EDBT 2026 Demo / reviewers in the wild / expert
Ole Iversen
dblp:98/995 · also Ole Sejer Iversen
· DBLP profile ↗
43ranked-venue papers
5as first author
19since 2021 · last 2026
0000-0002-8055-6716ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 43 · 5 first-author · 19 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | PlayScape: Designing with Children Through Child-Led Nature-PlayabstractMethods that support children’s participation in the design of digital technologies are central to Child-Computer Interaction (CCI), yet most accounts are situated in adult-led institutional contexts. Far fewer methods address participation within informal free time settings, where play is self-directed, relational, and sensitive to adult intervention. This paper presents PlayScape, a participatory design method developed to support child-led participation in nature-play contexts during children’s free time. Derived from action research with 15 children (7-11 years) in neighbourhood nature-play settings, PlayScape integrates theory from Environmental Psychology with approaches from Participatory Design and Design Anthropology detailing how relational activities, the least-adult role, and place-based co-learning and imagining can be applied to preserve children’s agency and play rhythm through design. PlayScape contributes to CCI by offering methodological guidance for participatory work in informal play settings, demonstrating how emplaced, child-led participation can enable children to envision digital possibilities grounded in their everyday play practices. Bronwyn J. Cumbo, Eva Eriksson 0001, Ole Iversen |
IDC | 3 |
| 2026 | Unpacking Computational Empowerment in Participatory Design with Children: Opportunities, Tensions, and Emerging QuestionsabstractThis paper advances a collective research manifesto for Computational Empowerment (CE) in Child–Computer Interaction (CCI), grounded in diverse practices across global contexts. Drawing on five cases from Asia, Europe, and North America, we examine how CE commitments materialize in real world settings, revealing both their transformative potential and the tensions they introduce. Our cases illustrate that CE is inherently context dependent, socially situated, and shaped by surrounding structures. We identify key directions for extending CE: embedding critical and ethical perspectives, foregrounding situatedness and relationality, challenging convenient choices, and questioning design assumptions. This involves strengthening children’s agency in shaping computational systems and widening CE’s reach through more inclusive, sustainable practices. We offer this work as intentionally incomplete—an invitation to ongoing dialogue and collective action toward empowering children in computing. Eva Durall, Sumita Sharma, Netta Iivari, Marianne Kinnula, Marie-Monique Schaper, Alissa Nicole Antle, Annemiek Veldhuis, Yasmin B. Kafai, Fares Kayali, Barbara Göbl, Petra Weixelbraun, Spruha Satavlekar, Harshini Venkatachalam, Ole Iversen |
IDC | 14 |
| 2026 | Bit: chat: A Tangible Approach to Teach Children about Everyday Secure Communication and CryptographyabstractAs digital communication has become integral to children’s social interaction, they must understand when and how their privacy is protected. This paper presents the design and evaluation of Bit:chat, a tangible tool that introduces children to secure communication and cryptography through hands-on collaboration, by combining networked micro:bits, a web interface, and paper templates. Drawing on constructivist and collaborative learning, Bit:chat externalizes client–server communication and cryptographic processes into physical artifacts and actions that children can explore and manipulate. Bit:chat was evaluated in an exploratory study in a K–9 classroom setting, and qualitative results illustrate how the tangible design supported engagement, peer collaboration, and exploratory learning. Quantitative results further show improvements in children’s understanding of core concepts of secure communication. We reflect on how tangible approaches can help children connect abstract cryptographic concepts to the technologies in their everyday lives and discuss the challenges and opportunities for designing such tangible tools. Mille Skovhus Lunding, Maja Dybboe, Karl-Emil Kjær Bilstrup, Ane Vielandt Jensen, Line Have Musaeus, Ole Iversen, Marianne Graves Petersen |
IDC | 6 |
| 2026 | "Let's talk about data": Co-Designing Critical Data Literacy Tools for K-12 Education through Dialogic LearningabstractThis paper investigates dialogic learning as a pedagogical lens for designing tools that support critical data literacy (CDL) in K-12 education. We present a research-through-design (RtD) project conducted with three teachers to operationalize dialogic learning in design. The resulting prototype, Datafy, enables students to produce and analyze personally meaningful music data and co-create playlists, fostering critical reflection and dialogue around data practices. Through a classroom observation with 40 sixth-grade students, we show how the tool shaped learners’ collaborative exploration and construction of knowledge about data. We contribute a theoretical framework and an empirical case study of embedding dialogic learning in the design of CDL technologies that promote dialogue and critical engagement with data. We recommend: (1) anchoring co-design with teachers in learning activities and learning goals, (2) designing diverse opportunities for dialogue about critical data literacy, and (3) treating dialogue linked to learning goals as design evidence for tool evaluation. Yu-Yu Liu, Maja Dybboe, Johannes Ellemose, Johanne Birkkjær Bjerrum, Line Have Musaeus, Christian Dindler, Ole Iversen |
CHI | 7 |
