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Publications (10 of 21) Show all publications
An, Q., Kuenen, C. & Wadell, K. (2025). Co-creating an Ecology of Design Briefs for people with respiratory disease. CoDesign - International Journal of CoCreation in Design and the Arts, 21(4), 833-852
Open this publication in new window or tab >>Co-creating an Ecology of Design Briefs for people with respiratory disease
2025 (English)In: CoDesign - International Journal of CoCreation in Design and the Arts, ISSN 1571-0882, E-ISSN 1745-3755, Vol. 21, no 4, p. 833-852Article in journal (Refereed) Published
Abstract [en]

In this study, we introduce a new approach to addressing the complexities of health systems challenges, which we name the Ecology of Design Briefs. This approach offers a structured framework for delivering key leverage points within these challenges and creating a conceptual space for feasible design opportunities. Acknowledging the limited reach of individual design solutions in tackling the complexities of health systems challenges, our approach draws on the ecology concept of Transition Design. The utilisation of the Ecology of Design Briefs results in a collection of interconnected specification documents for design projects that guide the creative process, working together synergistically to tackle the complexities. This approach was applied to enhance hospital care experiences for individuals with acute exacerbations of chronic obstructive pulmonary disease (COPD). Hospitalisations for this group frequently lead to multidimensional negative experiences, and addressing these issues is closely linked to resolving underlying health systems problems. Our findings suggest that the developed briefs provide comprehensive, mutually reinforcing, and detailed insights necessary for understanding these challenges. This study contributes to health systems problem-solving by conceptualising the Ecology of Design Briefs as an approach and documenting its application in a hospital care setting.

Place, publisher, year, edition, pages
Taylor & Francis, 2025
Keywords
Design brief, transition design, healthcare, co-creation, respiratory disease, systems thinking
National Category
Nursing Design Other Medical Engineering Respiratory Medicine and Allergy
Identifiers
urn:nbn:se:umu:diva-236382 (URN)10.1080/15710882.2025.2477715 (DOI)001444614200001 ()2-s2.0-86000624835 (Scopus ID)
Funder
EU, Horizon 2020, 956501Region Västerbotten, RV981572
Available from: 2025-03-12 Created: 2025-03-12 Last updated: 2025-12-10Bibliographically approved
An, Q., Kuenen, C., Yen, P.-Y., Helleday, R., Sandlund, M. & Wadell, K. (2025). Designing patient education tools: co-creation of infographics to support the hospitalisation process for individuals with severe chronic respiratory conditions. CoDesign - International Journal of CoCreation in Design and the Arts
Open this publication in new window or tab >>Designing patient education tools: co-creation of infographics to support the hospitalisation process for individuals with severe chronic respiratory conditions
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2025 (English)In: CoDesign - International Journal of CoCreation in Design and the Arts, ISSN 1571-0882, E-ISSN 1745-3755Article in journal (Refereed) Epub ahead of print
Abstract [en]

This article reflects on how patient education tool design can benefit from a co-creation process with patients and key stakeholders involved, using a case study in chronic obstructive pulmonary disease (COPD) care. Unfavourable hospitalisation experiences for COPD patients are often linked to organisational issues and health literacy challenges. This study presents insights from a year-long co-creation practice involving COPD patients, a family member, healthcare practitioners, and hospital managers, aimed at developing patient education tools to enhance health literacy concerning the hospitalisation process. The primary outcome is a set of patient education infographics that can be integrated into digital platforms or printed formats. For such co-creation practice, we found that setting clear creativity expectations and using methods such as user journey maps empower participants. Balancing the power dynamics between patients and healthcare practitioners enables culturally relevant and patient-centred tools. In addition, family members play a crucial role in both co-creation process and care journey, while hospital managers ensure tools align with clinical practices. We also advocate for an ecological perspective towards intervention development, acknowledging diverse needs emerged from the co-creation process. Future research should implement strategies in further individualising infographics to improve their effectiveness.

