Mads Bødker | Copenhagen Business School, CBS (original) (raw)
Papers by Mads Bødker
International Journal of Mobile Human Computer Interaction (IJMHCI), 2017
ABSTRACT Audio-based mobile technology is opening up a range of new interactive possib... more ABSTRACT
Audio-based mobile technology is opening up a range of new interactive possibilities. This paper brings some of those possibilities to light by offering a range of perspectives based in this area. It is not only the technical systems that are developing, but novel approaches to the design and understanding of audio-based mobile systems are evolving to offer new perspectives on interaction and design and support such systems to be applied in areas, such as the humanities.
Keywords
Design, Ethnography, HCI, Humanities, Interaction, Location, Mobile
Reference
Alan Chamberlain, Mads Bødker, Adrian Hazzard, David McGookin, David De Roure, Pip Willcox and Konstantinos Papangelis (2017) “Audio Technology and Mobile Human Computer Interaction: From Space and Place, to Social Media, Music, Composition and Creation”, In the International Journal of Mobile Human Computer Interaction (IJMHCI) Volume 9, Issue 4, October - December 2017 pp. 25 - 40. DOI https://doi.org/10.4018/ijmhci.2017100103 - Journal Paper
ICIS 2009 Proceedings, 2009
This paper investigates technology adoption and continued use as consumption behavior instead of ... more This paper investigates technology adoption and continued use as consumption behavior instead of through the traditional innovation/diffusion/acceptance frameworks. Building on consumer research we introduce the Theory of Consumption Values (TCV) to IS research in order to understand the underlying values and motives of technology usage. Data was collected through interviews, focus groups, and surveys from smart phone users during a six month period. We have adopted a narrative approach to analyze our ...
This paper uses three meditations to contemplate walking, sensing and participation as three ways... more This paper uses three meditations to contemplate walking, sensing and participation as three ways with which we can extend the notion of ‘experiential computing’ proposed by Yoo (2010). By using the form of meditations, loosely associated concepts that are part introspective and part ‘causative’, i.e. aimed as some form of change in perspective within Information Systems Research, the paper weaves empirical incidents from fieldwork with theoretical concepts on movement, sensuality, and embodiment, suggesting directions for methodologies and techniques to be pursued if experiential computing is intended to also inform the design of technologies for the future. By emphasizing the senses and the body and their importance to an extended notion of sensory apprenticeship (Pink, 2009), the paper suggests alternative routes to knowing and representation in IS related fieldwork.
ABSTRACT This paper argues for a relational view of collaboration in User-Centered Design activit... more ABSTRACT This paper argues for a relational view of collaboration in User-Centered Design activities. It argues that artefacts of different kinds are performative in making both users and designers perform in particular ways. In this way, it treats a case of a catastrophic user ...
Drawing on tenets from action research, this paper presents a yearlong intervention designed to f... more Drawing on tenets from action research, this paper presents a yearlong intervention designed to facilitate knowledge of actual users and use in an Open Source Software (OSS) development community. Results from the interventions are presented and the influence of central characteristics of the OSS community and its communication is discussed. Initial findings show that the ideology and praxis based approach of the OSS community, as well as their primary media of communication, present a challenge to the introduction of end-user issues.
Relational aspects in user-centered design, UCD, are largely overlooked in the literature. We use... more Relational aspects in user-centered design, UCD, are largely overlooked in the literature. We use criticism of UCD to facilitate a discussion of how discourse, activities, and materials give shape to user involvement in design activities. Drawing on experiments with the workshop format for devising innovations and creative solutions with users, we introduce some criteria and points of interest in the development of a workshop format we call Vision Labs.
ABSTRACT In this paper we challenge the Participatory Design practice of integrating lay perspect... more ABSTRACT In this paper we challenge the Participatory Design practice of integrating lay perspectives and involving users in the design process. We do this by questioning the ways in which asking, participation, or involvement is practically staged. With the aim of exploring ...
This full day workshop explores how insights from artefacts, created during data collecting and a... more This full day workshop explores how insights from artefacts, created during data collecting and analysis, are translated into prototypes. It is particularly concerned with getting closer to people’s experience of shaping a design space. The workshop draws inspiration from data-products resulting from interactions in natural, unbuilt places with the intention of supporting both those with work integrating understandings of such experiences into design and those interested in the way material provokes ideas and inspiration for design.
We suggest that 'walking' in ethnographic work sensitizes researchers to a particular process of ... more We suggest that 'walking' in ethnographic work sensitizes researchers to a particular process of making sense of place. Following a brief conceptual exposition, we present our research tool iMaCam) that supports capturing and representing activities such as walking.
