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Petra Sundström

dblp:54/4065 · DBLP profile ↗
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16ranked-venue papers
7as first author
0since 2021 · last 2014
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 16 · 7 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1

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
6 papers
Collaborative and social computing · 40% Design research and methods · 32% Ubiquitous computing and smart environments · 15%

Topics — the 5 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing
collaborative design
0.212014
Taking things apart: reaching common ground and shared material understanding · CHI 2014
Ubiquitous computing and smart environments
automotive user interfaces
0.212013
Come drive with me: an ethnographic study of driver-passenger pairs to inform future in-car assistance · CSCW 2013
Design research and methods
design material
0.112011
Inspirational bits: towards a shared understanding of the digital material · CHI 2011
Collaborative and social computing › computer-supported cooperative work
shared understanding
0.112011
Inspirational bits: towards a shared understanding of the digital material · CHI 2011
Design research and methods
user-centered design
0.012010
Hand in hand with the material: designing for suppleness · CHI 2010

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

explorative design exercise · 0.2ethnographic study · 0.2prototyping · 0.1iterative design · 0.1interactional design · 0.1
YearPublicationVenuePosition
2014 Gaming to sit safe: the restricted body as an integral part of gameplay
abstract
This paper presents a design exploration of full-body interaction games played in cars. It describes how we have designed, implemented, and evaluated the core experiences of three different games, which were all aimed at making sitting properly more fun for players/children while travelling by car. By making the restricted body an integral part of gameplay, we hope to, as a side product of gameplay, bring about the best and also most safe body posture for young players/children travelling by car, i.e., sitting reasonably upright and still in their child seat with their head leaning back on the neck rest. Another outcome of this could also be an overall safer situation in the car, in that children not sitting still in their child seats while being driven might be stressful for the driver. By presenting the details of our design efforts in this particular design context, we hope to add also to the knowledge we, in HCI, have for how to design bodily experiences with technology at large.
Petra Sundström, Axel Baumgartner, Elke Beck, Christine Döttlinger, Martin Murer, Ivana Randelshofer, David Wilfinger, Alexander Meschtscherjakov, Manfred Tscheligi
Conference on Designing Interactive Systems1
2014 Taking things apart: reaching common ground and shared material understanding
abstract
In this note we discuss and argue about how taking things apart and disassembling can be meaningful practices in explorative design projects. In particular, we report on an explorative design exercise about taking apart an unfamiliar device. Relating to this design situation, we provide accounts for how collaborative hands-on experience can support reaching common ground and acquiring shared material understanding in an interdisciplinary design team through establishing a material brief. In the end we reflect and discuss how this may complement our practices regarding materials and interaction design.
Martin Murer, Mattias Jacobsson, Siri Skillgate, Petra Sundström
CHI4
2013 Computer Entertainment in Cars and Transportation
David Wilfinger, Alexander Meschtscherjakov, Christiane Moser, Manfred Tscheligi, Petra Sundström, Dalila Szostak, Rod McCall
Advances in Computer Entertainment5
2013 Come drive with me: an ethnographic study of driver-passenger pairs to inform future in-car assistance
abstract
There is today a large number of ADAS used while driving. These systems are mainly technology driven and most often fail to make use of the social nature and the collaborative mechanisms between driver-passenger pairs. To inform the development of future automotive user interface designs we need to develop a deeper understanding of collaboration in general. In addition, we need to develop an understanding of how, and in what way, other platforms (e.g., the mobile phones) are and will be used in combination with these systems while driving. This paper presents the results of a participative ethnographic study with nine driver-passenger pairs recruited from two online car-sharing portals. Results are categorized in three areas: common ground as a base for successful in-car communication, types and strategies of front-seat passenger assistance, and lastly the impact of technology on collaboration.
Nicole Perterer, Petra Sundström, Alexander Meschtscherjakov, David Wilfinger, Manfred Tscheligi
CSCW2
2013 Co-designing for NFC and ATMs: an inspirational bits approach
abstract