Place, publisher, year, edition, pages
Taylor & Francis, 2025
Keywords
Patient education, infographics, co-creation, healthcare, hospitalisation
National Category
Nursing Health Care Service and Management, Health Policy and Services and Health Economy
Identifiers
urn:nbn:se:umu:diva-239084 (URN)10.1080/15710882.2025.2508730 (DOI)001491585500001 ()2-s2.0-105005793885 (Scopus ID)
Funder
Region Västerbotten, RV981572
Available from: 2025-05-22 Created: 2025-05-22 Last updated: 2025-10-27
An, Q., Sandlund, M., Lundell, S., Kuenen, C., Chastin, S., Helleday, R., . . . Wadell, K. (2025). Transition design: Co-creating system solutions for chronic obstructive pulmonary disease (COPD) care. Design Studies, 98, Article ID 101297.
Open this publication in new window or tab >>Transition design: Co-creating system solutions for chronic obstructive pulmonary disease (COPD) care
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2025 (English)In: Design Studies, ISSN 0142-694X, E-ISSN 1872-6909, Vol. 98, article id 101297Article in journal (Refereed) Published
Abstract [en]

Choosing the appropriate design process is critical for the effective implementation and long-term sustainment of interventions aimed at addressing public health challenges. To address this need, we proposed a Transition Design model to identify and deliver sustainable solutions for complex healthcare problems. This model generates system-level health-intervention initiatives that can synergistically function, particularly during the development and implementation phases, to enhance healthcare delivery. Drawing from a case study on addressing the challenges of hospitalisations and early discharge for people with acute exacerbations of chronic obstructive pulmonary disease (AECOPD), we reflected on the process and analysed the outcomes. Although further testing for the initiatives is warranted, this study contributes to the evolving discourse in design research on systems solutioning for public-health challenges.

Place, publisher, year, edition, pages
Elsevier, 2025
Keywords
collaborative design, system(s) design, sustainability, participatory design, transition design
National Category
Design
Identifiers
urn:nbn:se:umu:diva-236567 (URN)10.1016/j.destud.2025.101297 (DOI)001449657100001 ()2-s2.0-86000561057 (Scopus ID)
Funder
EU, Horizon 2020, 956501Region Västerbotten, RV981572
Available from: 2025-03-17 Created: 2025-03-17 Last updated: 2025-10-27Bibliographically approved
Bohm Calles, G., Kaiser, N. & Kuenen, C. (2025). "When i becomes we": reporting on making a poetics for togetherness through performance art. PARSE Journal (22)
Open this publication in new window or tab >>"When i becomes we": reporting on making a poetics for togetherness through performance art
2025 (English)In: PARSE Journal, ISSN 2002‑0511, no 22Article in journal (Refereed) Published
Abstract [en]

This paper explores how a performance piece can enact and embody conceptual ideas to illuminate what truly matters in the experience of being together. By combining linguistic expression with performative embodiment, the work begins to articulate a new poetics of togetherness—one that offers a scaffold for discourse in psychology and technologically mediated human interactions, while also reshaping how we imagine future relations with Artificial Super Intelligence (ASI).

Central to this investigation is the development and use of a novel video-conferencing system, NUNA, designed in a teleprompter style to enable natural eye contact and mutual regulation during remote interactions. The system was used in a performance titled When I Becomes We, in which performers and participants engaged through NUNA to explore different kinds of presence and a shared sense of togetherness, what we call “interpresence”. This approach expands the idea of presence beyond information exchange and task performance, instead offering an embodied experience of togetherness and opening up to other aesthetics of being together.

The paper argues that the enacted performance within an interdisciplinary research setting contributed to a reframing of fundamental questions in psychology and human-technology interaction. A central outcome is the concept of interpresence, which is proposed as a key framework. Interpresence is situated as shaping how we imagine futures with ASI. Unlike dominant narratives that tend to abstract or disembody human agency, interpresence offers a calm, relational scaffold at the centre of the AI storm in which the human remains actively and meaningfully in the loop.

