differ between different parts of the world, and this in turn affects how drivers respond to advisory traffic information. In our study, we designed an ATIS to accommodate two different traffic safety cultures. Our findings show that although drivers belonging to both TSCs drove more safely with our ATIS than without, they still responded very differently to it, using it to support their different driving strategies. This implies that the traffic safety culture of the driver cannot be ignored; ATIS designers need to study and understand the TSC they are designing for.
Min Juan Wang, Sus Lundgren, Fang Chen 0006
CHI2
2016 Let's take photos together: exploring asymmetrical interaction abilities on mobile camera phones
abstract
Mobile phones have become common tools for photography. Despite the fact that photos are social artifacts, mobile phones afford the act of photo taking only as an individual activity. Photo taking that involves more than one photographer has been envisioned to create positive outcomes and experiences. We implemented this vision with mobile camera phones, exploring how this would influence photo taking practices and experiences. We conducted a user study where altogether 22 participants (11 pairs) were using a novel mobile photography method based on asymmetrical interaction abilities, comparing that with two traditional methods. We present the collaborative practices emerged in different photography methods and report user experience findings particularly with regard to enforced collaboration in mobile photo taking. The results highlight benefits and positive experiences in collaborative photo taking. We discuss lessons learned and point out design implications that come into play when designing for mobile collocated collaboration.
Pradthana Jarusriboonchai, Thomas Olsson 0002, Sus Lundgren, Kaisa Väänänen
MobileHCI3
2015 Designing Mobile Experiences for Collocated Interaction
abstract
Many of our everyday social interactions involve mobile devices. Yet, these tend to only provide good support for distributed social interactions. Although much HCI and CSCW research has explored how we might support collocated, face-to-face situations using mobile devices, much of this work exists as isolated exemplars of technical systems or interaction designs. This paper draws on a range of such exemplars to develop a practical design framework intended for guiding the design of new mobile experiences for collocated interaction as well as analysing existing ones. Our framework provides four relational perspectives for designing the complex interplay between: the social situation in which it takes place; the technology used and the mechanics inscribed; the physical environment; and the temporal elements of design. Moreover, each perspective features some core properties, which are highly relevant when designing these systems. As part of presenting the framework we also explain the process of its construction along with practical advice on how to read and apply it.
Sus Lundgren, Joel E. Fischer, Stuart Reeves, Olof Torgersson
CSCW1
2013 Toying with time: considering temporal themes in interactive artifacts
abstract
This paper argues that there is a value in deliberately and systematically exploring potential temporal behaviors of an interactive artifact, either as a means to add new functions, or to change the interaction with it. An improved version of Temporal Themes [23] - a vocabulary describing how software can "use" time or sequences of events - will be presented, alongside a series of design cases. These exemplify how adding or changing temporal themes in existing applications can enhance functionality and/or interaction. Moreover, the cases also serve as a basis for a discussion of the issues coupled to temporality, control and interaction strategies. Finally, a design approach with focus on temporal aspects is outlined. As a result, the paper opens up for a more conscious use of time and temporality in interaction design.
Sus Lundgren
CHI1
2012 Neither playing nor gaming: pottering in games
abstract
Games can support many types of activities. This paper explores one of these, pottering, the placid but yet focused activity of arranging and rearranging things, taking care of them, "sorting them out". Five games which support pottering are analyzed using gameplay design patterns to show how game mechanics can give rise to the activity. As a result, six patterns especially linked to pottering are presented in greater detail. Moreover, the idea of viewing games as artifacts that can support several, sometimes overlapping, activities, is being explored and discussed.
Sus Lundgren, Staffan Björk
FDG1
2009 Exploring Aesthetic Ideals of Gameplay
Sus Lundgren, Karl Bergström, Staffan Björk
DiGRA Conference1
2003 Game Design Patterns
Staffan Björk, Sus Lundgren, Jussi Holopainen
DiGRA Conference2
2003 Mapping Fabrics to Music: Lessons Learned
Sus Lundgren, Sara Johansson 0001, Fredrik Nilsson, Pär Stenberg, Paula Thorin
INTERACT1