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Staffan Björk

dblp:41/4048 · DBLP profile ↗
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29ranked-venue papers
11as first author
1since 2021 · last 2021
0000-0002-1693-6490ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 29 · 11 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 17 · 5 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
2 papers
User interface design and tools · 42% Health and well-being technologies · 41% Games and playful interaction · 12%

Topics — the 2 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
User interface design and tools
design guidelines
0.212015
Flow is Not Enough: Understanding the Needs of Advanced Amateur Runners to Design Motivation Technology · CHI 2015
Ubiquitous computing and smart environments › mobile computing
mobile web browsing
0.011999
WEST: A Web Browser for Small Terminals · ACM Symposium on User Interface Software and Technology 1999

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

questionnaire · 0.2interviews · 0.2focus groups · 0.2ethnographic observation · 0.2design-based research · 0.2text reduction · 0.0proxy server rendering · 0.0
YearPublicationVenuePosition
2021 The CoCe Design Space: Exploring the Design Space for Co-Located Collaborative Games that Use Multi-Display Composition
abstract
In this paper, we map out the CoCe design space - a design space for co-located collaborative games that use multi-display composition. The design space grew out of the analysis of game instances based on the 4in1 concept. First, we did a horizontal analysis of 16 game instances with 31 corresponding gameplay design patterns (GDP), followed by a vertical analysis of 89 GDPs occurring in the description of the GDP Cooperation. Through inductive analysis, we have identified four perspectives with corresponding dimensions that span the CoCe design space. By applying the CoCe design space with game instances, we illustrate how it can be used both as an analytic tool for analysis of games and also as a generative tool in the design or re-design of cooperative games that use multi-display composition.
Eva Eriksson 0001, Gökçe Elif Baykal, Olof Torgersson, Staffan Björk
Conference on Designing Interactive Systems4
2019 Using Gameplay Design Patterns with Children in the Redesign of a Collaborative Co-located Game
abstract
In this paper, we discuss the applicability of using design patterns to enhance the participation of children in the design process. This is illustrated by a study in which gameplay design patterns have been used to evaluate and re-design a collaborative co-located game focused on training collaboration skills in a special education context. The results show that patterns helped as a way of focusing the analysis of observations, as tools for noting suggestions for change, supported the children's involvement in co-design activities, worked as an extendable collection of intermediate-level knowledge elements, and that patterns functioned as a way to introduce a common vocabulary. The contribution of this paper is a number of opportunities and challenges for working with gameplay design patterns with children.
Eva Eriksson 0001, Gökçe Elif Baykal, Staffan Björk, Olof Torgersson
IDC3
2015 Flow is Not Enough: Understanding the Needs of Advanced Amateur Runners to Design Motivation Technology
abstract
Motivation studies on running are often focused on how to convince non-runners to run, mainly through designing for extrinsic motivations such as health concerns or external reward systems. In contrast, we conducted a structured inquiry into understanding how to design technology for those whom are already committed to running and participate in organized races. Through interviews, focus groups, ethnographic observation, questionnaires, and design-based research over the course of two years, we investigated the needs of the advanced amateur runner community. An analysis of the gathered data led to five design themes -- Festival, Competition, Practicalities, Togetherness, and Support -- to inform future runner motivation technology. While flow theory appears to be a convenient tool to understand support during a race, we observed a number of other factors that need to be considered. Through combining the themes with previous research, we conclude by presenting nine guidelines for designing technology for this domain.
Kristina Knaving, Pawel W. Wozniak, Morten Fjeld, Staffan Björk
CHI4
2015 Patterns, Dungeons and Generators
Steve Dahlskog, Julian Togelius, Staffan Björk
FDG3
2015 RUFUS: Remote Supporter Feedback for Long-Distance Runners
abstract