Place, publisher, year, edition, pages
University of Gothenburg, 2025
National Category
Performing Arts
Identifiers
urn:nbn:se:umu:diva-249910 (URN)10.70733/fzsx7mck1p4e (DOI)
Available from: 2026-02-16 Created: 2026-02-16 Last updated: 2026-02-16Bibliographically approved
Kuenen, C., Bohm Calles, G. & Kaiser, N. (2023). When I becomes We. Umeå: Umeå University
Open this publication in new window or tab >>When I becomes We
2023 (English)Other (Other academic) [Artistic work]
Abstract [en]

Press release: 

The performance will see artists experiment with new forms of networked social interaction. At the heart of the installation will be the Nuna machine itself, a kind of teleprompter with specific software and a robotic camera. The Nuna allows users to authentically experience eye contact in the virtual world. It is designed to identify new opportunities for transforming detached online meetings into “real” personal connections. Major ventures within the same realm have recently been launched by Google (Project Starline) and Apple (Vision Pro). What makes the Nuna stand out (except that it works, right now) is the immediate control over eye contact and time delay, factors that are central in the human system for being together in a moment, and in its extension gives clearer understanding of what’s missing in normal online interactions. Combining the Nuna technology with an artistic investigation of the phenomena of interpresence, this project breakes new ground within multiple fields.

Working across design, art, AI, psychology, neuroscience, and mathematics, the Interpresence Intstitute are using all available methods for putting focus on that special feeling of being present, together. The team: Christoffel Kuenen, Umeå Institute of Design; Gabriel Bohm Calles, Academy of Fine Art ;Niclas Kaiser, Dept of Psychology; David Risberg, Umeå Institute of Design; Performers: Amalia Wänman, Peter Andersson (friday & saturday), Lollo Aurell (friday), Sef Aurell (saturday).

Abstract [en]

Summary of the performance/exeperiment: 

When the sound stops working in the middle of a concert. When a speaker is interrupted by a member of the audience and chooses to listen and respond. The show we expected stops and another kind of contact becomes possible. When the form is broken, we become visible, or rather, our capacity for contact comes to the fore and becomes apparent to us. Niclas Kaiser's and Emily Butler's theory of social breathing focuses on this ability which, like hearing, is something we cannot turn off and which shapes our entire world without us noticing.

During the 70s, the artist Dan Graham worked with mirrors, video cameras and monitors to create shifts in our perception of time, the present, and ourselves. In Time Delay Room, he shifted the viewer's experience away from the work to their experience of themself as a viewer. On a wall, two monitors show the room they are mounted in but from two different angles. When the visitor enters, they expect to see themselves on the screens but the room remains empty. Only after an eight-second delay do they see themselves stepping into the left monitor while the right keeps showing an empty room. Only after another eight seconds do they appear on the right one as well. Eight seconds is the limit of what we can hold in our immediate memory and perceive as the present. The result is that the visitor can never fully identify with what they see on the screens, but instead gets stuck in a constant observation of themselves.

The artist Janet Cardiff has worked with hearing and sound as a starting point for over 30 years. In installations and audiowalks (voice-guided walks), she has explored both the associative power of sound and hearing as one of our primary senses. In the work The 40 part motet we encounter the sound recording of a choral piece, but Cardiff has recorded each of the singers alone and presents the work with a loudspeaker for each voice. 40 speakers in a ring together manifest the striking discrepancy between the embodied voice and our expected experience of a sound recording.

What is happening here and how is it related to our work? The philosopher and dancer Susan Kozel has for many years worked on formulating phenomenological experiences of a technologically expanded corporeality. In her book Closer, she describes what phenomenologists call the 'pre-reflective' state. A state that allows us to step around preconceived notions and meet and experience something new. We can visit this state (never dwell) in several ways. Partly by simply arresting our assessing and categorizing the situation, but also through, for example, improvisation. As a performing artist, Kozel easily draws parallels to music and dance when she describes the role of improvisation in her work and that of others. By changing, among other things, rhythm and tempo, an experience can go from slow and contemplative to fast and changing. She further says that improvisation can be used to break up the everyday and thus make the invisible visible. There is a strong relation between improvisation and play.

Graham and Cardiff both manage to engage their viewers bodily. The works are open in such a way that any meaning is subordinate to the fact that in a pre-reflective stage we know how to deal with them and simply start to play. In documentation of Graham's Time Delay Room, we see visitors bewilderedly waving to themselves with no response. Once they realize what is going on, many laugh and get caught up in a kind of strange game of contact with themselves.

