Umeå University's logo

umu.sePublications
Change search
Refine search result
1 - 15 of 15
CiteExportLink to result list
Permanent link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Rows per page
  • 5
  • 10
  • 20
  • 50
  • 100
  • 250
Sort
  • Standard (Relevance)
  • Author A-Ö
  • Author Ö-A
  • Title A-Ö
  • Title Ö-A
  • Publication type A-Ö
  • Publication type Ö-A
  • Issued (Oldest first)
  • Issued (Newest first)
  • Created (Oldest first)
  • Created (Newest first)
  • Last updated (Oldest first)
  • Last updated (Newest first)
  • Disputation date (earliest first)
  • Disputation date (latest first)
  • Standard (Relevance)
  • Author A-Ö
  • Author Ö-A
  • Title A-Ö
  • Title Ö-A
  • Publication type A-Ö
  • Publication type Ö-A
  • Issued (Oldest first)
  • Issued (Newest first)
  • Created (Oldest first)
  • Created (Newest first)
  • Last updated (Oldest first)
  • Last updated (Newest first)
  • Disputation date (earliest first)
  • Disputation date (latest first)
Select
The maximal number of hits you can export is 250. When you want to export more records please use the Create feeds function.
  • 1.
    True, Nicholas
    et al.
    Interactive Institute Swedish ICT.
    Papworth, Nigel
    Interactive Institute Swedish ICT.
    Zarin, Ru
    Interactive Institute Swedish ICT.
    Peeters, Jeroen
    Interactive Institute Swedish ICT.
    Nilbrink, Fredrik
    Interactive Institute Swedish ICT.
    Lindbergh, Kent
    Interactive Institute Swedish ICT.
    Fällman, Daniel
    Interactive Institute Swedish ICT.
    Lind, Anders
    Umeå University, Faculty of Arts, Department of Creative Studies (Teacher Education).
    The Voice Harvester: An Interactive Installation2013In: Conference on Human Factors in Computing Systems, Extended Abstracts, New York, NY: ACM Press, 2013, p. 3003-3006Conference paper (Refereed)
    Abstract [en]

    The Voice Harvester is an exploratory interactive installation that embodies human voice in physical materials. Sound input is processed, amplified and transmitted through audio drivers connected to a thin, flexible membrane that agitates the material on it. The title “Voice Harvester” is derived from the original design brief, which called for an object able to elicit non-linguistic, expressive, and naturalistic human vocal sounds to explore the full range of capability of the human voice through use of a novel, playful, and embodied interaction. This paper describes the intention, design process, construction, technical details, interaction, and planned/potential uses of this design exploration.

  • 2.
    Zarin, Rouien
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Faster. Stronger. Better?: designing for enhanced engagement of extreme sports2017Doctoral thesis, monograph (Other academic)
    Abstract [en]

    The human body is capable of very rich and complex movements and gestures which we use in everyday life to manipulate, navigate and negotiate the world around us—it is our interface for human experience. However, as technology advances it simultaneously shrinks, moving closer to our bodies, intertwining with the many facets of our lives and positions itself between our experiences of the physical environments around us. When utilizing these technological systems in the context of intense sporting activities this competition for our focus leads to problematic scenarios—in the best case altering the aesthetic qualities of physical activity and in the worst case leaving us vulnerable to perilous situations. 

    This constructive design research thesis aims to understand how design may be used in relation to the body as part of an informative research approach to generate knowledge about how people actively engage with technology. This is deemed increasingly important as the advancements in technological connectivity and its corresponding trend in miniaturization create a pervasive effect that beckons closer examination and attention as these elements influence how we move. This is achieved by investigations conducted through studies in the area of extreme sports—specifically mountain biking and climbing activities— with the purpose of deepening understanding about human engagement with digital technologies situated within particular contexts. This research explores how the body’s movements can be considered a material to be worked with, designed and assessed in order to influence performance behaviour.

