Charlotte Magnusson | Lund University (original) (raw)
Charlotte Magnusson, PhD, associate professor (docent), is the leader of the research at Certec on the design of useworthy haptic and audio interfaces for people who are blind or have low vision. She has over 10 years of experience in the field. Charlotte has currently two particular areas of interest. The first is concerned with the use of haptic devices, and how haptics and audio can be used to make different types of complex information and virtual environments more accessible.The second is design and design methodology for persons with and without disabilities. Charlotte is also an experienced programmer, with particular experience from interactive multimodal applications. Charlotte is the leader of the haptics group at Certec, and has been responsible for the department participation in the EU projects MICOLE, ENABLED and ENACTIVE. She is currently the coordinator of the EU project HaptiMap.
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Papers by Charlotte Magnusson
HAL (Le Centre pour la Communication Scientifique Directe), Nov 19, 2007
Studies in health technology and informatics, 2017
Ideation means to generate ideas, and when involving non-designers in these activities they need ... more Ideation means to generate ideas, and when involving non-designers in these activities they need to be informed about the scope of the possibilities without limiting their imagination. This is a general challenge, which becomes particularly important when it comes to advanced technology ideation together with participants that may not have in-depth knowledge of technological designs and solutions. In this study, we supported the ideation process by presenting a kit of magic objects (consisting of cards and physical props) to stroke survivors participating in a co-design workshop carried out within the STARR EU project. The kit was seen to generally work well, but improvements are suggested for the introduction, the design of the cards and the number of objects used.
States of the art performed in technology of haptic interfaces, action-vision and action - auditi... more States of the art performed in technology of haptic interfaces, action-vision and action - audition cooperation in mediated computerized systems, showed that, despite the huge development and boiling in such domains, we are confronted now to some critical
Proceedings of the 13th EAI International Conference on Pervasive Computing Technologies for Healthcare - Demos and Posters, 2019
IGI Global eBooks, 2018
This paper presents the process and results of a set of studies within the ABBI EU project, with ... more This paper presents the process and results of a set of studies within the ABBI EU project, with the general aim to co-design wearable technology (an audio bracelet) together with visually impaired children, starting at a young age. The authors discuss user preferences related to sounds and tactile materials and present the results of a focus group with very young visually-impaired children under the age of 5, together with their parents. They find that multisensory feedback (visual, tactile/haptic, auditory) is useful and that preferences vary - also the drastic and potentially unpleasant sounds and materials may have a role. Further studies investigate the possibilities of using the ABBI wearable technology for social contexts and games. In a series of game workshops children with and without visual impairments created games with wearable technology employing very simple interactivity. The authors report the created games, and note that even with this simple interactivity it is possible to create fun, inclusive and rich socially co-located games.
HAL (Le Centre pour la Communication Scientifique Directe), Nov 19, 2007
Studies in health technology and informatics, 2017
Ideation means to generate ideas, and when involving non-designers in these activities they need ... more Ideation means to generate ideas, and when involving non-designers in these activities they need to be informed about the scope of the possibilities without limiting their imagination. This is a general challenge, which becomes particularly important when it comes to advanced technology ideation together with participants that may not have in-depth knowledge of technological designs and solutions. In this study, we supported the ideation process by presenting a kit of magic objects (consisting of cards and physical props) to stroke survivors participating in a co-design workshop carried out within the STARR EU project. The kit was seen to generally work well, but improvements are suggested for the introduction, the design of the cards and the number of objects used.
States of the art performed in technology of haptic interfaces, action-vision and action - auditi... more States of the art performed in technology of haptic interfaces, action-vision and action - audition cooperation in mediated computerized systems, showed that, despite the huge development and boiling in such domains, we are confronted now to some critical
Proceedings of the 13th EAI International Conference on Pervasive Computing Technologies for Healthcare - Demos and Posters, 2019
IGI Global eBooks, 2018
This paper presents the process and results of a set of studies within the ABBI EU project, with ... more This paper presents the process and results of a set of studies within the ABBI EU project, with the general aim to co-design wearable technology (an audio bracelet) together with visually impaired children, starting at a young age. The authors discuss user preferences related to sounds and tactile materials and present the results of a focus group with very young visually-impaired children under the age of 5, together with their parents. They find that multisensory feedback (visual, tactile/haptic, auditory) is useful and that preferences vary - also the drastic and potentially unpleasant sounds and materials may have a role. Further studies investigate the possibilities of using the ABBI wearable technology for social contexts and games. In a series of game workshops children with and without visual impairments created games with wearable technology employing very simple interactivity. The authors report the created games, and note that even with this simple interactivity it is possible to create fun, inclusive and rich socially co-located games.