Visitors to The 40 Part Motet  immediately begin to interact with the work. They walk along the rows of speakers, approach them from behind, try to create their own sections and find the nearest voices. Some experiment with walking past the speakers at different speeds. Others are left standing with a big smile on their face.

Nuna provides the possibility of eye contact in a screen conversation. Here, Nuna breaks the expected, normal experience and potentially enables a contact previously reserved for the direct meeting between people in the same room. This is a technique that until now only existed in science fiction. In Star Trek where Captain Picard addresses alien captains directly through the 'main viewer'. But also in 1984 where the training instructor suddenly addresses Smith personally and scolds him for not performing the movements correctly. The fact that the technology is new creates a window for spontaneous play. The same isolation of a particular experience of what it means to be human occurs here as in Graham's and Cardiff's work. By further handing over the ability to manipulate both the degree of eye contact and the delay of sound and image to the visitors, we hope to create a similar environment of play. By shaking up the form, our natural ability for making and keeping contact comes to the fore. When is it there? When does it break? How do we maintain it and what tests can it withstand?

This is our first experiment with Nuna, which will form the basis for developing artistic investigations based in clinical psychology of the natural and automatic processes that enable all human contact. 

Place, publisher, year, pages
Umeå: Umeå University, 2023
Keywords
being together; aesthetics, artistic research, presence, interpresence
National Category
Design Performing Arts Human Computer Interaction Psychology
Research subject
aesthetics
Identifiers
urn:nbn:se:umu:diva-236171 (URN)
Note

Performance script by Gabirel Bohm Calles:

The performance:

Three performers will have the library as their base. They will engage in various activities. Mainly talking. They will take turns being closest to the Nuna so that when someone at Smedjan looks in to the one there, there will be someone at the other end already engaged in an activity by themselves or with others out of view. The performer will then engage the new participant in conversation. After a short while they will propose a shared activity:  1.Continue talking (which they will just do. They won't present it as a task) but go into bigger or more personal questions of a not unsettling or offensive nature, but still closer than we are used to. 2.Mimic each other wordlessly (?). Here is an excellent opportunity to mess with the connection. 3.Each answer a question that is written in an envelope in front of the Nuna at Smedjan. They will then come up with a new question together for the Smedjan participant to write down and place in the envelope (we will save these questions afterwards). 4.Draw each other. It would be great to switch off the eye tracking here after a while to see how they deal with the fact that the angle have changed. 5.With out breaking eye contact, telling each other who they are. 6.Dance. The three performers perform a simple and slow dance, but now they invite the person to come down to the library to experience it there instead of through the Nuna. There, they will be given the choice to participate and given the very simple instructions. The dance is simply three or four gestures that signal either confusion, searching for contact or contemplation. The performers look straigt ahead and use their periferal vision to determine what their colleagues are doing, to which they will adapt. At any point can any one of them decide to shift movement. The others will then adapt in their own time. The performers are encouraged to put into words with each other, their experiences and can at any point start sharing them with each other. At these times they will place themselves so that one is directly in front of the Nuna. They can also seat themselves the same way and just talk about whatever they want. This can be good to normalize the situation sometimes and make them feel in control of their space more. They can then invite anyone who shows up in front of the Nuna to join their conversation. At some times the performers are encouraged to take out their phones and break contact with the Smedjan participants, just to see what happens when the contact is broken (two screens removed hehe). At some points one of the performers can also leave the library and join us at Smedjan for a short while. It would be great if they could find a person they had already talked to and re-perform a task they did together earlier. 

What do we do at Smedjan? We monitor what's happening with the Nunas. We talk to people who've just used it. We can suggest new tasks or changes to the performers if we come up with them. If there are very few people there, I suggest we first let everyone look at what's happening at the Nuna. Then after one interaction or after a few minutes of one, we encourage the other people to join us in conversation about what is going on rather and give the participants some privacy. We encourage them to try it themselves if they want to know what it was like. If there are a lot of people I think we should sort of do the same, so that we create a different focus point in the room. If there aren't already other things happening at the same time. We don't know this yet. I would propose that we sometimes hold on to some papers or que cards, as if we are about to speak (or maybe lead a game show). We should at least try it, to see what it does to how people percieve us (are you free to talk to? Is something already going on? Are you 'really here'?). I have some other ideas for similar subtle signals to play with to see if we can change the connection with people as well. We could also go down when they are dancing and join in as well. But not all of us at the same time. A possibility is to perform the dance together in the space as an ending. Might be cheezy. I'm not sure. I'm watching a lot of Teletubbies so my perception of what is cheezy or over the top is a bit skewed.

