Skip to main content
Susanne Stigberg

    Susanne Stigberg

    Designing for mobile interactions is a difficult task. Designers must understand the multifaceted nature of the mobile context and require an overview of interaction techniques feasible for that context. We propose gadgile probing as a... more
    Designing for mobile interactions is a difficult task. Designers must understand the multifaceted nature of the mobile context and require an overview of interaction techniques feasible for that context. We propose gadgile probing as a technique to support the design for mobile interactions. Introducing “off-the-shelf” technology in the inquiry phase enables designers to explore not only what is but also what could be early in the process. We present an example from running and biking. Our findings demonstrate that gadgile probing can complement contextual inquiries providing a good understanding of the context, listing needs and desires of participants, evaluating alternative interaction techniques, and inspiring designers and users to ideate about future technologies.
    Music is something most of us immerse ourselves in every now and then. Whether it is when riding the bus, while cooking dinner or when attending a concert, music is something we often find ourselves surrounded by. Though for the most part... more
    Music is something most of us immerse ourselves in every now and then. Whether it is when riding the bus, while cooking dinner or when attending a concert, music is something we often find ourselves surrounded by. Though for the most part music-listening is very much an individual experience. There are occasions where several people listen to the same music, though more often than not it's still one person who dictates what is playing. Therefore we propose a new way to make music a collaborative experience, where all listeners also share control over what music is being played. To realize this we look at the possibilities for making music tangible, and allowing all participants simultaneous access to the playback device. This allows for all involved users to take part in the music selection process, something not possible with traditional music playback devices. We outline the process of creating a prototype utilizing tangible marbles to represent songs, with focus on satisfying the diverse habits of music listeners. We highlight the issues with converting staple media player functionality to a tangible environment, as well as the ways in which this type of device can be utilized for social settings.
    This paper presents a design study of an interactive fridge aimed at encouraging people to prevent domestic food waste. The project implemented a prototype which consists of three main objects: i) Stickers help grouping similar food... more
    This paper presents a design study of an interactive fridge aimed at encouraging people to prevent domestic food waste. The project implemented a prototype which consists of three main objects: i) Stickers help grouping similar food together; ii) Sliders visualize food expiration date into colors in order to help people be aware of food states; iii) LCD Screen provides graphic and sound feedback when people use their fridge to make the fridge more fun to use. To ground our design, we used design thinking as a guideline process. We evaluated the prototype using qualitative analysis of interview data. The findings show that the prototype motivated people grouping food and increased their awareness of the availability of food items in the fridge, the prototype also encouraged people in using food before expiration date. This paper offers three main contributions. Firstly, we identified three major problems that lead to domestic food waste. Secondly, we proposed a new design to address the problems. Thirdly, we applied design thinking as a design method to solve problems that related to domestic food waste.
    This paper presents a mobile hand gesture toolkit enabling the co-design of mobile interaction interfaces for runners. Runners are using smart phones for exercising more than ever before. However previous research has shown that mobile... more
    This paper presents a mobile hand gesture toolkit enabling the co-design of mobile interaction interfaces for runners. Runners are using smart phones for exercising more than ever before. However previous research has shown that mobile devices are not suitable for interactions in motion. This paper presents a method to probe such interactions for and with runners using a participatory design approach. We demonstrate in a pilot design workshop how participants can tell their mobile interaction story, make their own mobile hand gesture interface, and enact their story using their created artifacts. These artifacts are functional and used in the participants' everyday workouts. The participants can revise them as an ongoing practice of design-in-use
    This paper presents a technique to simplify the making of mobile interaction interfaces. We often use smartphones while moving, resulting in non-optimal or even unsafe mobile interactions. Better interactions need to be created with... more
    This paper presents a technique to simplify the making of mobile interaction interfaces. We often use smartphones while moving, resulting in non-optimal or even unsafe mobile interactions. Better interactions need to be created with locomotion in mind and experienced in context. Consequently interactive behavior of mobile devices cannot be sketched, but must be made to be experienced. Making mobile prototypes is time-consuming and requires programming literacy. It often involves the making of an input artifact; establishing a connection between artifact and mobile phone; and implementing an application on the mobile phone for exploring the interactive behavior. The use of commercial smartphone automation tool eliminates the need for re-implementing available smartphone functionalities, and invites non-programmers into the process of making mobile interaction interfaces. To illustrate the proposed technique I present a case study of a wearable prototype to control music on the mobile...