| 2026 | "Listen to the Teachers": Research-Based Personas for Translating Classroom Realities into Actionable HCI DesignabstractThe Human Computer Interaction community is well positioned to address socio-technical issues in post-digital education. However, relevant research has not fully captured how learning with and about emerging technologies is transforming the teaching profession and associated practices. This oversight hinders the implementation of Computational Empowerment, i.e. the critical deconstruction and creative construction of technology, in classrooms. Thus, this paper builds an empirically-grounded bridge between educational practice and HCI research. Analyzing semi-structured interviews and creative design tasks with 16 teachers, we uncover unarticulated needs and diverse teaching realities and manifest them in several teacher personas. These personas move beyond generic “teacher” concepts and provide actionable requirements to ensure relevant and sustainable HCI research and practice in educational contexts. Our work allows HCI research to anticipate diverse challenges and to develop targeted technological and educational solutions that empower teachers and harness the transformative potential of CE in the classroom. Petra Weixelbraun, Barbara Göbl, Ole Iversen, Fares Kayali |
CHI | 3 |
| 2025 | Pushing the Boundaries of Computational Empowerment of ChildrenabstractEmerging technologies such as artificial intelligence (AI) and mixed reality (MR) increasingly pervade the world of children, from their schoolwork to leisure activities and social relationships. This has led to Child Computer Interaction (CCI) research supporting children's critical understanding of digital technologies and their ability to influence the design of future digital technologies. Despite these efforts, there are several limitations and challenges in terms of Computational Empowerment (CE) of children. This workshop unites such research 1) to create a shared manifesto for CE of children and 2) to jointly develop a research ‘roadmap’ to push the boundaries of CE of children. Netta Iivari, Ole Iversen, Yasmin B. Kafai, Alissa Nicole Antle, Marianne Graves Petersen, Marianne Kinnula, Christian Dindler, Fares Kayali, Elizabeth M. Bonsignore, Charu Monga, Marie-Monique Schaper, Sumita Sharma |
IDC | 2 |
| 2025 | Sure, it works in practice, but does it work in theory? Grounding the Protagonist Perspective in Transformative AgencyabstractWe explore Transformative Agency (TA) as a theoretical approach for advancing the Protagonist Perspective in Child-Computer Interaction (CCI) research.The Protagonist Perspective is one among several recent contributions that engage with the issue of children's empowerment and agency in relation to digital technology.Yet, the Protagonist Perspective has mostly focused on the overarching agenda, practical initiatives, and examples, with less attention paid to the underlying theoretical grounding.Based on a scoping review, we unfold how TA theoretical insights can support and expand the Protagonist Perspective.Specifically, our findings point to the concept of 'double stimulation', bridging the Protagonist Perspective to learning and building robust outcome measures as potential theoretical contributions of TA.This paper contributes to CCI in two ways: it theoretically advances the role of children as protagonists, and more broadly, it answers the call for theoretical development in CCI. Ekta Shokeen, Christian Dindler, Ole Iversen |
IDC | 3 |
| 2024 | Transformative agency - the next step towards children's computational empowermentabstractWe suggest transformative agency is brought to the forefront of Participatory Design (PD) in Child-Computer Interaction (CCI) research to scaffold children's active engagement in matters related to digital technology and its effects on society. Based on Cultural-Historical Activity Theory we define children's transformative agency as their ability to actively change their own matters, their shared matters, or even societal matters for the better and more just society. We report on a framework for analyzing PD research with children and demonstrate how PD can support transformative agency of children through vignettes from two PD projects with children. Based on the vignettes, we provide a set of additional PD aims to consider when integrating the scaffolding of transformative agency explicitly in PD with children. A focus on children's transformative agency will contribute significantly to the maturing field of Computational Empowerment in CCI as an extension of the current PD work with children. Netta Iivari, Ole Iversen, Rachel Charlotte Smith, Marie-Monique Schaper, Leena Ventä-Olkkonen, Heidi Hartikainen, Sumita Sharma, Marianne Kinnula, Essi Lehto, Jenni Holappa, Tonja Molin-Juustila |
IDC | 2 |
| 2024 | "We are in this together": Supporting Neurodiverse Children in Participatory Design through Design PartneringabstractWe report how designers support active engagement of neurodiverse children (13 -16 y.o.) in participatory design (PD) through “Design Partnering”. Design partnering denotes a process in which neurodiverse children are teamed up with neurotypical peers to help them overcome cognitive, social, and relational barriers and thus make their engagement more active during design. We contribute with studies of design partnering in three different PD activities: Field studies, Ideation, and Prototyping. We map out the opportunities and challenges we faced in our study when applying design partnering in PD research. We discuss our findings to lay out future studies to be conducted in Child-Computer Interaction research to provide more knowledge on the potentiality and challenges of design partnering in PD. Noah Teglvang Sejer Iversen, Mathias Lundgaard Ernstsen, Ole Iversen, Netta Iivari, Marianne Kinnula, Sumita Sharma, Eva Eriksson 0001 |