Available from: 2025-03-06 Created: 2025-03-06 Last updated: 2025-03-11Bibliographically approved
Kaptelinin, V., Danielsson, K., Kaiser, N., Kuenen, S. & Nordin, M. (2021). Understanding the Interpersonal Space of Online Meetings: An Exploratory Study of "We-ness". In: Proceedings of the ACM Conference on Computer Supported Cooperative Work, CSCW: . Paper presented at 24th ACM Conference on Computer-Supported Cooperative Work and Social Computing, CSCW, October 23–27, 2021, Virtual Event, USA (pp. 79-83). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Understanding the Interpersonal Space of Online Meetings: An Exploratory Study of "We-ness"
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2021 (English)In: Proceedings of the ACM Conference on Computer Supported Cooperative Work, CSCW, Association for Computing Machinery (ACM), 2021, p. 79-83Conference paper, Published paper (Refereed)
Abstract [en]

The covid-19 pandemic has severely limited the possibility for people to meet physically, which forced many individuals and organizations to employ online meetings as their predominant mode of communication. A potential problem with the unprecedentedly central role of online meetings in a wide range of everyday activities is the disruption it may cause to intersubjective experiences, an intuitive mutual understanding of the participants and their thinking of themselves as a group, a "we". To address this problem, about half a year into the pandemic we conducted an exploratory study, in which the informants (N=36) completed a survey, comprising a set of Likert scales and open-ended questions focusing on "team spirit", moment-to-moment coordination, emotions, and the sense of presence in online and physical meetings. The results indicate that online meetings may present particular challenges regarding the experience of "we-ness", and different types of online meetings can be experienced differently. Implications of the results for further research are discussed.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2021
Keywords
Moment-to-moment coordination, Online meetings, Presence, Team spirit, We-ness
National Category
Human Computer Interaction Design
Identifiers
urn:nbn:se:umu:diva-189577 (URN)10.1145/3462204.3481780 (DOI)001081877800018 ()2-s2.0-85118552870 (Scopus ID)9781450384797 (ISBN)
Conference
24th ACM Conference on Computer-Supported Cooperative Work and Social Computing, CSCW, October 23–27, 2021, Virtual Event, USA
Available from: 2021-11-17 Created: 2021-11-17 Last updated: 2025-04-24Bibliographically approved
Kuenen, S. (2018). Aesthetics of being together. (Doctoral dissertation). Umeå: Umeå University
Open this publication in new window or tab >>Aesthetics of being together
2018 (English)Doctoral thesis, monograph (Other academic)
Alternative title[sv]
Samvarons estetik
Abstract [en]

Design deals with matters of aesthetics. Historically, aesthetics in industrial design refers to the designed artifact: aesthetics of objects. When designed artifacts include digital technologies, aesthetics in design refers to what happens between people and artifacts as well: aesthetics of interaction. Now that these artifacts increasingly mediate our social lives, what aesthetics in design quite obviously also refers to, is what happens between people.

This dissertation proposes an aesthetic of being together, as a necessary addition to current notions of aesthetics in interaction design practice, when it engages with digital systems that are part of people’s social life. It does not answer the question what Aesthetics is in general, instead it examines the work that particular notions of aesthetics do in interaction design practice.

The practice based design research assembled in this dissertation starts from current notions of aesthetics in interaction design to explore the social experiences that mediated interactions between groups of people offer. What I found, through designing digital systems, is that current notions of aesthetics in interaction design are not conducive to addressing the kind of social experience people have with such systems. On the contrary, current notions actually inhibit interaction design to approach any experiences that cannot in the first place be conceived of as useful in terms of instrumental task performance. Yet, being social is hardly like performing a task or using other people in that sense.