This paper addresses the field of mobile payment through Near Field Communication (NFC) and Automated Teller Machines (ATMs). We report how we used the Inspirational Bits method to inspire the design of novel NFC usage scenarios and application ideas for ATMs in a joint industry and academia project. We describe a set of small applications exposing different properties of NFC (henceforth, referred to as NFC-Bits) and how they informed and inspired collaborative design ideas for different use cases. The NFC-Bits reveal a broad range of NFC characteristics in a playful manner. We outline some of the developed use cases and describe features of MyPocketATM, an application stemmed from these ideas.
Alexander Meschtscherjakov, Christine Gschwendtner, Manfred Tscheligi, Petra Sundström
Mobile HCI4
2013 Entertainment technology in transportation against frustration, aggression and irrationality
abstract
This workshop addresses two strong fields within the Mobile HCI community: games & entertainment and transportation user interfaces. Using transportation technology (e.g., a car, plane, or traveling in public transportation) can be frustrating due to crowded streets, delays, and other travelers. Frustration may lead to aggression and negative experiences of other road members and passengers [4] leading to irrational behaviors [6]. Games & entertainment technology offer potential to resolve these negative user experiences. This workshop brings together entertainment and transportation user interface experts, who are willing to understand mobile entertainment technology as a potential solution to improve the experience of all travelers, drivers, and workers within the transportation field. The overall aim of the workshop is to create a common understanding of the challenges of entertainment in transportation, as well as further extend the research agenda for entertainment in this context from both from a scientific and an industrial perspective.
David Wilfinger, Alexander Meschtscherjakov, Manfred Tscheligi, Petra Sundström, Dalila Szostak, Rod McCall
Mobile HCI4
2012 The material move how materials matter in interaction design research
abstract
The topic of Materials has recently surfaced as a major theme within the research field of interaction design. In this paper we further discuss the need for in-depth descriptions of specific design cases, by revisiting some of our own research-through-design efforts when working with new or not yet fully explored materials for mobile interaction. We outline a series of design challenges that we see commonly arising in this domain, divided into three general themes; 1) affordances of hardware and casings, 2) experiential properties of different software solution, and 3) material properties of sensors, radio-signals, and electricity. Our main conclusion is that research in interaction design needs an extended focus on how systems are crafted from and together with properties of digital materials, and how new knowledge gained from those processes can be shared.
Ylva Fernaeus, Petra Sundström
Conference on Designing Interactive Systems2
2012 The message in the bottle: best practices for transferring the knowledge from qualitative user studies
abstract
This workshop aims to identify and improve current strategies and practices for transferring knowledge from qualitative user studies to become inspiration for an experience-centered design process. The message (e.g., qualitative user study results) can be skewed when passed on from one phase to another in the design and development process. Moreover, the way insights are communicated is often not inspiring enough. We intend to get practitioners and academics engaged in a discussion about how to best transfer research findings of especially qualitative user studies and prevent loss of valuable information. Best practices, failure and success stories are especially welcomed as contributions. At the end of this workshop we will have identified strengths of a few methods, tools, and techniques selected from examples of best practices. Also, we will have summarized limitations and challenges of knowledge transfer and communication practices within experience-centered design.
Marianna Obrist, Daniela Wurhofer, Petra Sundström, Elke Beck, Elizabeth A. Buie, Jettie Hoonhout
Conference on Designing Interactive Systems3
2012 Immaterial materials: designing with radio
abstract
Designing with digital materials is sometimes challenging due to material properties that are for all practical purposes invisible. Here we present our work on exploring one such material, radio, and how we have worked with making radio a more tangible and accessible design material for multidisciplinary design teams to work with. Starting from an account of a previous project of ours, the LEGA project, we describe a design situation involving radio that exemplifies some of the challenges that working with radio can involve. We thereafter describe how we have used the Inspirational Bits approach to further investigate the peculiarities of radio as an immaterial design material and what possibilities it holds for interactive systems design.
