Peter Dalsgaard - Academia.edu (original) (raw)
Papers by Peter Dalsgaard
Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems
In this special interest group (SIG) we invite researchers, practitioners, and educators to share... more In this special interest group (SIG) we invite researchers, practitioners, and educators to share their perspectives and experiences on the expansion of human-centred perspective to more-than-human design orientation in human-computer interaction (HCI). This design for and with more-than-human perspectives and values cover a range of fields and topics, and comes with unique design opportunities and challenges. In this SIG, we propose a forum for exchange of concrete experiences and a range of perspectives, and to facilitate reflective discussions and the identification of possible future paths. CCS CONCEPTS • Human-centered computing → HCI theory, concepts and models.
Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems
People can generate more innovative ideas when they collaborate with one another, collectively ex... more People can generate more innovative ideas when they collaborate with one another, collectively exploring ideas and exchanging viewpoints. Advancements in artificial intelligence have opened up new opportunities in people's creative activities where individual users ideate with diverse forms of AI. For instance, AI agents and intelligent tools have been designed as ideation partners that provide inspiration, suggest ideation methods, or generate alternative ideas. However, what AI can bring to collaborative ideation among a group of users has not been fully understood. Compared to ideating with individuals, ideating with multiple users would require understanding users' social interaction, transforming individual efforts into a group effort, and-in the end-making users satisfied that they collaborated with other group members. This workshop aims to bring together a community of researchers and practitioners to explore the integration of AI in human-human collaborative ideation. The exploration will center around identifying the potential roles of AI as well as the process and form of collaborative ideation, considering what users want to do with AI or humans.
Proceedings of the 10th Nordic Conference on Human-Computer Interaction
In this paper, we present the findings of a pilot study where we randomly resurfaced professional... more In this paper, we present the findings of a pilot study where we randomly resurfaced professional designers' own archived ideas to them over a period of three weeks. We find that resurfacing ideas can provide reflective and creative value to designers by encouraging them to reflect on their old ideas, reflect on themselves as practitioners, and as motivation to pick up forgotten or dormant ideas.
ACM Transactions on Computer-Human Interaction, 2020
This article presents a grounded theory analysis based on a qualitative study of professional int... more This article presents a grounded theory analysis based on a qualitative study of professional interaction designers ( n = 20) with a focus on how they use tools to manage design ideas. Idea management can be understood as a subcategory of the field personal information management, which includes the activities around the capture, organization, retrieval, and use of information. Idea management pertains to the management and use of ideas , a particular type of information, as part of creative activities. The article identifies tool-supported idea management strategies and needs of professional interaction designers, and discusses the context and consequences of these strategies. Based on our analysis, we identify a conceptual framework of 10 strategies which are supported by tools: saving, externalizing, advancing, exploring, archiving, clustering, extracting, browsing, verifying, and collaborating . Finally, we discuss how this framework can be used to characterize and analyze exist...
Conference Companion of the 4th International Conference on Art, Science, and Engineering of Programming, 2020
The historical moment when a person worked in front of a single computer has passed. Computers ar... more The historical moment when a person worked in front of a single computer has passed. Computers are now ubiquitous and embedded in virtually every new device and system, connecting our personal and professional activities to ever-expanding information resources with previously unimaginable computational power. Yet with all the increases in capacity, speed, and connectivity, our experiences too often remain difficult, awkward, and frustrating. Even after six decades of design evolution there is little of the naturalness and contextual sensitivity required for convivial interaction with computer-mediated information. We envision a future in which the existing world of documents and applications is linked to a multiscale personalized information space in which dynamic visual entities behave in accordance with cognitively motivated rules sensitive to tasks, personal and group interaction histories, and context. The heart of the project is to rethink the nature of computer-mediated information as a basis to begin to fully realize the potential of computers to assist information-based activities. This requires challenging fundamental presuppositions that have led to today's walled gardens and information silos. Our goal is to catalyze an international research community to rethink the nature of information as a basis for radically advancing the human-centered design of information-based work and helping to ensure the future is one of convivial, effective, and humane systems. In this paper, we propose a new view of information systems, discuss cognitive requirements for a human-centered information space, and sketch a research agenda and approach.