IDC | 3 |
| 2024 | From Primary Education to Premium Workforce: Drawing on K-12 Approaches for Developing AI LiteracyabstractAdvances in artificial intelligence present a need for fostering AI literacy in workplaces. While there is a lack of research on how this can be achieved, there are documented successful approaches in child-computer interaction (CCI), albeit aimed at K-12 education. We present an in-vivo explorative case study of how CCI approaches can be adopted for adult professionals via a full-day workshop developed in collaboration with a trade union to upskill workers. Analyzing data from pre- and post-surveys, a follow-up survey, and materials produced by participants (n=53), we demonstrate how this increased participants’ knowledge of AI while their self-efficacy and empowerment did not improve. This is similar to findings from K-12 education, pointing to self-efficacy and empowerment as major challenges for AI literacy across sectors. We discuss the role of ambassadorships and professional organizations in addressing these issues, and indicate research directions for the CHI community. Magnus H. Kaspersen, Line Have Musaeus, Karl-Emil Kjær Bilstrup, Marianne Graves Petersen, Ole Iversen, Christian Dindler, Peter Dalsgård |
CHI | 5 |
| 2023 | Teaching technical and societal aspects of IoT - A case study using the Orbit IoT KitabstractIncreasingly, IoT kits are used in pedagogical contexts to support learning experiences and teach students about IoT. However, few of them focus on both the technical aspects and the societal implications of IoT, such as cybersecurity and privacy. In this paper, we describe the Orbit IoT Kit, a micro:bit-based toolkit that supports teachers in IoT activities. The kit combines the microcontroller with relays and a web application, enabling students to connect everyday objects to the Internet and visualize the devices’ data flow. Based on an intervention in a secondary school with 3 teachers and 20 students of ages 12-13, our results indicate that the design and features of the kit — internet communication and data visualization — support teachers to engage students in learning about a holistic perspective of IoT. We reflect on our research propositions, discuss design strategies, and present three design recommendations for IoT toolkits: Connectivity, Visualization, and Openness. Mariana Aki Tamashiro, Marie-Monique Schaper, Ane Jensen, Rune Heick, Brian Danielsen, Maarten Van Mechelen, Kasper Løvborg Jensen, Rachel Charlotte Smith, Ole Iversen |
Conference on Designing Interactive Systems | 9 |
| 2023 | Five Design Recommendations for Teaching Teenagers' about Artificial Intelligence and Machine LearningabstractTechnologies based on AI/ML are playing an increasingly prominent role in teenagers’ everyday lives. Mirroring this trend is a concomitant interest in teaching young people about intelligent technologies. Whereas previous research in the field of Child–Computer Interaction has proposed curriculum and learning activities that describe what teenagers need to learn about AI/ML, there is still a shortage of studies which specifically address teenager-centered perspectives in the teaching of AI/ML. This paper presents a study of teenagers’ everyday understanding of AI/ML technologies. Using a thematic analysis of the teenagers’ own explanations during a series of workshops, we present a conceptual map of the teenagers’ understandings of these technologies. We go on to propose five general recommendations for the teaching of AI/ML to teenagers through the lens of Computational Empowerment. Taken together, these recommendations serve as a teenage-centered starting point for teaching young people about intelligent technologies, an approach that can be implemented in future research interventions with similar objectives. Marie-Monique Schaper, Mariana Aki Tamashiro, Rachel Charlotte Smith, Maarten Van Mechelen, Ole Iversen |
IDC | 5 |
| 2023 | Emerging Technologies in K-12 Education: A Future HCI Research AgendaabstractThis systematic mapping review sheds light on how emerging technologies have been introduced and taught in various K–12 learning settings, particularly with regard to artificial intelligence (AI), machine learning (ML), the internet of things (IoT), augmented reality (AR), and virtual reality (VR). These technologies are rapidly being integrated into children's everyday lives, but their functions and implications are rarely understood due to their complex and distributed nature. The review provides a rigorous overview of the state of the art based on 107 records published across the fields of human-computer interaction, learning sciences, computing education, and child–computer interaction between 2010 and 2020. The findings show the urgent need on a global scale for inter- and transdisciplinary research that can integrate these dispersed contributions into a more coherent field of research and practice. The article presents nine discussion points for developing a shared agenda to mature the field. Based on the HCI community's expertise in human-centred approaches to technology and aspects of learning, we argue that the community is ideally positioned to take a leading role in the realisation of this future research agenda. Maarten Van Mechelen, Rachel Charlotte Smith, Marie-Monique Schaper, Mariana Aki Tamashiro, Karl-Emil Kjær Bilstrup, Mille Skovhus Lunding, Marianne Graves Petersen, Ole Iversen |
ACM Trans. Comput. Hum. Interact. | 8 |