Workshop at IFIP TC13 INTERACT, 2013. Cape Town, South Africa
This workshop is intended to explore theoretical issues, practical data collection, and tactics f... more This workshop is intended to explore theoretical issues, practical data collection, and tactics for the analysis of place making through what we have labelled 'walking methods'. Participants will examine how walking together is a particular sensibility that is often central to the experience of place and thus can be motivational in extending the design space for mobile and pervasive technologies.
Paper for the 'Heritage Matters' Workshop, CHI2012
Increasingly numerous mobile digital devices, a proliferation of information infrastructure and s... more Increasingly numerous mobile digital devices, a proliferation of information infrastructure and services, and the adoption of social networking technologies have seen a more integrated, continuous use of IT by tourists. Some aspects of this are reflected in the HCI and design literature, there being no lack of concepts for ubiquitous, pervasive and ambient technologies designed for tourism put forward. We outline theories of tourism and the tourist intending to provoke a deeper designerly enquiry into the role of digital interactive technologies in tourism. We suggest that designing for tourism should include more holistic notions of shaping cultural identities rather than being primarily oriented towards the provision of tourist-information or to satisfy requirements for digital technologies and services aimed at tourists.
The conjecture underpinning this paper is that by drawing upon experiential components of tourist... more The conjecture underpinning this paper is that by drawing upon experiential components of tourist behaviour we might be able to better inspire a process of designing digital tourist technologies for in-situ tourist experiences. The pa- per works to sensitize researchers and designers of digital and mobile tourism technologies to place-making practices and inspire novel ways of conceptualizing and doing re- search in the tourist domain.
The design of digital tourist technologies is traditionally situated in an understanding of touri... more The design of digital tourist technologies is traditionally situated in an understanding of tourism as an information consumption practice. In contrast, this article takes a ‘performative’ view of tourism as its starting point. The research presented is part of a larger goal, which is to propose a shift in the socio-technical environment in which the design of engaging technologies for tourists takes place. By drawing on recent approaches for understanding the lived social and material conditions of tourist places, we first show how contemporary tourism can be usefully understood as a form of networking. The article then draws on early research about the roles of locals and tourists in the making of place during the course of their networking activities, and suggests how an understanding of the social environment of tourists might be used as a grounded resource for design. Our analysis of a staged encounter between a single tourist and four locals generates insights used to shape a design space, a first step in the development of appropriate, engaging design interventions in the domain of tourism.
International Journal of Mobile Human Computer Interaction (IJMHCI), 2017
ABSTRACT Audio-based mobile technology is opening up a range of new interactive possib... more ABSTRACT
Audio-based mobile technology is opening up a range of new interactive possibilities. This paper brings some of those possibilities to light by offering a range of perspectives based in this area. It is not only the technical systems that are developing, but novel approaches to the design and understanding of audio-based mobile systems are evolving to offer new perspectives on interaction and design and support such systems to be applied in areas, such as the humanities.
Keywords
Design, Ethnography, HCI, Humanities, Interaction, Location, Mobile
Reference
Alan Chamberlain, Mads Bødker, Adrian Hazzard, David McGookin, David De Roure, Pip Willcox and Konstantinos Papangelis (2017) “Audio Technology and Mobile Human Computer Interaction: From Space and Place, to Social Media, Music, Composition and Creation”, In the International Journal of Mobile Human Computer Interaction (IJMHCI) Volume 9, Issue 4, October - December 2017 pp. 25 - 40. DOI https://doi.org/10.4018/ijmhci.2017100103 - Journal Paper
ICIS 2009 Proceedings, 2009
This paper investigates technology adoption and continued use as consumption behavior instead of ... more This paper investigates technology adoption and continued use as consumption behavior instead of through the traditional innovation/diffusion/acceptance frameworks. Building on consumer research we introduce the Theory of Consumption Values (TCV) to IS research in order to understand the underlying values and motives of technology usage. Data was collected through interviews, focus groups, and surveys from smart phone users during a six month period. We have adopted a narrative approach to analyze our ...
This paper uses three meditations to contemplate walking, sensing and participation as three ways... more This paper uses three meditations to contemplate walking, sensing and participation as three ways with which we can extend the notion of ‘experiential computing’ proposed by Yoo (2010). By using the form of meditations, loosely associated concepts that are part introspective and part ‘causative’, i.e. aimed as some form of change in perspective within Information Systems Research, the paper weaves empirical incidents from fieldwork with theoretical concepts on movement, sensuality, and embodiment, suggesting directions for methodologies and techniques to be pursued if experiential computing is intended to also inform the design of technologies for the future. By emphasizing the senses and the body and their importance to an extended notion of sensory apprenticeship (Pink, 2009), the paper suggests alternative routes to knowing and representation in IS related fieldwork.