    Technology is radically changing the healthcare sector. Introduction of technology demands new ways of providing healthcare services and the professionals will need new knowledge and competence to be able to do their job and to contribute... more
    Technology is radically changing the healthcare sector. Introduction of technology demands new ways of providing healthcare services and the professionals will need new knowledge and competence to be able to do their job and to contribute to the continuous development of the sector. There is limited focus on digital competence and change-processes in the educations related to healthcare as well as in the workplaces. Applying work-integrated learning makes it possible for healthcare professionals to learn and develop their competence through practical work with examples from their own workplaces and empower them to maneuver the digitalization of the workplaces. Similar participatory design started as a movement to empower industrial workers to have a stronger voice during the introduction of new technologies at their workplace. As such participatory design is a design approach which promotes involvement of all stakeholders in the design of technologies that affects them. It provides ...
    Interactive outdoor light installations change how we experience places and invite people passing by to engage with them. In this project, we investigate how we can design such an interactive light prototype to enhance a recreational... more
    Interactive outdoor light installations change how we experience places and invite people passing by to engage with them. In this project, we investigate how we can design such an interactive light prototype to enhance a recreational urban trail. We applied a user-centered design process to develop a solution that fits our users’ needs and demonstrate how the concept of northern lights can be used to create a more secure and inviting urban trail. Here, we present our design process and prototype to inspire future work in the field.
    Social interactions between employees are beneficial for employees’ well-being and a company’s productivity. We are interested in how interactive technology can be designed to create a more enjoyable work environment and support social... more
    Social interactions between employees are beneficial for employees’ well-being and a company’s productivity. We are interested in how interactive technology can be designed to create a more enjoyable work environment and support social interactions at work. Using a four-step design process (research, ideate, prototype and test) and rapid prototyping, we created a prototype implementing elements of both ambient and tangible user interfaces to engage employees during coffee breaks. We created a concept of a magical pond to increase the ludic design and playfulness of the prototype. Glass crystals, ambient lighting and fairy wings cause an anticipated contrast to the normal work environment. Here, we present our design process and prototype to inspire future work in the field.
    We present Paper Pocket Pets, an approach to create personal interactive toys that children can carry along with them. Creating Paper Pocket Pets involves four activities that combine traditional crafts with digital fabrication: paper... more
    We present Paper Pocket Pets, an approach to create personal interactive toys that children can carry along with them. Creating Paper Pocket Pets involves four activities that combine traditional crafts with digital fabrication: paper folding to create a pet; fabrication of the pet's shelter (a platform where the pet lives on); fabrication of the pet's electric components; and programming the pet's behavior. We invite the FabLearn audience to create their own pets and explore these activities during the demo at the conference.
    This paper examines privacy as something people do, seeing privacy as a constant negotiation of technical and social aspects of technology use. To be able to examine privacy aspects of live video sharing on social media, we have designed... more
    This paper examines privacy as something people do, seeing privacy as a constant negotiation of technical and social aspects of technology use. To be able to examine privacy aspects of live video sharing on social media, we have designed and deployed a technology probe in amateur running events. The findings suggest that audio wouldn’t be shared a lot in this context, since it captures audible signs of fatigue. Further, it seems that sharing of performance indicators are problematic, so it is more likely that the probe would be used to mediate the general experience of taking part in a running event. Lastly it seems that very few would be comfortable with immediate sharing and would like to have the option of removing recordings and control its recipients. Overall, we find that when confronted with new mediating information technologies, people are quickly able to re-negotiate their privacy boundaries, using earlier experience with similar technologies. Keywordsprivacy; instant shar...
    This paper presents a review on participation in mobile interaction design research, analyzing 158 publications regarding user involvement and design method. Results show that user involvement in general is applied when evaluating... more
    This paper presents a review on participation in mobile interaction design research, analyzing 158 publications regarding user involvement and design method. Results show that user involvement in general is applied when evaluating interaction artifacts. In the typical mobile interaction design study a prototype is developed and 14 students are recruited for user testing. They have to fill out a questionnaire and are asked about their opinion in a concluding interview. Additional user participation during the design process could lead to new insights for mobile interaction design and provide new knowledge to the research community. Here I discuss three opportunities for further participation in mobile interaction design research.