| 2022 | Supporting Critical Data Literacy in K-9 Education: Three Principles for Enriching Pupils' Relationship to DataabstractChildren grow up in a data economy but grasping how their data are part of this eco-system and how data become valuable to others can be difficult. This work explores how to design tools and activities which support children’s critical data literacy for K-9 education. We bring together two strands of work; First, insights from a co-design process where teachers and researchers designed tools and activities for teaching critical data literacy which they deployed in a lower secondary education classroom. Second, insights from didactic theories from maths and computer science education about working with multiple and rich representations of complex and intangible phenomena. Based on this we contribute three principles for enriching pupils’ relationship to data in order to inform future research into how pupils can be scaffolded in forming richer relationships to the data-driven technologies in their everyday lives in order to retain agency in a data-driven world. Karl-Emil Kjær Bilstrup, Magnus H. Kaspersen, Mille Skovhus Lunding, Marie-Monique Schaper, Maarten Van Mechelen, Mariana Aki Tamashiro, Rachel Charlotte Smith, Ole Iversen, Marianne Graves Petersen |
IDC | 8 |
| 2022 | Computational Thinking through Tangible Play: Understanding Social Dialogues in Children's LearningabstractThrough an exploratory study of a 6-year-old child and his parents, we explored the complexities of children's affective learning experience with tangible programming games, specifically focusing on the impact of scaffolding dialogues and social-emotional support. The social dialogues from this exploratory study demonstrate the interactive reasoning process in computational thinking (CT) education and reveal that dialogic learning has the potential to promote learning emotions and CT skills development in CT education. This study thus points to the future Child-Computer Interaction (CCI) research agenda that considers social dialogues in CT education with tangible play. A new understanding of social dialogues in CT toys and CT education can provide educators and CCI researchers with socio-technical insights into the future educational practices and design of CT games and technology for young children. Yu-Yu Liu, Ole Iversen |
IDC | 2 |
| 2022 | CoTinker - A Toolkit for Supporting Computational Thinking and Collaboration in High School EducationabstractComputational thinking (CT) has been recognized as an important part of K-12 education in many countries and is often described in term relating to computer science both in concepts and context. However, the unique practice of computer scientists collaborating on problem solving is often overlooked in CT education in high school. We believe that collaboration is a key aspect of modern computing, and propose to integrate collaborative CT activities into existing high school education. The aim is to prepare students better for exploring computational approaches to high school disciplines as they are practiced in the professional world. Our research question is: how can we design tools for supporting students' collaboration while teaching CT in high school? A new computational environment, CoTinker, has been developed. The tool uses a cross-device approach and foster students' verbal communication and collaboration in groups. The tool was tested in a Biology class. Students' computational thinking (CT) was assessed through learning activities and students' communication was analyzed by audio recordings, of students, imbedded in CoTinker and by focus group interviews with students. Preliminary findings showed students being able to collaborate and solve CT tasks in groups independent of teacher or researchers. Results also indicated that students were able to use, navigate, and critically reflect upon the CoTinker environment. Line Have Musaeus, Marianne Graves Petersen, Clemens Nylandsted Klokmose, Ole Iversen |
SIGCSE (2) | 4 |
| 2021 | A Systematic Review of Empowerment in Child-Computer Interaction ResearchabstractBased on a systematic review we explore how empowerment has been articulated in 188 papers in Child-Computer Interaction (CCI) literature since 2003. Using an existing framework outlining functional, educational, democratic, mainstream, and critical empowerment, our analysis shows that while empowerment is rarely defined in CCI papers, a wide range of different articulations coexists. We explore the prevalence of different articulations in the literature and how this has shifted over time. We show that although empowerment has been part of the CCI discourse since the early days, a shift can be noticed in terms of how empowerment is articulated from an emphasis on empowerment in its functional meaning towards a more even distribution and the advent of critical articulations of empowerment. We conclude the paper by looking ahead into a new decade of CCI research and posing three questions to assist CCI researchers in more clearly articulating the nature and understanding of empowerment. Maarten Van Mechelen, Line Have Musaeus, Ole Iversen, Christian Dindler, Arthur Hjorth |
IDC | 3 |
| 2021 | Digital Design Literacy in K-9 Education: Experiences from Pioneer TeachersabstractBased on a comprehensive account of digital design literacy, we report from an interview study with pioneer teachers to disclose their experiences from teaching design in formal K-9 education. Unique for the study is that the interviewees were highly qualified K-9 teachers with research-based in-service training in design and more than three years of teaching experience in the area. Our findings suggest that digital design literacy supports children's agency and empowerment in relation to digital technology. Moreover, digital design literacy provides children with four broad competence areas of effective teamwork, contextual inquiry, imagination and creation, and design process navigation. Our study also demonstrates that digital design literacy does not fit seamlessly within the path of conventional school courses. Several structural barriers in formal education such as summative assessments, teacher-roles, failure-prevention and children's lack of experiences with open-ended assignments are reported and discussed in relation to previous studies in child-computer interaction research. Maarten Van Mechelen, Marie-Louise Wagner, Gökçe Elif Baykal, Rachel Charlotte Smith, Ole Iversen |