This paper explores remote cheering during amateur races through a formative design inquiry. Friends and family of advanced amateur runners are part of their running experience. Runners rely on support during the race day and it is usually provided in the form of co-located cheers. RUFUS -- a prototype remote ambient runner support system -- was developed. The system enables supporters to send three types of signals to runners during a race and runners can send signals back to supporters. Input from supporters is sent through a webpage and received by runners through a device designed to lower distraction. An in situ study was conducted to evaluate the prototype during an organized race. Results show that two-way communication between runners and supporters was achieved. We also found that our system reflected varying user needs correctly. Runners and supporters reported increased motivation and enhanced race experience through feeling connected.
Pawel W. Wozniak, Kristina Knaving, Staffan Björk, Morten Fjeld
MobileHCI3
2014 The Conceptual Relationship Model: Understanding Patterns and Mechanics in Game Design
Carl Magnus Olsson, Staffan Björk, Steve Dahlskog
DiGRA2
2014 X-COM: UFO Defense vs. XCOM: Enemy Unknown - Using gameplay design patterns to understand game remakes
Alessandro Canossa, Staffan Björk, Mark J. Nelson
FDG2
2014 The Rooms - Creating immersive experiences through projected augmented reality
Jacob Michelsen, Staffan Björk
FDG2
2013 On the foundations of digital games
Staffan Björk
FDG1
2013 Dark patterns in the design of games
José P. Zagal, Staffan Björk, Chris Lewis 0002
FDG2
2012 Tisch digital tools supporting board games
abstract
This paper introduces Tisch, an application running on the Microsoft Surface that provides computer support for board- and role-playing games. Based on the ideas of tangible and tabletop interfaces, Tisch was developed to explore how technology can support and enhance tabletop gaming activities without becoming a hindrance or removing the players' agency over the rules. Through doing so, Tisch allows players to behave in their accustomed manner, including having unrestricted social interactions and using whatever rules they wish to whatever degree they wish. This is proposed as a solution to harnessing the advantages that computers offer analog games through both offloading unwanted tasks and enhancing immersion.
Ulf Hartelius, Johan Fröhlander, Staffan Björk
FDG3
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
FDG2
2009 Gameplay Design Patterns for Game Dialogues
Jenny Brusk, Staffan Björk
DiGRA Conference2
2009 Exploring Aesthetic Ideals of Gameplay
Sus Lundgren, Karl Bergström, Staffan Björk
DiGRA Conference3
2007 Understanding Pervasive Games through Gameplay Design Patterns
Staffan Björk, Johan Peitz
DiGRA Conference1
2007 Gameplay Design Patterns for Believable Non-Player Characters
Petri Lankoski, Staffan Björk
DiGRA Conference2
2005 Stepping stones between design and theory
Staffan Björk
DiGRA Conference1
2005 Socially Adaptable Games
Daniel Eriksson, Staffan Björk, Johan Peitz
DiGRA Conference2
2005 Augmented Board Games - Using Electronics to Enhance Gameplay in Board Games
Johan Peitz, Daniel Eriksson, Staffan Björk
DiGRA Conference3
2003 Describing Games: An Interaction-Centric Structural Framework
Staffan Björk, Jussi Holopainen
DiGRA Conference1
2003 Game Design Patterns
Staffan Björk, Sus Lundgren, Jussi Holopainen
DiGRA Conference1
2002 Utilizing Gaze Detection to Simulate the Affordances of Paper in the Rapid Serial Visual Presentation Format
Gustav Öquist, Staffan Björk, Mikael Goldstein
Mobile HCI2
2002 Designing Ubiquitous Computing Games - A Report from a Workshop Exploring Ubiquitous Computing Entertainment
Staffan Björk, Jussi Holopainen, Peter Ljungstrand, Karl-Petter Åkesson
Pers. Ubiquitous Comput.1
2002 Editorial: Special Issue on Ubiquitous Games
Staffan Björk, Jussi Holopainen, Peter Ljungstrand, Regan L. Mandryk
Pers. Ubiquitous Comput.1
2001 The ScrollSearcher Technique: Using Scrollbars to Explore Search Results
Staffan Björk
INTERACT1
2001 Pirates! Using the Physical World as a Game Board
Staffan Björk, Jennica Falk, Rebecca Hansson, Peter Ljungstrand
INTERACT1
2001 Handheld Applications Design: Merging Information Appliances without Affecting Usability
Marcus Nyberg, Staffan Björk, Mikael Goldstein, Johan Redström
INTERACT2
2000 Hierarchical Flip Zooming: Enabling Parallel Exploration of Hierarchical Visualization
abstract
This paper describes hierarchical Flip Zooming, a focus+context visualization technique for hierarchical information sets. It allows for independent focus+context views at each node of the hierarchy and enables parallel exploration of different branches of the hierarchy. Visualization, navigation and interaction in the Flip Zooming technique is described as well as how the technique fits into existing models of information visualization. Examples of applications using the technique are given.
Staffan Björk
Advanced Visual Interfaces1
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 Technology1