    Overall, the thesis undertakes a mixed methods approach to addressing interaction design issues within the context of movement. By advocating making as a generative activity, this research produces a series of artifacts drawing from notions of embodiment that is used to ‘tease out’ knowledge, which is then reflected upon and iterated. These corresponding artifacts embody and imbue designerly intention, subsequently raising pertinent questions of what it means to be connected in an ever evolving digital world, and how we can distinguish, address and begin to design for/with information realities relating to the natural and artificial.

    Ultimately the thesis offers three main contributions to designers and researchers: (1) the Stages of Performativity framework that serves to increase awareness of the temporal aspects when designing for activities (2) A proposed model of the makers prototyping process and its corresponding seduction loop phenomenon (3) a series of non-prescriptive artifacts intended to be aspirational such as the Blackbox, Heel hook, Morpheel, Griptile and Climbing Sleeve prototypes. These contributions could be of particular interest to those intent on utilizing a maker driven prototyping practice by primarily proposing a comprehensive account of the transactions occurred during my prototyping process that is conducive to heightening awareness and cognition towards athletes engaged in extreme sports. The hope is to inspire an active role in designing experiences that enhance or support physical activities rather than impeding them.

    In addition, this research approach advocates the unpacking or engagement with technological materials as a means for extending understanding and defining their functions in for the sake of employing them for thought provoking, prototyping endeavors to challenge complex and seemingly established systems while simultaneously providing a discourse in regards to the advancements of connected technologies towards a more humanizing experience.  

    Finally, it is suggested that the probing of alternate realities by means of constructive design exploration is an essential step towards sketching meaningful engagement when considering the role that we desire technology to play in our lives.

    Download full text (pdf)
    fulltext
    Download (pdf)
    spikblad
    Download (jpg)
    preview image
  • 3.
    Zarin, Rouien
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design. Interactive Institute.
    The Voice Harvester: An Interactive Musical Instrument2014Other (Other (popular science, discussion, etc.))
    Abstract [en]

    The Voice Harvester is an exploratory interactive installation that embodies human voice in physical materials. Sound input is amplified and transmitted through audio drivers connected to a thin, flexible membrane that agitates the material on it. The title “Voice Harvester” was derived from the fact that the installation create was able to elicit nonlinguistic, expressive, and naturalistic human vocal sounds to explore the full range of capability of the human voice through use of a novel, playful, and embodied interaction.

    This design exploration took place by a team at Interactive Institute Umeå under the guidance of Artist and Composer Anders Lind. The concepts of human engagement, involvement, and embodiment as well as the creation of a physical tangible thing were central to this design exploration.

    The object elicits curiosity and subsequent interaction utilizing the unusual appearance and leveraging tacit knowledge within users of the purpose of microphones. When a user speaks (or makes any sound) into the microphone they will see the materials in the acrylic tubes animate with the physical embodiment of their voice. The intent was that once this happens users will continue to engage and interact with the Voice Harvester to see the different ways in which they are able to manipulate the materials into action.

    The Voice Harvester is built as part of a series of interactive installations to be shown in Umeå, Sweden as part of the Umeå 2014 Capital of Culture and has already been exhibited at the MADE festival 2013.

    Co-created with Anders Lind, Music Composer and Rouien Zarin

    Download (mp4)
    The Voice Harvester
  • 4.
    Zarin, Rouien
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design. Interactive Institute.
    Trollskogen: A Framework for Enhancing Communication for Cognitively Disabled Children2009Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    All people need to communicate - but not all people have the same preconditions. Some are limited in their ability to speak, read and write, for example, people with severe learning difficulties.To help support this communities it is apparent that new tools need to be created to help enhance communication by providing alternative means.

    Promoting independence

    Communicative technologies can potentially increase independence amongst a group of people who rely on caregivers and assistance on a daily basis and provide opportunities of enhancing community and safety through social connectedness.

    Multi-Touch Devices

    The technology for multitouch tables and devices has existed for a few years and is continually improving. This opens new doors for interaction and can be a potential asset for people with Cognitive Disabilities.