IDC | 5 |
| 2021 | Introducing Teenagers to Machine Learning through Design Fiction: An Exploratory Case StudyabstractIn this paper, we describe an exploratory study of how design fiction can be used to introduce machine learning (ML) to 14-15 year old students in an engaging way. The study describes three sessions conducted online that combined hands-on and design fiction activities related to supervised ML, focusing on facial analysis. Based on semi-structured interviews and field notes, we discuss how the design fiction approach seemed to be engaging and supportive for students' reflection on their relationship with technology. In future work, we will expand the study to include a larger number of students, assess their learning, and further explore connections between ML and its societal implications. Mariana Aki Tamashiro, Maarten Van Mechelen, Marie-Monique Schaper, Ole Iversen |
IDC | 4 |
| 2020 | CCI in the wild: designing for environmental stewardship through children's nature-playabstractThe recent UN Global Assessment report on Biodiversity and Ecosystem Services identified human-induced biodiversity loss as one of the greatest threats facing humanity today. Despite this, the field of Child-Computer Interaction (CCI) has so far paid little attention towards how it might directly contribute to biodiversity conservation efforts. This paper begins to address this gap by exploring how digital applications may be designed to support the nature-play experiences known to instill a value for nature and motivate environmental stewardship behavior in children. It describes a co-envisioning process carried out with nine children (7-11 years) within their nature-play contexts to understand how they would appropriate abstract 'digital functions' to enhance or support their situated nature-play. The functions envisioned by children are then reinterpreted as five design openings for CCI researchers to pursue to support nature-play opportunities for children. This research provides an initial framework for CCI researchers to contribute to global biodiversity conservation efforts by supporting the nature-play experiences known to promote long-term environmental stewardship in children. Bronwyn J. Cumbo, Ole Iversen |
IDC | 2 |
| 2020 | 18 Years of ethics in child-computer interaction research: a systematic literature reviewabstractRecent years have seen growing interest in 'ethics' within the Child-Computer Interaction (CCI) community. In this paper, we take stock of 18 years of CCI research by conducting a systematic literature study exploring how and to what extent ethics has been dealt with in the community's leading venues: the Interaction Design and Children (IDC) conference and the International Journal of Child-Computer Interaction (CCI). Searching all papers in the IDC conference proceedings and IJCCI, 157 papers were found that use the word stem 'ethic*'. Based on our analysis of these papers, our study demonstrates that while ethics is frequently mentioned, the literature remains underdeveloped in a number of areas including definition and theoretical basis, the reporting of formal ethical approval procedures, and the extent to which design and participation ethics is dealt with. Based on our study we provide five avenues of future research in the interests of developing a more explicit discourse on ethics in CCI. Maarten Van Mechelen, Gökçe Elif Baykal, Christian Dindler, Eva Eriksson 0001, Ole Iversen |
IDC | 5 |
| 2019 | FUBImethod: Strategies to engage children in the co-design of Full-Body interactive experiences
Marie-Monique Schaper, Ole Iversen, Laura Malinverni, Narcís Parés |
Int. J. Hum. Comput. Stud. | 2 |
| 2017 | Make2Learn with IoT: Engaging Children into Joyful Design and Making of Interactive Connected ObjectsabstractThe Make2Learn workshop aims to explore the introduction in the learning processes of tools and methods for creative and joyful ideation, design and prototyping of Internet of Things (IoT) artifacts. Making IoT artefacts enable children to foster co-creativity and joy in learning processes and to construct knowledge; leading to STEM concepts. Making activities for IoT often have a broad perspective that includes not just digital fabrication, but also design thinking concepts such as problem elaboration, brainstorming, ideation and reflection. Make2learn aims to bring together a multidisciplinary group of experts for exploring how the intersection between the design, making, learning and IoT fields can accelerate the acquisition of 21st Century learning competences. During the workshop a set of tools and methods to engage children in ideation and prototyping of IoT artefacts will be demonstrated. Participants are also invited to bring and present their own tools. This will allow us to better understand and improve the value of Maker philosophy and the role of design and making IoT technologies to support teaching and learning. Monica Divitini, Michail N. Giannakos, Simone Mora, Sofia Papavlasopoulou, Ole Iversen |
IDC | 5 |