An aesthetic of being together is a proposition of a different fundament for interaction design practice. In addition to referring to properties of things and qualities of interacting with things, it refers to the kind of relations that come to expression between people interacting with each other with these things. Consequently, interaction design needs to resolve basic issues in what it considers and brings to expression, i.e. people’s relations with things and people at the same time. This requires (re-) considering what the designed thing is, what interaction is about and what the role of design is in bringing those to expression.

My work contributes to the field of interaction design research an example of how, through practice, fundamental issues can be addressed. By orienting one set of concepts, ways of working and objectives into a different design situation, tensions built up that exposed foundational issues with that frame of reference, while pointing to the different fundaments needed to enable design practice to engage such situations.

The results of the practical experimentation led to the articulation of a series of structural mechanisms of mediating systems.  These mechanisms provide material handles for interaction designers on how experiences of being present with others take shape. They configure the relations of artifacts and people in different ways than current notions of aesthetics afford. This theoretical investigation is then synthesised in the form of a new logic of expression for interaction design practice: an aesthetic of being together.

Place, publisher, year, edition, pages
Umeå: Umeå University, 2018. p. 248
Series
Umeå Institute of Design Research Publications ; 006
Keywords
design, interaction design, design theory, aesthetics, aesthetics of being together, aesthetics of interaction, design practices, design research practice, research through design, practice based research, constructive design research, social media, technological mediation, social platforms, digital interactions, social interaction, group interaction, social dynamics, perceptual crossing, intersubjectivity
National Category
Design Other Engineering and Technologies Other Engineering and Technologies Information Systems, Social aspects Media and Communication Studies
Research subject
Aesthetics; design
Identifiers
urn:nbn:se:umu:diva-152647 (URN)978-91-7601-966-5 (ISBN)
Public defence
2018-11-30, HumlabX, Umeå Arts Campus, Östra Strandgatan 30, 13:00 (English)
Opponent
Supervisors
Available from: 2018-11-09 Created: 2018-10-17 Last updated: 2025-02-25Bibliographically approved
Peeters, J., Kuenen, S. & Trotto, A. (2017). Unveiling the Expressivity of Complexity: Drifting in Design Research. In: Miguel Bruns Alonso and Elif Ozcan (Ed.), Proceedings of the Conference on Design and Semantics of Form and Movement: Sense and Sensitivity, DeSForM 2017. Paper presented at DeSForM 2017 (pp. 309-324). INTECH
Open this publication in new window or tab >>Unveiling the Expressivity of Complexity: Drifting in Design Research
2017 (English)In: Proceedings of the Conference on Design and Semantics of Form and Movement: Sense and Sensitivity, DeSForM 2017 / [ed] Miguel Bruns Alonso and Elif Ozcan, INTECH , 2017, p. 309-324Conference paper, Published paper (Refereed)
Abstract [en]

Design research is regarded to be a mode of inquiry particularly suited to engage with complex topics. In our work, we are interested in unpacking the complexity at the heart of an embodied aesthetic experience. In this article, through our digital and physical artefacts and a methodological reflection, we illustrate an ongoing design research project that a multi-disciplinary team of interaction designers, professional dancers, software developers, artists and 3D modelling experts are carrying out to develop insights on how to understand this complexity and how to use such insights as inspiration for interaction design-related projects. By embracing combinations of design, new technologies and simple visualisation tools, the project investigates the complex and hidden expressivity embedded in the skills of dancers in a programmatic design research approach. This investigation leads to insights on different levels. Firstly, cycles of formulation, realisation and reflection on design programs express parts of this complexity and this lets new research interests emerge. Secondly, as a body of work, reflecting on these cycles exposes how our “drifting” within this programmatic approach has started to unveil the complexities inherent in our research program. In this article we aim at contributing to the growing understanding of what designerly ways of knowing might be and how a practice aimed at expanding and contributing such knowledge unfolds.