    Download full text (pdf)
    fulltext
  • 5.
    Zarin, Rouien
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design. Interactive Institute.
    Trollskogen: A Multitouch Platform for Kids with Cognitive Disabilities2009In: In proceedings of Interactive Tabletops and Surfaces in Banff, Canada, ACM Press, 2009Conference paper (Refereed)
  • 6.
    Zarin, Rouien
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design. Interactive Institute.
    Trollskogen: Enhancing Communication for Cognitively Disabled Children using a Multi-touch Tabletop System2009In: In Proceedings of STELLAR Alipine Rendez-vous December 2 – 3, 2009, Garmisch-Partenkirchen (Germany)., stellar , 2009Conference paper (Refereed)
    Abstract [en]

    Few examples exist of applying multi-touch tabletop computing to particular groups of users and tasks. In this abstract, we provide such an example by describing a project that focuses on enhancing communication skills among cognitively disabled children. In carrying out this project, we have come to realize that to successfully implement such a system it takes inclusion or ‘real’ users at early stages in the design process as well as numerous rounds of testing and iteration to overcome the substantial amount of experiential differences between designers and users. We also argue that such a user group cannot naively be regarded as a homogeneous group, expected to provide a unanimous response to particular designs. Rather, we have come to regard these users as making up a heterogeneous group where each individual is vital in contributing and inspiring the design process in his or her own, unique ways.

  • 7.
    Zarin, Rouien
    et al.
    Umeå University, Faculty of Science and Technology, Umeå School of Architecture. Interactive Institute Swedish ICT.
    Fällman, Daniel
    Umeå University, Faculty of Science and Technology, Umeå School of Architecture. Interactive Institute Swedish ICT.
    Ambient Interactive Architecture: Enriching Urban Spaces with Low-cost, Lightweight Interactive Lighting2010In: Proceedings of Colour & Light in Architecture, An International Conference, (November 11-12, Venice, Italy), Colour & Light in Architecture , 2010, p. 296-301Conference paper (Refereed)
    Abstract [en]

    We investigate how an existing urban space, a pedestrian tunnel under a busy road, can be enriched using low-cost, lightweight sensors, digital technology, and lighting equipment. Our installation utilizes bars of LED lights placed in a pedestrian tunnel and connected to and individually controlled by a microcontroller. When vehicles pass overhead, a laser sensor detects the movement and passes on this data to the microcontroller that processes the data and changes the lighting within the tunnel in various ways according to our custom-made algorithms. The purpose of the installation has been to convey meaning in an ambient, non-prescriptive way to the pedestrians, bicyclists, and others passing through the tunnel about the traffic situation on the busy roadway overhead. In carrying out this project in a public space not originally designed for installations and events of this kind, we have encountered a large number of practical concerns that need to be dealt with, including issues of access to the power grid, changing weather condition, stakeholders and gatekeepers with different perspectives, and issues of safety and vandalization.

    Download full text (pdf)
    fulltext
  • 8.
    Zarin, Rouien
    et al.
    Interactive Institute Swedish ICT.
    Fällman, Daniel
    Interactive Institute Swedish ICT.
    The Woodbot Pilots: Exploring No-hands Interaction for Interactive Public Installations2011In: IASDR 2011: Diversity and unity: Book of abstracts & programme / [ed] Norbert Roozenburg, Lin-Lin Chen, Pieter Jan Stappers, the International Association of Societies of Design Research (IASDR) and Delft University of Technology, Faculty of Industrial Design Engineering , 2011Conference paper (Refereed)
    Abstract [en]

    We present and discuss the Woodbot Pilots, an interactive experience in the form of a gesture-based game that runs on a large-scale interactive installation designed to be placed in an airport terminal and used by the general public. The background of the project is described, as well as the installation itself and a scenario of its use. To end the paper, we discuss some of the issues it raises in relation to public installations as well as some of the lessons we have learnt in conceiving, designing, implementing, and studying its use.

  • 9.
    Zarin, Rouien
    et al.
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Fällman, Daniel
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    The woodbot pilots: exploring no-handsinteraction for interactive public installations2011In: Diversity and unity: Proceedings of IASDR2011, the 4th World Conference on Design Research / [ed] N.F.M. Roozenburg, L.L. Chen & P.J. stappers, IASDR , 2011Conference paper (Refereed)
    Abstract [en]

    We present and discuss the Woodbot Pilots, an interactive experience in the form of a gesture-based game that runs on a large-scale interactive installation designed to be placed in an airport terminal and used by the general public. The background of the project is described, as well as the installation itself and a scenario of its use. To end the paper, we discuss some of the issues it raises in relation to public installations as well as some of the lessons we have learnt in conceiving, designing, implementing, and studying its use.