| 2017 | Child as Protagonist: Expanding the Role of Children in Participatory DesignabstractWe suggest that a commitment to political participatory design defines a new role for children in participatory practices--the role of protagonist. The objective here transcends the goal of giving children a voice in design, and addresses more broadly how children can be empowered to shape technological development and critically reflect on the role of technology in their practices. This re-accentuation of political participatory design to formulate the protagonist role is important, because it deepens our understanding of how children may be empowered through design. It is also timely in view of current societal challenges pertaining to training children in twenty-first century skills. Based on a case study, we illustrate how the protagonist role, based on political participatory design, can change the objective, process, and outcome measures of the design process. Ole Iversen, Rachel Charlotte Smith, Christian Dindler |
IDC | 1 |
| 2017 | Tying Knots: Participatory Infrastructuring at WorkabstractToday, most design projects are infrastructuring projects, because they build on technologies, competencies and practices that already exist. While infrastructuring was originally seen as being full of conflicts and contradictions with what is already present, we find that many contemporary reports seem to mainly address participatory infrastructuring as horizontal co-design and local, mutual learning processes in which people attempt to make the most out of available technology. In this paper we expand our view of design activities in three dimensions: First, how participatory processes play out vertically in different political and practical arenas; second, on the back stage of design, the messy activities that occur before, between and after the participatory workshops. And third, on their reach; how they tie into existing networks across organizations, and how agency and initiatives become dispersed within these networks. To illustrate and discuss the process of participatory infrastructuring we use a case study from an educational context. This particular project contains a diverse set of design activities at many organizational levels revolving around technology, decision-making, competence-building, commitment and policy-making. The project highlights these complexities, and our discussions lead to a vocabulary for participatory infrastructuring that focuses on knotworking, rather than structure, and on both horizontal and vertical reach and sustainability. This vocabulary is grounded in the meeting of the literature on infrastructuring, participatory design, and activity theory, and leads to a revised understanding of, for example, learning and conflicts in participatory infrastructuring. Susanne Bødker, Christian Dindler, Ole Iversen |
Comput. Support. Cooperative Work. | 3 |
| 2016 | Participation Gestalt: Analysing Participatory Qualities of Interaction in Public SpaceabstractWe introduce the participation gestalt framework for analysing participation in public interactive installations. Building on the concept of interaction gestalt, we define the participation gestalt as the unified perception and experience of participatory qualities as they unfold through interaction with the installation in a socio-cultural setting. The framework consists of five continua, mapping out the qualities of participation in relation to the degree of expressivity, exposure, investment, sociality and persistence that people experience when engaging in the interaction. Individually, the five qualities provide a vocabulary for analyzing an interactive installation. Combined, the five qualities constitute a participation gestalt framework by which HCI researchers can qualify how a certain forms of participation emerge around public installations. We exemplify the framework by analyzing four public installations in different socio-cultural contexts and examining their participation gestalt. Peter Dalsgård, Kim Halskov, Ole Iversen |
CHI | 3 |
| 2015 | Making as a Pathway to Foster Joyful Engagement and Creativity in Learning
Michail N. Giannakos, Monica Divitini, Ole Iversen, Pavlos Koulouris |
ICEC | 3 |
| 2015 | In pursuit of rigour and accountability in participatory designabstractThe field of Participatory Design (PD) has greatly diversified and we see a broad spectrum of approaches and methodologies emerging. However, to foster its role in designing future interactive technologies, a discussion about accountability and rigour across this spectrum is needed. Rejecting the traditional, positivistic framework, we take inspiration from related fields such as Design Research and Action Research to develop interpretations of these concepts that are rooted in PD׳s own belief system. We argue that unlike in other fields, accountability and rigour are nuanced concepts that are delivered through debate, critique and reflection. A key prerequisite for having such debates is the availability of a language that allows designers, researchers and practitioners to construct solid arguments about the appropriateness of their stances, choices and judgements. To this end, we propose a “tool-to-think-with” that provides such a language by guiding designers, researchers and practitioners through a process of systematic reflection and critical analysis. The tool proposes four lenses to critically reflect on the nature of a PD effort: epistemology, values, stakeholders and outcomes. In a subsequent step, the coherence between the revealed features is analysed and shows whether they pull the project in the same direction or work against each other. Regardless of the flavour of PD, we argue that this coherence of features indicates the level of internal rigour of PD work and that the process of reflection and analysis provides the language to argue for it. We envision our tool to be useful at all stages of PD work: in the planning phase, as part of a reflective practice during the work, and as a means to construct knowledge and advance the field after the fact. We ground our theoretical discussions in a specific PD experience, the ECHOES project, to motivate the tool and to illustrate its workings. Christopher Frauenberger, Judith Good, Geraldine Fitzpatrick, Ole Iversen |