Proceedings of the 10th Nordic Conference on Human-Computer Interaction, 2018
Physical tools and materials like pen, paper, sticky-notes, and whiteboards are commonly used in ... more Physical tools and materials like pen, paper, sticky-notes, and whiteboards are commonly used in collaborative creative design processes, whereas digital tools play a more marginal role. But what are the benefits and drawbacks of physical, digital, and hybrid physical-digital setups when it comes to supporting collaborative ideation? To answer this question, we present a study and analysis of three different implementations of a well-established collaborative ideation technique called Inspiration Card Workshop, with physical, digital, and hybrid setups. Each setup is a controlled experiment with three different groups of designers. We analyse the setups in terms of how they support five key aspects of collaborative design. Based on our insights, we present implications for future use of digital tools to support card-based collaborative design ideation, in which we argue for a technically lightweight hybrid workflow setup that builds on well-proven physical and digital components.
Proceedings of the 10th Nordic Conference on Human-Computer Interaction
This paper presents the results of an extensive qualitative study investigating how professional ... more This paper presents the results of an extensive qualitative study investigating how professional designers utilize personal idea archives. While we know that designers archive creative ideas in different formats and on different platforms, we know little about if and how designers utilize these idea archives in their daily practice. Through a series of interviews (n=20) and walkthroughs of design idea archives, we identified two archetypal strategies. The Problem Solver is concerned with the task at hand, keeps relevant ideas around, and discards them when the ideas have served their purpose. On the other hand, The Artisan Designer systematically archives potentially useful ideas in carefully selected formats and continues developing ideas over extended time spans. We conclude with a discussion about how these different strategies might be supported by technological archiving tools.
Proceedings of the 2018 Designing Interactive Systems Conference, 2018
Over the last decade, a number of craft-based approaches to research have emerged within the fiel... more Over the last decade, a number of craft-based approaches to research have emerged within the field of Human-Computer Interaction (HCI). In this paper, we examine the roots of crafting as they apply to these approaches, which blend analog crafts with digital technology, and we outline three defining characteristics: the integration of analog and digital crafting processes, the creation of highly refined products, and the creation of a deep and embodied knowledge. Moreover, we demonstrate how Richard Sennett's tripartite deconstruction of the crafting process can be applied to support analysis of the types and processes of knowledge generated in craft-based approaches to HCI.
Proceedings of the 2016 ACM Conference Companion Publication on Designing Interactive Systems - DIS '17 Companion, 2017
Creativity and Cognition
Research ideas are pivotal in research practice. While research domains, topics, and methods are ... more Research ideas are pivotal in research practice. While research domains, topics, and methods are often outlined by specific research fields, the process of capturing and developing research ideas is less categorical. Conceiving and developing research ideas requires continuous creative thinking, usually supported by various different tools, each more or less carefully selected by a researcher to fulfill a specific purpose. In this paper, we investigate the creative work practices of academic researchers, with a focus on the workflows and tools they employ to manage ideas. Through a qualitative survey (n=51) and in-depth interviews (n=18) with researchers from a wide range of fields, we identify and describe typical processes of managing research ideas, different types of research ideas (a research question or problem, a method, a hypothesis or antithesis, and a theory), properties of good research ideas, as well as potentials for tools and technology to support idea management for researchers. CCS CONCEPTS • Social and professional topics → User characteristics; • Humancentered computing → User studies.
Proceedings of the 6th ACM conference on Designing Interactive systems - DIS '06, 2006
Procedings of the Second Conference on Creativity and Innovation in Design - DESIRE '11, 2011
Abstract This symposium responds to calls for an integration of in-vivo and in-vitro methods when... more Abstract This symposium responds to calls for an integration of in-vivo and in-vitro methods when studying how people tackle complex, open-ended issues in the areas of creativity, design, and innovation. Bringing together expertise from multiple perspectives and methodological backgrounds we explore fruitful ways towards integrative approaches to analyzing creative processes and practices. The theme is addressed from theoretical and practical viewpoints.
Lecture Notes in Computer Science, 2009
ACM Transactions on Computer-Human Interaction, 2008
In interaction design for experience-oriented uses of technology, a central facet of aesthetics o... more In interaction design for experience-oriented uses of technology, a central facet of aesthetics of interaction is rooted in the user's experience of herself “performing her perception.” By drawing on performance (theater) theory, phenomenology and sociology and with references to recent HCI-work on the relation between the system and the performer/user and the spectator's relation to this dynamic, we show how the user is simultaneously operator, performer and spectator when interacting. By engaging with the system, she continuously acts out these three roles and her awareness of them is crucial in her experience. We argue that this 3-in-1 is always already shaping the user's understanding and perception of her interaction as it is staged through her experience of the object's form and expression. Through examples ranging from everyday technologies utilizing performances of interaction to spatial contemporary artworks, digital as well as analogue, we address the notio...
Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems
In this special interest group (SIG) we invite researchers, practitioners, and educators to share... more In this special interest group (SIG) we invite researchers, practitioners, and educators to share their perspectives and experiences on the expansion of human-centred perspective to more-than-human design orientation in human-computer interaction (HCI). This design for and with more-than-human perspectives and values cover a range of fields and topics, and comes with unique design opportunities and challenges. In this SIG, we propose a forum for exchange of concrete experiences and a range of perspectives, and to facilitate reflective discussions and the identification of possible future paths. CCS CONCEPTS • Human-centered computing → HCI theory, concepts and models.
Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems
People can generate more innovative ideas when they collaborate with one another, collectively ex... more People can generate more innovative ideas when they collaborate with one another, collectively exploring ideas and exchanging viewpoints. Advancements in artificial intelligence have opened up new opportunities in people's creative activities where individual users ideate with diverse forms of AI. For instance, AI agents and intelligent tools have been designed as ideation partners that provide inspiration, suggest ideation methods, or generate alternative ideas. However, what AI can bring to collaborative ideation among a group of users has not been fully understood. Compared to ideating with individuals, ideating with multiple users would require understanding users' social interaction, transforming individual efforts into a group effort, and-in the end-making users satisfied that they collaborated with other group members. This workshop aims to bring together a community of researchers and practitioners to explore the integration of AI in human-human collaborative ideation. The exploration will center around identifying the potential roles of AI as well as the process and form of collaborative ideation, considering what users want to do with AI or humans.
Proceedings of the 10th Nordic Conference on Human-Computer Interaction
In this paper, we present the findings of a pilot study where we randomly resurfaced professional... more In this paper, we present the findings of a pilot study where we randomly resurfaced professional designers' own archived ideas to them over a period of three weeks. We find that resurfacing ideas can provide reflective and creative value to designers by encouraging them to reflect on their old ideas, reflect on themselves as practitioners, and as motivation to pick up forgotten or dormant ideas.
ACM Transactions on Computer-Human Interaction, 2020
This article presents a grounded theory analysis based on a qualitative study of professional int... more This article presents a grounded theory analysis based on a qualitative study of professional interaction designers ( n = 20) with a focus on how they use tools to manage design ideas. Idea management can be understood as a subcategory of the field personal information management, which includes the activities around the capture, organization, retrieval, and use of information. Idea management pertains to the management and use of ideas , a particular type of information, as part of creative activities. The article identifies tool-supported idea management strategies and needs of professional interaction designers, and discusses the context and consequences of these strategies. Based on our analysis, we identify a conceptual framework of 10 strategies which are supported by tools: saving, externalizing, advancing, exploring, archiving, clustering, extracting, browsing, verifying, and collaborating . Finally, we discuss how this framework can be used to characterize and analyze exist...
Conference Companion of the 4th International Conference on Art, Science, and Engineering of Programming, 2020
The historical moment when a person worked in front of a single computer has passed. Computers ar... more The historical moment when a person worked in front of a single computer has passed. Computers are now ubiquitous and embedded in virtually every new device and system, connecting our personal and professional activities to ever-expanding information resources with previously unimaginable computational power. Yet with all the increases in capacity, speed, and connectivity, our experiences too often remain difficult, awkward, and frustrating. Even after six decades of design evolution there is little of the naturalness and contextual sensitivity required for convivial interaction with computer-mediated information. We envision a future in which the existing world of documents and applications is linked to a multiscale personalized information space in which dynamic visual entities behave in accordance with cognitively motivated rules sensitive to tasks, personal and group interaction histories, and context. The heart of the project is to rethink the nature of computer-mediated information as a basis to begin to fully realize the potential of computers to assist information-based activities. This requires challenging fundamental presuppositions that have led to today's walled gardens and information silos. Our goal is to catalyze an international research community to rethink the nature of information as a basis for radically advancing the human-centered design of information-based work and helping to ensure the future is one of convivial, effective, and humane systems. In this paper, we propose a new view of information systems, discuss cognitive requirements for a human-centered information space, and sketch a research agenda and approach.