ABSTRACT This paper argues for a relational view of collaboration in User-Centered Design activit... more ABSTRACT This paper argues for a relational view of collaboration in User-Centered Design activities. It argues that artefacts of different kinds are performative in making both users and designers perform in particular ways. In this way, it treats a case of a catastrophic user ...
Drawing on tenets from action research, this paper presents a yearlong intervention designed to f... more Drawing on tenets from action research, this paper presents a yearlong intervention designed to facilitate knowledge of actual users and use in an Open Source Software (OSS) development community. Results from the interventions are presented and the influence of central characteristics of the OSS community and its communication is discussed. Initial findings show that the ideology and praxis based approach of the OSS community, as well as their primary media of communication, present a challenge to the introduction of end-user issues.
Relational aspects in user-centered design, UCD, are largely overlooked in the literature. We use... more Relational aspects in user-centered design, UCD, are largely overlooked in the literature. We use criticism of UCD to facilitate a discussion of how discourse, activities, and materials give shape to user involvement in design activities. Drawing on experiments with the workshop format for devising innovations and creative solutions with users, we introduce some criteria and points of interest in the development of a workshop format we call Vision Labs.
ABSTRACT In this paper we challenge the Participatory Design practice of integrating lay perspect... more ABSTRACT In this paper we challenge the Participatory Design practice of integrating lay perspectives and involving users in the design process. We do this by questioning the ways in which asking, participation, or involvement is practically staged. With the aim of exploring ...
This full day workshop explores how insights from artefacts, created during data collecting and a... more This full day workshop explores how insights from artefacts, created during data collecting and analysis, are translated into prototypes. It is particularly concerned with getting closer to people’s experience of shaping a design space. The workshop draws inspiration from data-products resulting from interactions in natural, unbuilt places with the intention of supporting both those with work integrating understandings of such experiences into design and those interested in the way material provokes ideas and inspiration for design.
We suggest that 'walking' in ethnographic work sensitizes researchers to a particular process of ... more We suggest that 'walking' in ethnographic work sensitizes researchers to a particular process of making sense of place. Following a brief conceptual exposition, we present our research tool iMaCam) that supports capturing and representing activities such as walking.
Workshop at IFIP TC13 INTERACT, 2013. Cape Town, South Africa
This workshop is intended to explore theoretical issues, practical data collection, and tactics f... more This workshop is intended to explore theoretical issues, practical data collection, and tactics for the analysis of place making through what we have labelled 'walking methods'. Participants will examine how walking together is a particular sensibility that is often central to the experience of place and thus can be motivational in extending the design space for mobile and pervasive technologies.
Paper for the 'Heritage Matters' Workshop, CHI2012
Increasingly numerous mobile digital devices, a proliferation of information infrastructure and s... more Increasingly numerous mobile digital devices, a proliferation of information infrastructure and services, and the adoption of social networking technologies have seen a more integrated, continuous use of IT by tourists. Some aspects of this are reflected in the HCI and design literature, there being no lack of concepts for ubiquitous, pervasive and ambient technologies designed for tourism put forward. We outline theories of tourism and the tourist intending to provoke a deeper designerly enquiry into the role of digital interactive technologies in tourism. We suggest that designing for tourism should include more holistic notions of shaping cultural identities rather than being primarily oriented towards the provision of tourist-information or to satisfy requirements for digital technologies and services aimed at tourists.
The conjecture underpinning this paper is that by drawing upon experiential components of tourist... more The conjecture underpinning this paper is that by drawing upon experiential components of tourist behaviour we might be able to better inspire a process of designing digital tourist technologies for in-situ tourist experiences. The pa- per works to sensitize researchers and designers of digital and mobile tourism technologies to place-making practices and inspire novel ways of conceptualizing and doing re- search in the tourist domain.
The design of digital tourist technologies is traditionally situated in an understanding of touri... more The design of digital tourist technologies is traditionally situated in an understanding of tourism as an information consumption practice. In contrast, this article takes a ‘performative’ view of tourism as its starting point. The research presented is part of a larger goal, which is to propose a shift in the socio-technical environment in which the design of engaging technologies for tourists takes place. By drawing on recent approaches for understanding the lived social and material conditions of tourist places, we first show how contemporary tourism can be usefully understood as a form of networking. The article then draws on early research about the roles of locals and tourists in the making of place during the course of their networking activities, and suggests how an understanding of the social environment of tourists might be used as a grounded resource for design. Our analysis of a staged encounter between a single tourist and four locals generates insights used to shape a design space, a first step in the development of appropriate, engaging design interventions in the domain of tourism.