  • 10.
    Zarin, Rouien
    et al.
    Umeå University, Faculty of Science and Technology, Umeå School of Architecture. Interactive Institute.
    Fällman, Daniel
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Through the troll forest: exploring tabletop interaction design for children with special cognitive needs2011In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems, ACM Press, 2011Conference paper (Refereed)
    Abstract [en]

    We describe the interaction design process of conceiving, designing, implementing, and testing Trollskogen, a purpose-built tabletop multitouch system featuring a range of small software applications, termed ‘micro applications’. Each micro application is devised as a tool intended to improve or allow for exercise of social communication skills. Throughout the project, we have worked closely with a group of six children diagnosed with Autism Spectrum Disorder (ASD) or Down’s syndrome, all in the age range of 5-8. The system has been designed together with the users, their teachers, and various experts as a complement to the current curricula. In this paper, the three main phases of our design process are described and we conclude the paper by reporting on and discussing some preliminary findings and observations from a small user study

    Download full text (pdf)
    fulltext
  • 11.
    Zarin, Rouien
    et al.
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Lindbergh, Kent
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Fällman, Daniel
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Stop Motion Animation as a Tool for Sketching in Architecture2012In: Proceeding of the 2012 Design Research Society International Conference, 2012Conference paper (Refereed)
    Abstract [en]

    Widely acknowledged as an archetypal design activity, sketching is typically carried out using little more than pen and paper. Today’s designed artifacts however, are often given qualities that are hard to capture with traditional means of sketching. While pen and paper sketching catches the character of a building, it may not equally well capture how that building changes with the seasons, how people pass through it, how the light moves in between its rooms from sunrise to dawn, and how its façade subtly decays over centuries. Yet, it is often exactly these dynamic and interactive aspects that are emphasized in contemporary design work. So is there a way for designers to be able to sketch also these dynamic processes? Over several years and in different design disciplines, we have been exploring the potential of stop motion animation (SMA) to serve this purpose. SMA is a basic form of animation typically applied to make physical objects appear to be alive. The animator moves objects in small increments between individually photographed frames. When the photographs are combined and played back in continuous sequence, the illusion of movement is created. Although SMA has a long history in filmmaking, the animation technique has received scarce attention in most design fields including product design, architecture, and interaction design. This paper brings SMA into the area of sketching in architecture by reporting on the planning, conduct, result, and evaluation of a workshop course carried out with a group of 50 students at Umeå School of Architecture, Umeå University, Sweden.

  • 12.
    Zarin, Rouien
    et al.
    Interactive Institute Umeå.
    Lindbergh, Kent
    Interactive Institute Umeå.
    Fällman, Daniel
    Umeå University, Faculty of Social Sciences, Department of Informatics. Interactive Institute Umeå.
    Using Stop Motion Animation to Sketch in Architecture: A Practical Approach2012In: Design and Technology Education: An International Journal, ISSN 1360-1431, E-ISSN 2040-8633, Vol. 7, no 3, p. 78-86Article in journal (Refereed)
    Abstract [en]

    Widely acknowledged as an archetypal design activity,sketching is typically carried out using little more than penand paper. Today’s designed artifacts however, are oftengiven qualities that are hard to capture with traditionalmeans of sketching. While pen and paper sketchingcatches the character of a building, it may not equally wellcapture how that building changes with the seasons, howpeople pass through it, how the light moves in betweenits rooms from sunrise to dawn, and how its façade subtlydecays over centuries. Yet, it is often exactly these dynamicand interactive aspects that are emphasised incontemporary design work. So is there a way for designersto be able to sketch also these dynamic processes?Over several years and in different design disciplines, wehave been exploring the potential of stop motionanimation (SMA) to serve this purpose. SMA is a basicform of animation typically applied to make physicalobjects appear to be alive. The animator moves objects insmall increments between individually photographedframes. When the photographs are combined and playedback in continuous sequence, the illusion of movement iscreated. Although SMA has a long history in filmmaking,the animation technique has received scarce attention inmost design fields including product design, architecture,and interaction design. This paper brings SMA into thearea of sketching in architecture by reporting on theplanning, conduct, result, and evaluation of a workshopcourse carried out with a group of 50 students at Umeå School of Architecture, Umeå University, Sweden.