Int. J. Hum. Comput. Stud. | 4 |
| 2013 | You are the real experts!: Studying teenagers' motivation in participatory designabstractParticipatory Design (PD) engages those who are affected by a future design artefact in the design process. Participatory Design literature mostly describe how users are engaged in the process and tools, techniques and methods for facilitating the process as one of mutual learning. Nevertheless, the study of how users are motivated in engaging with the design process is still uncovered. This paper examines how PD researchers motivates teenagers to engage in a Participatory Design project. By analyzing the core activities in a PD project, we will present the means used for motivating teens to participate in the design process. Elin Irene Krog Hansen, Ole Iversen |
IDC | 2 |
| 2013 | Towards an ecological inquiry in child-computer interactionabstractThis paper introduces an Ecological Inquiry as a methodological approach for designing technology with children. The inquiry is based on the "ecological turn" in HCI, Ubiquitous Computing and Participatory Design that shift the emphasis of design from technological artifacts to entire use ecologies into which technologies are integrated. Our Ecological Inquiry extends Cooperative Inquiry in three directions: from understanding to emergence of social practices and meanings, from design of artifacts to hybrid environments, and from a focus on technology to appropriations through design and use. We exemplify our approach in a case study through which we designed social technologies for hybrid learning environments with children in two schools, and discuss how an Ecological Inquiry can inform existing approaches in CCI. Rachel Charlotte Smith, Ole Iversen, Thomas Hjermitslev, Aviaja Borup Lynggaard |
IDC | 2 |
| 2013 | The ReflecTable: Bridging the Gap between Theory and Practice in Design EducationabstractThe ReflecTable is a digital learning environment that explores how design games and video-led reflection might be combined to bridge the gap between the theoretical and practical components of design education. The concept seeks to leverage the qualities of exploratory design games and video to inspire design students to critically reflect upon the relationship between their evolving design practices and the theories and techniques they are taught in lectures, by allowing them to capture, review and reflect upon short videos of a design game. In this paper, we present the ReflecTable design and nine studies conducted during the course of its development. The studies suggest that the ReflecTable has the potential to support design students in understanding how theoretical concepts and methods relate to different design situations and their own evolving design practices. Jonathan Hook, Thomas Hjermitslev, Ole Iversen, Patrick Olivier |
INTERACT (2) | 3 |
| 2012 | Perspectives on participation: evaluating cross-disciplinary tools, methods and practicesabstractThis workshop brings together a cross-disciplinary community of researchers and practitioners interested in participative practice and interactive systems design. The workshop addresses growing fascination with participation across interaction design, community informatics, the arts, science and social science, and asks workshop participants to reflect on the ethics and efficacy of the tools and methods used in these diverse practices. The aim of the workshop will be to map out a critical framework exploring the qualities of participation from multiple disciplines. The workshop outcomes will outline how cross-disciplinary perspectives on participation can contribute to participatory and user-centred interaction design. John Vines, Rachel Clarke 0001, Tuck Wah Leong, Peter C. Wright, Ann Light, Ole Iversen |
Conference on Designing Interactive Systems | 6 |
| 2012 | Scandinavian participatory design: dialogic curation with teenagersabstractYarosh and colleagues voice a need to explicitly reveal values that drive our IDC research studies to avoid 'cargo cult science'. As Scandinavian Participatory Design (PD) approach is a highly values-led design approach, and is gaining importance in IDC research, we discuss the underlying values of democracy, quality of work and emancipation of this approach. We present a case study, Digital Natives, in which the Scandinavian PD approach was put into practice. Here we involved seven teenagers in the design of an interactive museum exhibition. We discuss how this particular approach effects key design activities such as the establishment of the design space, power relations among participants, the dialogical design process, project evaluation and the final outcome of the project. We conclude that the end goal of Scandinavian PD is not necessarily the final research prototype. Rather, in Scandinavian PD, designers strive to provide children with meaningful alternatives to existing technologies. It is to help children realize, that when it comes to the design of future technologies, they actually have a choice. Ole Iversen, Rachel Charlotte Smith |
IDC | 1 |
| 2010 | Heritage inquiries: a designerly approach to human valuesabstractThis two-day workshop brings together the interdisciplinary community of scholars and practitioners involved in the design of interactive systems and sharing a common interest in heritage matters. The workshop addresses heritage as a unique domain for the exploration of novel design inquiries into how we come together through separate understandings and attachments to artifacts, places, and events of the past as well as of the present. The workshop aims to explore how design research in the heritage domain can contribute to human-centered design, with a particular focus on everyday engagement. Elisa Giaccardi, Ole Iversen |