Proceedings of the 10th Nordic Conference on Human-Computer Interaction, 2018
Physical tools and materials like pen, paper, sticky-notes, and whiteboards are commonly used in ... more Physical tools and materials like pen, paper, sticky-notes, and whiteboards are commonly used in collaborative creative design processes, whereas digital tools play a more marginal role. But what are the benefits and drawbacks of physical, digital, and hybrid physical-digital setups when it comes to supporting collaborative ideation? To answer this question, we present a study and analysis of three different implementations of a well-established collaborative ideation technique called Inspiration Card Workshop, with physical, digital, and hybrid setups. Each setup is a controlled experiment with three different groups of designers. We analyse the setups in terms of how they support five key aspects of collaborative design. Based on our insights, we present implications for future use of digital tools to support card-based collaborative design ideation, in which we argue for a technically lightweight hybrid workflow setup that builds on well-proven physical and digital components.
Proceedings of the 10th Nordic Conference on Human-Computer Interaction
This paper presents the results of an extensive qualitative study investigating how professional ... more This paper presents the results of an extensive qualitative study investigating how professional designers utilize personal idea archives. While we know that designers archive creative ideas in different formats and on different platforms, we know little about if and how designers utilize these idea archives in their daily practice. Through a series of interviews (n=20) and walkthroughs of design idea archives, we identified two archetypal strategies. The Problem Solver is concerned with the task at hand, keeps relevant ideas around, and discards them when the ideas have served their purpose. On the other hand, The Artisan Designer systematically archives potentially useful ideas in carefully selected formats and continues developing ideas over extended time spans. We conclude with a discussion about how these different strategies might be supported by technological archiving tools.
Proceedings of the 2018 Designing Interactive Systems Conference, 2018
Over the last decade, a number of craft-based approaches to research have emerged within the fiel... more Over the last decade, a number of craft-based approaches to research have emerged within the field of Human-Computer Interaction (HCI). In this paper, we examine the roots of crafting as they apply to these approaches, which blend analog crafts with digital technology, and we outline three defining characteristics: the integration of analog and digital crafting processes, the creation of highly refined products, and the creation of a deep and embodied knowledge. Moreover, we demonstrate how Richard Sennett's tripartite deconstruction of the crafting process can be applied to support analysis of the types and processes of knowledge generated in craft-based approaches to HCI.
Proceedings of the 2016 ACM Conference Companion Publication on Designing Interactive Systems - DIS '17 Companion, 2017
Creativity and Cognition
Research ideas are pivotal in research practice. While research domains, topics, and methods are ... more Research ideas are pivotal in research practice. While research domains, topics, and methods are often outlined by specific research fields, the process of capturing and developing research ideas is less categorical. Conceiving and developing research ideas requires continuous creative thinking, usually supported by various different tools, each more or less carefully selected by a researcher to fulfill a specific purpose. In this paper, we investigate the creative work practices of academic researchers, with a focus on the workflows and tools they employ to manage ideas. Through a qualitative survey (n=51) and in-depth interviews (n=18) with researchers from a wide range of fields, we identify and describe typical processes of managing research ideas, different types of research ideas (a research question or problem, a method, a hypothesis or antithesis, and a theory), properties of good research ideas, as well as potentials for tools and technology to support idea management for researchers. CCS CONCEPTS • Social and professional topics → User characteristics; • Humancentered computing → User studies.
Proceedings of the 6th ACM conference on Designing Interactive systems - DIS '06, 2006
Procedings of the Second Conference on Creativity and Innovation in Design - DESIRE '11, 2011
Abstract This symposium responds to calls for an integration of in-vivo and in-vitro methods when... more Abstract This symposium responds to calls for an integration of in-vivo and in-vitro methods when studying how people tackle complex, open-ended issues in the areas of creativity, design, and innovation. Bringing together expertise from multiple perspectives and methodological backgrounds we explore fruitful ways towards integrative approaches to analyzing creative processes and practices. The theme is addressed from theoretical and practical viewpoints.
Lecture Notes in Computer Science, 2009
ACM Transactions on Computer-Human Interaction, 2008
In interaction design for experience-oriented uses of technology, a central facet of aesthetics o... more In interaction design for experience-oriented uses of technology, a central facet of aesthetics of interaction is rooted in the user's experience of herself “performing her perception.” By drawing on performance (theater) theory, phenomenology and sociology and with references to recent HCI-work on the relation between the system and the performer/user and the spectator's relation to this dynamic, we show how the user is simultaneously operator, performer and spectator when interacting. By engaging with the system, she continuously acts out these three roles and her awareness of them is crucial in her experience. We argue that this 3-in-1 is always already shaping the user's understanding and perception of her interaction as it is staged through her experience of the object's form and expression. Through examples ranging from everyday technologies utilizing performances of interaction to spatial contemporary artworks, digital as well as analogue, we address the notio...