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    Big events provide a lucrative field for introducing and testing new technology, where technologically mediated and real-life social behavior can be studied simultaneously. However, these events often bring about a change in social norms... more
    Big events provide a lucrative field for introducing and testing new technology, where technologically mediated and real-life social behavior can be studied simultaneously. However, these events often bring about a change in social norms and the use of technology that challenges the traditional conceptions of field research conducted in humanecomputer interaction. This paper discusses field studies in, what we call, carnivalistic settings that involve social norms distinct from everyday settings. We compare our experiences from a carnivalistic field research with previous literature to discuss how to pragmatically and ethically address the challenges of unpredictable carnivalistic settings. We argue that the main challenge is to find a balance between the carnivalistic environment and the scientific goals of a field trial. We believe that explicit discussion about the unique challenges is crucial to design viable field evaluations in exceptional conditions, promoting an awareness of what can be achieved and which hurdles will have to be crossed.
    Abstract The workload needed for managing privacy and publicness in current social network services (SNSs) is placed on individuals, yet people have few means to control what others disclose about them. This paper considers... more
    Abstract The workload needed for managing privacy and publicness in current social network services (SNSs) is placed on individuals, yet people have few means to control what others disclose about them. This paper considers SNS-users' concerns in relation to online disclosure and the ways in which they cope with these both individually and collaboratively. While previous work has focused mainly on individual coping strategies, our findings from a qualitative study with 27 participants suggest that collaborative strategies ...
    ABSTRACT
    Abstract The workload needed for managing privacy and publicness in current social network services (SNSs) is placed on individuals, yet people have few means to control what others disclose about them. This paper considers... more
    Abstract The workload needed for managing privacy and publicness in current social network services (SNSs) is placed on individuals, yet people have few means to control what others disclose about them. This paper considers SNS-users' concerns in relation to online disclosure and the ways in which they cope with these both individually and collaboratively. While previous work has focused mainly on individual coping strategies, our findings from a qualitative study with 27 participants suggest that collaborative strategies ...
    ABSTRACT Interactive walk-up-and-use displays are spreading in a variety of settings where stand presentation situations are common. We contribute by characterizing a presentation situation and investigating specific design implications... more
    ABSTRACT Interactive walk-up-and-use displays are spreading in a variety of settings where stand presentation situations are common. We contribute by characterizing a presentation situation and investigating specific design implications for presenters in this situation. We also introduce interface system that utilizes physics-modeled spherical content widgets for information browsing. The system includes dedicated features we developed to support presenters in content production and visualization. To investigate stand presentations and their support, we organized a field trial at an exhibition, collecting observational data from video analysis, interviews with presenters, and questionnaires from the audience and presenters. The field study confirms the importance of the presentation use case for public walk-up-and-use screens and points to dedicated design implications for simultaneous support for presenters and visitors, management of presentation territories, and personalization.
    Internetin synty toi liikemaailmaan tehokkaampia tapoja tehdä asioita. Esimerkiksi sähköposti lähestulkoon korvasi yritysten sisäiset muistiot, etanapostin ja puhelut. Useimmat organisaatiot ryhtyivät julkaisemaan materiaaliaan verkossa... more
    Internetin synty toi liikemaailmaan tehokkaampia tapoja tehdä asioita. Esimerkiksi sähköposti lähestulkoon korvasi yritysten sisäiset muistiot, etanapostin ja puhelut. Useimmat organisaatiot ryhtyivät julkaisemaan materiaaliaan verkossa kalliiden printtimedioiden ...
    Abstract The workload needed for managing privacy and publicness in current social network services (SNSs) is placed on individuals, yet people have few means to control what others disclose about them. This paper considers... more
    Abstract The workload needed for managing privacy and publicness in current social network services (SNSs) is placed on individuals, yet people have few means to control what others disclose about them. This paper considers SNS-users' concerns in relation to online disclosure and the ways in which they cope with these both individually and collaboratively. While previous work has focused mainly on individual coping strategies, our findings from a qualitative study with 27 participants suggest that collaborative strategies ...
    Abstract Many existing and emerging online systems allow people to share content and coordinate the exchange of goods and favors in local geographic settings. We present a qualitative case study of user experiences concerning exchange and... more
    Abstract Many existing and emerging online systems allow people to share content and coordinate the exchange of goods and favors in local geographic settings. We present a qualitative case study of user experiences concerning exchange and reciprocity in local online exchange.
    In this poster, we discuss initial results of ICT use practices in a campus setting, both in relation to studies and other student activities. Furthermore, we present a new mobile group-centered social media service developed for campus... more
    In this poster, we discuss initial results of ICT use practices in a campus setting, both in relation to studies and other student activities. Furthermore, we present a new mobile group-centered social media service developed for campus settings.
    Research Interests:
    Abstract The effects of digitalization for music sharing have been debated vastly. However, the new practices of making widely available music meaningful for those who share it remain largely uncovered. We set out to study this through... more
    Abstract The effects of digitalization for music sharing have been debated vastly. However, the new practices of making widely available music meaningful for those who share it remain largely uncovered. We set out to study this through exploring how the tweens of early 2010's face this challenge. In a qualitative exploration with Finnish children aged 10-13 years, we identified practices of making digital music meaningful: socially considerate sharing, modification and associations outside music, and consideration for the difficulties ...
    Research Interests:
    Abstract Interactive media technologies are increasingly designed to support an active life among senior citizens and not solely to diminish the effects of physical and cognitive decline. One aspect of active life in one's... more
    Abstract Interactive media technologies are increasingly designed to support an active life among senior citizens and not solely to diminish the effects of physical and cognitive decline. One aspect of active life in one's old age is engagement in creative" personal projects," such as new hobbies and reflection on past events. To our knowledge, research has not yet explicitly focused on the role of creative personal projects in senior citizens' media use. In our analysis of media diaries and contextual interviews with seven seniors, ...
    This article explains The Character Game as a method for sharing knowledge and empathy from user study results. It helps in creating personas and scenarios. It is useful when you need to communicate user perspective to a group of people.... more
    This article explains The Character Game as a method for sharing knowledge and empathy from user study results. It helps in creating personas and scenarios. It is useful when you need to communicate user perspective to a group of people. The game was found to be ...