Conference on Designing Interactive Systems | 2 |
| 2007 | Stepstone: an interactive floor application for hearing impaired children with a cochlear implantabstractThis paper describes a novel interactive floor application suited for hearing impaired children with a cochlear implant (CI). Existing linguistic learning materials for CI children are restricted to analogue books and CD ROM application in which bodily interaction is rather limited. The paper highlights the relation between language and body movement and proposes interactive floor technology as a foundation for CI children's linguistic learning. The Stepstone application described in this paper combines body movement and group collaboration as a mean for practicing and enhancing speech and language skills for CI children in a school environment. Two Stepstone games for CI children are presented: the Stepstone Ling Game helping the children to calibrate their cochlear implants, and the Stepstone Language Game which is a framework for language concept training. Ole Iversen, Karen Johanne Kortbek, Kaspar Rosengreen Nielsen, Louise Aagaard |
IDC | 1 |
| 2007 | Dressing up for School Work? Supporting a Collaborative Environment with Heterogeneous Technologies
Christina Brodersen, Ole Iversen |
ECSCW | 2 |
| 2007 | Interactive Floor Support for Kinesthetic Interaction in Children Learning Environments
Kaj Grønbæk, Ole Iversen, Karen Johanne Kortbek, Kaspar Rosengreen Nielsen, Louise Aagaard |
INTERACT (2) | 2 |
| 2005 | Tools of contextualization: extending the classroom to the fieldabstractProject based education is growing in importance in elementary schools though it is still quite poorly technologically supported, particularly with respect to actively taking advantage of contextual information. Based on an empirical study of teaching and in particular project based education in Danish elementary schools, we present the HyConExplorer, a geospatial hypermedia system supporting project based education and learning outside of the classroom through contextualization of information. More specifically, the HyCon-Explorer provides means for: browsing with your feet, annotating the world, and overview at a glance. Niels Olof Bouvin, Christina Brodersen, Frank Allan Hansen, Ole Iversen, Peter Nørregaard |
IDC | 4 |
| 2005 | Mission from Mars: a method for exploring user requirements for children in a narrative spaceabstractIn this paper a particular design method is propagated as a supplement to existing descriptive approaches to current practice studies especially suitable for gathering requirements for the design of children's technology. The Mission from Mars method was applied during the design of an electronic school bag (eBag). The three-hour collaborative session provides a first-hand insight into children's practice in a fun and intriguing way. The method is proposed as a supplement to existing descriptive design methods for interaction design and children. Christian Dindler, Eva Eriksson 0001, Ole Iversen, Andreas Lykke-Olesen, Martin Ludvigsen |
IDC | 3 |
| 2005 | eCell: spatial IT design for group collaboration in school environmentsabstractIn this paper we present the eCell; a temporary, collaborative niche for group work in school environments. The eCell consists of a private inner display and a public outer display located in unused public spaces e.g. in corridors and libraries throughout the school premises. The inner display is a large touch-sensitive screen connected to a standard computer. The outer display consists of a projection on a large semitransparent surface. Combined, the two displays comprise an IT-supported, collaborative environment especially suited for project based education. Through three iterations of design, we describe the technological, the spatial and the educational aspects of the eCell and outline its potential for supporting collaborative activities in a temporary niche, in which the architecture of the school itself reflects ongoing work. Thus, the eCell stimulates knowledge sharing, awareness and social interaction among pupils and teachers who are part of the school community. Christina Brodersen, Ole Iversen |
GROUP | 2 |
| 2004 | Aesthetic interaction: a pragmatist's aesthetics of interactive systemsabstractThere is a growing interest in considering aesthetic aspects in the design of interactive systems. A set of approaches are emerging each representing different applications of the terminology as well as different inherent assumptions on the role of the user, designer and interaction ideals. In this paper, we use the concept of Pragmatist Aesthetics to provide a framework for distinguishing between different approaches to aesthetics. Moreover, we use our own design cases to illustrate how pragmatist aesthetics is a promising path to follow in the context of designing interactive systems, as it promotes aesthetics of use, rather than aesthetics of appearance. We coin this approach in the perspective of aesthetic interaction. Finally we make the point that aesthetics is not re-defining everything known about interactive systems. We provide a framework placing this perspective among other perspectives on interaction. Marianne Graves Petersen, Ole Iversen, Peter Gall Krogh, Martin Ludvigsen |
Conference on Designing Interactive Systems | 2 |
| 2003 | Using digital cultural probes in design with childrenabstractThe poster presents digital cultural probes as a way of advising the design of children's technology. Ole Iversen, Christina Nielsen |
IDC | 1 |
| 2003 | User Centred Design through the Keyhole: Video Design Case
Ole Iversen, Jacob Buur |
INTERACT | 1 |