Jordi Solsona Belenguer, Marcus Lundén, Jarmo Laaksolahti, Petra Sundström
TEI4
2011 Inspirational bits: towards a shared understanding of the digital material
abstract
In any design process, a medium's properties need to be considered. This is nothing new in design. Still we find that in HCI and interactive systems design the properties of a technology are often glossed over. That is, technologies are black-boxed without much thought given to how their distinctive properties open up design possibilities. In this paper we describe what we call inspirational bits as a way to become more familiar with the design material in HCI, the digital material. We describe inspirational bits as quick and dirty but fully working systems in both hardware and software built with the aim of exposing one or several of the dynamic properties of a digital material. We also show how they provide a means of sharing design knowledge across the members of a multi-disciplined design team.
Petra Sundström, Alex S. Taylor, Katja Grufberg, Niklas Wirström, Jordi Solsona Belenguer, Marcus Lundén
CHI1
2011 Sketching in software and hardware Bluetooth as a design material
abstract
In any design process, a medium's properties need to be considered. This is generally well established, yet still within interactive systems design, the properties of a technological medium are often glossed over. That is, technologies are often black-boxed without much thought given to how their distinctive material properties open up the design space. In this paper, we experiment with a technology to see what might be gained from intentionally and systematically investigating its properties. Specifically, we look upon Bluetooth from the perspective of being a design material and examine how its properties from that perspective can be used to shape design thinking. Using four example cases or "sketches", we show that Bluetooth's properties, often seen as constraints, can provide useful building blocks for designing interactive systems.
Petra Sundström, Alex S. Taylor, Kenton O'Hara
Mobile HCI1
2010 Hand in hand with the material: designing for suppleness
abstract
Designing for a supple interaction, involving users bodily and emotionally into a 'dance' with a system is a challenging task. Any break-ups in interaction become fatal to the sensual, fluent, bodily and social experience sought. A user-centered, iterative design cycle is therefore required.
Petra Sundström, Kristina Höök
CHI1
2009 Probing the potential of non-verbal group communication
abstract
Designing for non-verbal communication using e.g. gestures and other bodily expressions is difficult. Hardware and software need to be co-designed and harmonize in order to not throw users out of their embodied experience. We aim to design for kinaesthetic expressions of emotion in communication between friends - in this case, colleagues at work. A probe was built using sensor node technology designed to let users express themselves and their emotional state to a public and shared display where the expressions together formed a collective art piece expressing the individuals but also the group as a whole. Two groups of colleagues used the probe during two weeks. It came to serve as a channel in which some conflicts and expressions of social relations were acted out which were not openly discussed in the office. It exposed different roles and balances in relationships in the group. Finally, the probe taught us the importance of balancing the design for joint group expression and individual, personal expressions. The study also allowed the participants to experience the sensor node-'material' - enabling a participatory design process.
Petra Sundström, Tove Jaensson, Kristina Höök, Alina Pommeranz
GROUP1
2008 Interactional empowerment
abstract
We propose that an interactional perspective on how emotion is constructed, shared and experienced, may be a good basis for designing affective interactional systems that do not infringe on privacy or autonomy, but instead empowers users. An interactional design perspective may make use of design elements such as open-ended, ambiguous, yet familiar, interaction surfaces that users can use as a basis to make sense of their own emotions and their communication with one-another. We describe the interactional view on design for emotional communication, and provide a set of orienting design concepts and methods for design and evaluation that help translate the interactional view into viable applications. From an embodied interaction theory perspective, we argue for a non-dualistic, non-reductionist view on affective interaction design.
Kristina Höök, Anna Ståhl, Petra Sundström, Jarmo Laaksolahti
CHI3
2007 In situ informants exploring an emotional mobile messaging system in their everyday practice
Petra Sundström, Anna Ståhl, Kristina Höök
Int. J. Hum. Comput. Stud.1
2005 A User-Centered Approach to Affective Interaction
Petra Sundström, Anna Ståhl, Kristina Höök
ACII1