  • 13.
    Zarin, Rouien
    et al.
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design. Interactive Institute.
    True, Nicholas
    Interactive Institute Swedish ICT.
    Papworth, Nigel
    Interactive Institute Swedish ICT.
    Lindbergh, Kent
    Interactive Institute Swedish ICT.
    Fällman, Daniel
    Umeå University, Faculty of Social Sciences, Department of Informatics. Interactive Institute Swedish ICT.
    Be Green: Implementing an Interactive, Cylindrical Display in the Real World2013In: Proceedings of the 2nd ACM International Symposium on Pervasive Displays, New York, NY: ACM Press, 2013, p. 55-60Conference paper (Refereed)
    Abstract [en]

    Many studies in Human-Computer Interaction and related fields, such as pervasive displays, have historically centered around user evaluation and knowledge production, focusing on usability issues and on creating a more efficient user experience. As the trajectory of HCI moves toward the so-called ‘third wave’, new values are being emphasized and explored. These include concepts such as embodiment and engagement, complementing usability as the primary metric of evaluation. This paper explores the ideation, iteration, design, and real-world deployment of such a ‘third wave’ interactive pervasive installation in the form of an interactive, large cylindrical display. The purpose was to display the air quality data in a manner that would inspire elevated environmental consciousness and discussion among Umeå citizens, especially with regard to the environmental impact of different methods of transportation.

  • 14.
    Zarin, Rouien
    et al.
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    True, Nicholas
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Papworth, Nigel
    Interactive Institute Swedish ICT.
    Lindbergh, Kent
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Fällman, Daniel
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Be Green: implementing an Interactive,Cylindrical Display in the Real World2013In: Proceedings of the 2nd ACM International Symposium on Pervasive Displays (PerDis '13): , ACM Press, 2013, p. 55-60Conference paper (Refereed)
    Abstract [en]

    Many studies in Human-Computer Interaction and related fields,such as pervasive displays, have historically centered around userevaluation and knowledge production, focusing on usability issuesand on creating a more efficient user experience. As the trajectoryof HCI moves toward the so-called ‘third wave’, new values arebeing emphasized and explored. These include concepts such asembodiment and engagement, complementing usability as theprimary metric of evaluation. This paper explores the ideation,iteration, design, and real-world deployment of such a ‘thirdwave’ interactive pervasive installation in the form of aninteractive, large cylindrical display. The purpose was to displaythe air quality data in a manner that would inspire elevatedenvironmental consciousness and discussion among Umeåcitizens, especially with regard to the environmental impact ofdifferent methods of transportation.

  • 15.
    Zarin, Ru
    et al.
    Interactive Institute Swedish ICT.
    Fällman, Daniel
    Interactive Institute Swedish ICT.
    Through the Troll Forest: Exploring Tabletop Interaction Design for Children with Special Cognitive Needs2011In: Proceeding ACM CHI '11 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, New York: ACM Digital Library, 2011, p. 3319-3322Conference paper (Refereed)
    Abstract [en]

    We describe the interaction design process of conceiving, designing, implementing, and testing Trollskogen, a purpose-built tabletop multitouch system featuring a range of small software applications, termed 'micro applications'. Each micro application is devised as a tool intended to improve or allow for exercise of social communication skills. Throughout the project, we have worked closely with a group of six children diagnosed with Autism Spectrum Disorder (ASD) or Down's syndrome, all in the age range of 5-8. The system has been designed together with the users, their teachers, and various experts as a complement to the current curricula. In this paper, the three main phases of our design process are described and we conclude the paper by reporting on and discussing some preliminary findings and observations from a small user study.

1 - 15 of 15
CiteExportLink to result list
Permanent link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf