Medea Vox, an academic podcast. Episode 21: Fiction holds the ability of imagining alternative fu... more Medea Vox, an academic podcast. Episode 21: Fiction holds the ability of imagining alternative futures. Through comics, novels and videogames, we can explore social and technical “What If’s.” In this Medea Vox episode, we discuss how fiction can contribute to our thinking about the future in ways which other schools of thought – such as the scientific – cannot.Podcas
Overallt samlar sensorer data som analyseras for att rakna ut hur man sparar energi, hur mycket i... more Overallt samlar sensorer data som analyseras for att rakna ut hur man sparar energi, hur mycket insulin som ska injiceras, var den narmaste hyrbilen finns, hur manga manniskor som fortfarande ar kvar inne i en brinnande byggnad... Denna snabba spridning av teknik kallas for Sakernas Internet, eller IoT. Manniskor har makten, eller har vi verkligen det? Hur mycket varderar vi var integritet? Vilka internetanslutna gadgets hjalper oss att leva ett halsosamt och hallbart liv - och vilka prylar kommer bara att oka var stressniva? Nar blir anvandningen missbruk? Utstallningen undersoker hur IoT paverkar manniskor, samhalle och industri. Forskningsprojekt i utstallningen: Emergent Configuration for IoT Systems (ECOS+), Smart energy management and security (SEMS), Fair Data, Walk the ward, Dynamic Intelligent Sensor-Intensive Systems (DISS), PELARS-projektet och Busrunner presenteras i "IOTAP-labbet"
In this chapter it is suggested that concepts like embodiment and the performative elements of sp... more In this chapter it is suggested that concepts like embodiment and the performative elements of space, mixed objects, configuring and place making together form interesting challenges for the design of inspirational learning environments. This is based on our experiences from the Atelier project, experiences that are related to the general field of ubiquitous and tangible computing. We have studied design education practice, developed prototypes to enhance such education, introduced prototypes to different real use settings (design and ...
Prototyping Futures gives you a glimpse of what collaborating with academia might look like. Mede... more Prototyping Futures gives you a glimpse of what collaborating with academia might look like. Medea and its co-partners share their stories about activities happening at the research centre – projects, methods, tools, and approaches – what challenges lie ahead, and how these can be tackled. Examples of highlighted topics include: What is a living lab and how does it work? What are the visions behind the Connectivity Lab at Medea? And, how can prototyping-methods be used when sketching scenarios for sustainable futures? Other topics are: What is the role of the body when designing technology? What is collaborative media and how can this concept help us understand contemporary media practices? Prototyping Futures also discusses the open-hardware platform Arduino, and the concepts of open data and the Internet of Things, raising questions on how digital media and connected devices can contribute to more sustainable lifestyles, and a better world
Building interpretable machine learning agents is a challenge that needs to be addressed to make ... more Building interpretable machine learning agents is a challenge that needs to be addressed to make the agents trustworthy and align the usage of the technology with human values. In this work, we focus on how to evaluate interpretability in a machine teaching setting, a setting that involves a human domain expert as a teacher in relation to a machine learning agent. By using a prototype in a study, we discuss the interpretability definition and show how interpretability can be evaluated on a functional-, human- and application level. We end the paper by discussing open questions and suggestions on how our results can be transferable to other domains.
Undergoing rehabilitation is a learning process. For the patient to learn about his condition and... more Undergoing rehabilitation is a learning process. For the patient to learn about his condition and ways of affecting it. For the caregiver to learn about the patient’s situation and potential. This mutual learning can be supported through the notion of collaborative articulation. A article interfaces is used for sharing relevant patient narratives, adding supportive media for patients to take home, collaboratively articulating the next steps in treatment and generating feedback on progress. The CARE article carries link to digital media which can be viewed on a variety of displays. A special device, Mouse++, is used for navigating on the article as well as on the active display. Patients can use ordinary capture devices such as cameras, voice recorders or video cameras and there after attach the media to the article. At the clinic the article can be used for capturing instruction videos on training or how to take care of the wound etc. The design case described is a work in progress.
2020 IEEE International Conference on Pervasive Computing and Communications Workshops (PerCom Workshops), 2020
Machine learning research today is dominated by a technocentric perspective and in many cases dis... more Machine learning research today is dominated by a technocentric perspective and in many cases disconnected from the users of the technology. The machine teaching paradigm instead shifts the focus from machine learning experts towards the domain experts and users of machine learning technology. This shift opens up for new perspectives on the current use of machine learning as well as new usage areas to explore. In this study, we apply and map existing machine teaching principles onto a contextual machine teaching implementation in a commuting setting. The aim is to highlight areas in machine teaching theory that requires more attention. The main contribution of this work is an increased focus on available features, the features space and the potential to transfer some of the domain expert's explanatory powers to the machine learning system.
Undergoing rehabilitation is a learning process. For the patient to learn about his condition and... more Undergoing rehabilitation is a learning process. For the patient to learn about his condition and ways of affecting it. For the caregiver to learn about the patient’s situation and potential. This mutual learning can be supported through the notion of collaborative articulation. A paper interfaces is used for sharing relevant patient narratives, adding supportive media for patients to take home, collaboratively articulating the next steps in treatment and generating feedback on progress. The CARE paper carries link to digital media which can be viewed on a variety of displays. A special device, Mouse++, is used for navigating on the paper as well as on the active display. Patients can use ordinary capture devices such as cameras, voice recorders or video cameras and there after attach the media to the paper. At the clinic the paper can be used for capturing instruction videos on training or how to take care of the wound etc. The design case described is a work in progress.
As digital media increasingly become entangled with urban culture, new cultural practices emerge ... more As digital media increasingly become entangled with urban culture, new cultural practices emerge and affect how we understand and experience contemporary cities. The experience of place alongside d ...
Undergoing rehabilitation is a learning process. For the patient to learn about his condition and... more Undergoing rehabilitation is a learning process. For the patient to learn about his condition and ways of affecting it. For the caregiver to learn about the patient’s situation and potential. This mutual learning can be supported through the notion of collaborative articulation. A article interfaces is used for sharing relevant patient narratives, adding supportive media for patients to take home, collaboratively articulating the next steps in treatment and generating feedback on progress. The CARE article carries link to digital media which can be viewed on a variety of displays. A special device, Mouse++, is used for navigating on the article as well as on the active display. Patients can use ordinary capture devices such as cameras, voice recorders or video cameras and there after attach the media to the article. At the clinic the article can be used for capturing instruction videos on training or how to take care of the wound etc. The design case described is a work in progress.
Within the Participatory Design community as well as the Computer Supported Cooperative Work trad... more Within the Participatory Design community as well as the Computer Supported Cooperative Work tradition, a lot of effort has been put into the question of letting field studies inform design. In this paper, we describe how game-like approaches can be used as a way of exploring a practice from a design point of view. Thinking of ethnographic fieldwork as a base for sketching, rather than descriptions, creates openness that invites collaborative authoring. The concept of playful collaborative exploration suggests certain ways of interacting with material from field studies so that it becomes a design material for an open-ended design process. We have carried out field studies, transformed the field material into design material, and set up a design game for working with it together with the people we followed in the field. The design game builds on an idea about the power of narratives and the benefits of constraining rules. We believe that this framework for collaboration opens for pl...
Medea Vox, an academic podcast. Episode 21: Fiction holds the ability of imagining alternative fu... more Medea Vox, an academic podcast. Episode 21: Fiction holds the ability of imagining alternative futures. Through comics, novels and videogames, we can explore social and technical “What If’s.” In this Medea Vox episode, we discuss how fiction can contribute to our thinking about the future in ways which other schools of thought – such as the scientific – cannot.Podcas
Overallt samlar sensorer data som analyseras for att rakna ut hur man sparar energi, hur mycket i... more Overallt samlar sensorer data som analyseras for att rakna ut hur man sparar energi, hur mycket insulin som ska injiceras, var den narmaste hyrbilen finns, hur manga manniskor som fortfarande ar kvar inne i en brinnande byggnad... Denna snabba spridning av teknik kallas for Sakernas Internet, eller IoT. Manniskor har makten, eller har vi verkligen det? Hur mycket varderar vi var integritet? Vilka internetanslutna gadgets hjalper oss att leva ett halsosamt och hallbart liv - och vilka prylar kommer bara att oka var stressniva? Nar blir anvandningen missbruk? Utstallningen undersoker hur IoT paverkar manniskor, samhalle och industri. Forskningsprojekt i utstallningen: Emergent Configuration for IoT Systems (ECOS+), Smart energy management and security (SEMS), Fair Data, Walk the ward, Dynamic Intelligent Sensor-Intensive Systems (DISS), PELARS-projektet och Busrunner presenteras i "IOTAP-labbet"
In this chapter it is suggested that concepts like embodiment and the performative elements of sp... more In this chapter it is suggested that concepts like embodiment and the performative elements of space, mixed objects, configuring and place making together form interesting challenges for the design of inspirational learning environments. This is based on our experiences from the Atelier project, experiences that are related to the general field of ubiquitous and tangible computing. We have studied design education practice, developed prototypes to enhance such education, introduced prototypes to different real use settings (design and ...
Prototyping Futures gives you a glimpse of what collaborating with academia might look like. Mede... more Prototyping Futures gives you a glimpse of what collaborating with academia might look like. Medea and its co-partners share their stories about activities happening at the research centre – projects, methods, tools, and approaches – what challenges lie ahead, and how these can be tackled. Examples of highlighted topics include: What is a living lab and how does it work? What are the visions behind the Connectivity Lab at Medea? And, how can prototyping-methods be used when sketching scenarios for sustainable futures? Other topics are: What is the role of the body when designing technology? What is collaborative media and how can this concept help us understand contemporary media practices? Prototyping Futures also discusses the open-hardware platform Arduino, and the concepts of open data and the Internet of Things, raising questions on how digital media and connected devices can contribute to more sustainable lifestyles, and a better world
Building interpretable machine learning agents is a challenge that needs to be addressed to make ... more Building interpretable machine learning agents is a challenge that needs to be addressed to make the agents trustworthy and align the usage of the technology with human values. In this work, we focus on how to evaluate interpretability in a machine teaching setting, a setting that involves a human domain expert as a teacher in relation to a machine learning agent. By using a prototype in a study, we discuss the interpretability definition and show how interpretability can be evaluated on a functional-, human- and application level. We end the paper by discussing open questions and suggestions on how our results can be transferable to other domains.
Undergoing rehabilitation is a learning process. For the patient to learn about his condition and... more Undergoing rehabilitation is a learning process. For the patient to learn about his condition and ways of affecting it. For the caregiver to learn about the patient’s situation and potential. This mutual learning can be supported through the notion of collaborative articulation. A article interfaces is used for sharing relevant patient narratives, adding supportive media for patients to take home, collaboratively articulating the next steps in treatment and generating feedback on progress. The CARE article carries link to digital media which can be viewed on a variety of displays. A special device, Mouse++, is used for navigating on the article as well as on the active display. Patients can use ordinary capture devices such as cameras, voice recorders or video cameras and there after attach the media to the article. At the clinic the article can be used for capturing instruction videos on training or how to take care of the wound etc. The design case described is a work in progress.
2020 IEEE International Conference on Pervasive Computing and Communications Workshops (PerCom Workshops), 2020
Machine learning research today is dominated by a technocentric perspective and in many cases dis... more Machine learning research today is dominated by a technocentric perspective and in many cases disconnected from the users of the technology. The machine teaching paradigm instead shifts the focus from machine learning experts towards the domain experts and users of machine learning technology. This shift opens up for new perspectives on the current use of machine learning as well as new usage areas to explore. In this study, we apply and map existing machine teaching principles onto a contextual machine teaching implementation in a commuting setting. The aim is to highlight areas in machine teaching theory that requires more attention. The main contribution of this work is an increased focus on available features, the features space and the potential to transfer some of the domain expert's explanatory powers to the machine learning system.
Undergoing rehabilitation is a learning process. For the patient to learn about his condition and... more Undergoing rehabilitation is a learning process. For the patient to learn about his condition and ways of affecting it. For the caregiver to learn about the patient’s situation and potential. This mutual learning can be supported through the notion of collaborative articulation. A paper interfaces is used for sharing relevant patient narratives, adding supportive media for patients to take home, collaboratively articulating the next steps in treatment and generating feedback on progress. The CARE paper carries link to digital media which can be viewed on a variety of displays. A special device, Mouse++, is used for navigating on the paper as well as on the active display. Patients can use ordinary capture devices such as cameras, voice recorders or video cameras and there after attach the media to the paper. At the clinic the paper can be used for capturing instruction videos on training or how to take care of the wound etc. The design case described is a work in progress.
As digital media increasingly become entangled with urban culture, new cultural practices emerge ... more As digital media increasingly become entangled with urban culture, new cultural practices emerge and affect how we understand and experience contemporary cities. The experience of place alongside d ...
Undergoing rehabilitation is a learning process. For the patient to learn about his condition and... more Undergoing rehabilitation is a learning process. For the patient to learn about his condition and ways of affecting it. For the caregiver to learn about the patient’s situation and potential. This mutual learning can be supported through the notion of collaborative articulation. A article interfaces is used for sharing relevant patient narratives, adding supportive media for patients to take home, collaboratively articulating the next steps in treatment and generating feedback on progress. The CARE article carries link to digital media which can be viewed on a variety of displays. A special device, Mouse++, is used for navigating on the article as well as on the active display. Patients can use ordinary capture devices such as cameras, voice recorders or video cameras and there after attach the media to the article. At the clinic the article can be used for capturing instruction videos on training or how to take care of the wound etc. The design case described is a work in progress.
Within the Participatory Design community as well as the Computer Supported Cooperative Work trad... more Within the Participatory Design community as well as the Computer Supported Cooperative Work tradition, a lot of effort has been put into the question of letting field studies inform design. In this paper, we describe how game-like approaches can be used as a way of exploring a practice from a design point of view. Thinking of ethnographic fieldwork as a base for sketching, rather than descriptions, creates openness that invites collaborative authoring. The concept of playful collaborative exploration suggests certain ways of interacting with material from field studies so that it becomes a design material for an open-ended design process. We have carried out field studies, transformed the field material into design material, and set up a design game for working with it together with the people we followed in the field. The design game builds on an idea about the power of narratives and the benefits of constraining rules. We believe that this framework for collaboration opens for pl...
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