Place, publisher, year, edition, pages
INTECH, 2017
Keywords
constructive design research, drifting, embodiment, aesthetics, complexity
National Category
Other Engineering and Technologies Design
Research subject
Aesthetics; design; computer and systems sciences
Identifiers
urn:nbn:se:umu:diva-144751 (URN)10.5772/intechopen.71123 (DOI)978-953-51-3588-3 (ISBN)978-953-51-3587-6 (ISBN)
Conference
DeSForM 2017
Available from: 2018-02-13 Created: 2018-02-13 Last updated: 2025-02-25Bibliographically approved
Peeters, J., Trotto, A. & Kuenen, S. (2016). Mocap tango: traces of complexity. In: Proceedings of Tenth International Conferencee on Tangible Embodied and Embedded Interaction: . Paper presented at Tangible Embodied and Embedded Interaction, TEI 2016, February 14-17, 2016, Eindhoven, the Netherlands (pp. 545-550). New York: Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Mocap tango: traces of complexity
2016 (English)In: Proceedings of Tenth International Conferencee on Tangible Embodied and Embedded Interaction, New York: Association for Computing Machinery (ACM), 2016, p. 545-550Conference paper, Published paper (Refereed) [Artistic work]
Abstract [en]

In this paper, we report on an ongoing design research project MoCap Tango. Tango is a form of partner dancing in which two bodies sense each other in a dynamic, physical dialogue that is known for its subtle complexities, beauty and intimate experience. In MoCap Tango, we explore how we can use our skills as designers to highlight and unravel these embedded qualities and use them as inspiration in designing interactions. Using an optical Motion Capture System and custom-made passive markers, the movements of two world-class tango dancers are visualized in real- time. We present our motivation for this project, describe the first prototype and conclude with reflections on what this prototype revealed in terms of design opportunities and its relevance for the TEI community. 

Place, publisher, year, edition, pages
New York: Association for Computing Machinery (ACM), 2016
Keywords
embodiment, design research, experience, dance, tango, performance, visualisation
National Category
Design
Research subject
design
Identifiers
urn:nbn:se:umu:diva-117891 (URN)10.1145/2839462.2856544 (DOI)000390588700075 ()2-s2.0-84964816609 (Scopus ID)978-1-4503-3582-9 (ISBN)
Conference
Tangible Embodied and Embedded Interaction, TEI 2016, February 14-17, 2016, Eindhoven, the Netherlands
Available from: 2016-03-04 Created: 2016-03-04 Last updated: 2025-02-24Bibliographically approved
Teixeira, F., Batista, C. R., Trotto, A., Kuenen, C., da Silva, C. H. & do Valle Filho, A. M. (2016). The Intuitive Human Interaction to Activate the Wetsuit Heating System. In: HCI International 2016: Posters' Extended Abstracts : 18th International Conference, HCI International 2016 Toronto, Canada, July 17–22, 2016 Proceedings, Part II. Paper presented at 18th International Conference on Human-Computer Interaction (HCI International), JUL 17-22, 2016, Toronto, CANADA (pp. 546-551). Springer
Open this publication in new window or tab >>The Intuitive Human Interaction to Activate the Wetsuit Heating System
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2016 (English)In: HCI International 2016: Posters' Extended Abstracts : 18th International Conference, HCI International 2016 Toronto, Canada, July 17–22, 2016 Proceedings, Part II, Springer, 2016, p. 546-551Conference paper, Published paper (Refereed)
Abstract [en]

The design process to create a wetsuit with heating system is shown in this paper. The wetsuit concept was inspired by characteristics of amphibians, so it was proposed a product that provides freedom of movement and adaptability into several environments. An intuitive interface without buttons or display based on human body language was created to activate the heating system of a wetsuit.

Place, publisher, year, edition, pages
Springer, 2016
Series
Communications in Computer and Information Science, ISSN 1865-0929 ; 618
Keywords
Intuitive interface, Human interaction
National Category
Other Engineering and Technologies Design
Identifiers
urn:nbn:se:umu:diva-129773 (URN)10.1007/978-3-319-40542-1_89 (DOI)000389727500089 ()2-s2.0-84978252741 (Scopus ID)978-3-319-40542-1 (ISBN)978-3-319-40541-4 (ISBN)
Conference
18th International Conference on Human-Computer Interaction (HCI International), JUL 17-22, 2016, Toronto, CANADA
Available from: 2017-01-09 Created: 2017-01-09 Last updated: 2025-02-25Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0002-3542-5717

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