    The article assesses how human computer interfaces are conceptualized in HCI textbooks and proposes a revised model for understanding user interfaces. In the last decade a variety of novel user interfaces has been introduced. Both new... more
    The article assesses how human computer interfaces are conceptualized in HCI textbooks and proposes a revised model for understanding user interfaces. In the last decade a variety of novel user interfaces has been introduced. Both new input and output technologies allow users to communicate with digital artifacts in almost limitless ways. However, our understanding of the human computer interface originates from early HCI research, based on the desktop metaphor, including the user, the system, input and output. This article raises the question, how do we conceptualize user interfaces in our own research and for our teaching. The review reveals that there is no consistent understanding of interface concepts in HCI textbooks and that there is a bias towards the desktop metaphor. As a candidate for an updated interface definition, I propose a revised interface model, including 5 concepts: interface paradigm, interaction technique, interaction style, interface platform and interface dev...
    Programming and computational thinking have emerged as compulsory skills in elementary school education. In 2018, Sweden has integrated programming in mathematics education with the rationale that it fosters problem solving and logical... more
    Programming and computational thinking have emerged as compulsory skills in elementary school education. In 2018, Sweden has integrated programming in mathematics education with the rationale that it fosters problem solving and logical thinking skills and motivates students to learn mathematics. We investigated how teachers introduce programming in mathematics education in a Swedish primary school using an explorative case study. We followed four mathematics teachers during the first semester in which programming was mandatory. They taught second-, sixth- and ninth-grade students. Our contributions are threefold: we provide an account of how programming is taught in mathematics education; we discuss how teachers reflect on the challenge of teaching programming in mathematics; and we report on students’ understanding of programming and their view on the relationship between programming and mathematics.
    This paper presents a technique to support the making of mobile interaction interfaces for controlling the smartphone. We often use smartphones while moving, resulting in non-optimal or even unsafe interactions. Better mobile interactions... more
    This paper presents a technique to support the making of mobile interaction interfaces for controlling the smartphone. We often use smartphones while moving, resulting in non-optimal or even unsafe interactions. Better mobile interactions need to be created with locomotion in mind and experienced in practice. But making and testing new interaction interfaces is time-consuming. It often involves the making of an input device; establishing a connection between device and smartphone; and implementing an application on the phone for testing interactions with the input device. This paper reports from three ongoing projects on how a commercial available automation tool called Tasker can be used for coupling phone functionalities to new input devices, eliminating the need for implementing a complete phone application, and enabling flexible, reusable, and easy making of interaction interfaces for smartphones.
    Programming and computational thinking have emerged as compulsory skills in elementary school education. In 2018, Sweden has integrated programming in mathematics education with the rationale that it fosters problem solving and logical... more
    Programming and computational thinking have emerged as compulsory skills in elementary school education. In 2018, Sweden has integrated programming in mathematics education with the rationale that it fosters problem solving and logical thinking skills and motivates students to learn mathematics. We investigated how teachers introduce programming in mathematics education in a Swedish primary school using an explorative case study. We followed four mathematics teachers during the first semester in which programming was mandatory. They taught second-, sixth- and ninth-grade students. Our contributions are threefold: we provide an account of how programming is taught in mathematics education; we discuss how teachers reflect on the challenge of teaching programming in mathematics; and we report on students’ understanding of programming and their view on the relationship between programming and mathematics.
    Programming and computational thinking have emerged as compulsory skills in elementary school education. In 2018, Sweden has integrated programming in mathematics education with the rationale that it fosters problem solving and logical... more
    Programming and computational thinking have emerged as compulsory skills in elementary school education. In 2018, Sweden has integrated programming in mathematics education with the rationale that it fosters problem solving and logical thinking skills and motivates students to learn mathematics. We investigated how teachers introduce programming in mathematics education in a Swedish primary school using an explorative case study. We followed four mathematics teachers during the first semester in which programming was mandatory. They taught second-, sixth- and ninth-grade students. Our contributions are threefold: we provide an account of how programming is taught in mathematics education; we discuss how teachers reflect on the challenge of teaching programming in mathematics; and we report on students’ understanding of programming and their view on the relationship between programming and mathematics.