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Eivind Flobak

dblp:218/0789 · DBLP profile ↗
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2ranked-venue papers
2as first author
1since 2021 · last 2021
0000-0001-6341-9026ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 2 · 2 first-author · 1 since 2021

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
1 paper
Immersive interaction · 44% Health and well-being technologies · 44% Design research and methods · 13%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Health and well-being technologies › mental health › mental healthcare › psychotherapy
exposure therapy
0.412019
Participatory Design of VR Scenarios for Exposure Therapy · CHI 2019
Immersive interaction
virtual reality
0.412019
Participatory Design of VR Scenarios for Exposure Therapy · CHI 2019
Design research and methods
participatory design
0.112019
Participatory Design of VR Scenarios for Exposure Therapy · CHI 2019

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

participatory design · 0.4360° video · 0.4
YearPublicationVenuePosition
2021 "This is the story of me": Designing audiovisual narratives to support reflection on cancer journeys
abstract
Recovering from serious illness involves a bodily and psychosocial reorientation in everyday life. Survivors of gynecological cancer often experience bodily changes, fear of cancer recurrence, and changes in sexual health. This paper explores how we can use audiovisual narratives based on experiences of gynecological cancer survival in the design of an online intervention. From a typology of cancer survival, we designed three audiovisual narratives in an experience-centered design process involving gynecological cancer survivors. The narratives were evaluated by 10 participants formerly treated for gynecological cancer. In a thematic analysis, we explore how these narratives set the stage for identification and reflection by being experienced as relatable, provoking, and realistic. Finally, we discuss how the survivors’ experience of the narratives can be construed as meaningful, and how accounts of experiences can be included in a design process to create narrative content for online interventions.
Eivind Flobak, Oda Elise Nordberg, Frode Guribye, Tine Nordgreen, Ragnhild Johanne Tveit Sekse
Conference on Designing Interactive Systems1
2019 Participatory Design of VR Scenarios for Exposure Therapy
abstract
Virtual reality (VR) applications for exposure therapy predominantly use computer-generated imagery to create controlled environments in which users can be exposed to their fears. Creating 3D animations, however, is demanding and time-consuming. This paper presents a participatory approach for prototyping VR scenarios that are enabled by 360° video and grounded in lived experiences. We organized a participatory workshop with adolescents to prototype such scenarios, consisting of iterative phases of ideation, storyboarding, live-action plays recorded by a 360° camera, and group evaluation. Through an analysis of the participants' interactions, we outline how they worked to design prototypes that depict situations relevant to those with a fear of public speaking. Our analysis also explores how participants used their experiences and reflections as resources for design. Six clinical psychologists evaluated the prototypes from the workshop and concluded they were viable therapeutic tools, emphasizing the immersive, realistic experience they presented. We argue that our approach makes the design of VR scenarios more accessible.
Eivind Flobak, Jo Dugstad Wake, Joakim Vindenes, Smiti Kahlon, Tine Nordgreen, Frode Guribye
CHI1