Oskar Juhlin | Stockholm University (original) (raw)
Papers by Oskar Juhlin
Current practical restrictions to interact socially in traffic, such as the speed of the vehicles... more Current practical restrictions to interact socially in traffic, such as the speed of the vehicles and the closed-in position of the drivers, make it difficult to share information between them. Here, we are specifically considering situations in which drivers wish to have adequate knowledge about the state of upcoming stretches of a road before getting there. As it stands now,
mrl.nott.ac.uk
As part of the growing ubiquity and pervasive reach of technology, there has been, accordingly, e... more As part of the growing ubiquity and pervasive reach of technology, there has been, accordingly, expanding interest in how interaction with technology in public and semi-public places plays out [6]. Stadiums, music and performance festivals, and urban centres are just some of the spaces in which mobile phones, digital photography, large screens and other projections, and infrastructures such as RFID, are deployed by and for large congregating masses of people. The crowd formations found within these settings pose exciting new ...
Proceedings of the 13th International Conference on Mobile and Ubiquitous Multimedia - MUM '14, 2014
ACM International Conference on Interactive Media Experiences, 2020
Video production is a collaborative process involving creative, artistic and technical elements t... more Video production is a collaborative process involving creative, artistic and technical elements that require a multitude of specialised skill sets. This open-ended work is often marked by uncertainty and interpretive flexibility in terms of what the product is and should be. At the same time, most current video production tools are designed for single users. There is a growing interest, both in industry and academia, to design features that support key collaborative processes in editing, such as commenting on videos. We add to current research by unpacking specific forms of collaboration, in particular the social mechanisms and strategies employed to reduce interpretive flexibility and uncertainty in achieving agreements between editors and other collaborators. The findings contribute to the emerging design interest by identifying general design paths for how to support collaboration in video editing through scaffolding, iconic referencing, and suggestive editing.
This paper seeks to inform the ongoing redesign of air traffic management by examining current pr... more This paper seeks to inform the ongoing redesign of air traffic management by examining current practices and the adoption of a new system aiming to relieve traffic control from work and reduce radio communication. We report from ethnographic fieldwork among mobile, distributed airport ground personnel. By examining the ways in which they use the ‘old’ technology, i.e. VHF radio, we identify a set of important aspects of work carried out through radio talk. These are: repairing misunderstandings, discussing the task-at-hand, and negotiating next actions. The new system fails to support this negotiation work, and is hardly ever used by the ground personnel. The distributed workers in the field make their own decisions and negotiate coordination with the tower based on local information. In this respect, current work practice is already decentralized to a certain extent. The problem with the new system, we argue, is the idea to decentralize the organization by providing distributed workers with more information, whereas the current institutional arrangement for coordination is built upon highly formal and hierarchical ideas. When redesigning the system it is necessary to take into account the ways in which radio talk is used to carry out the everyday work among ground personnel.
Spectating at sport events is a common and popular leisure activity worldwide. Recently spectatin... more Spectating at sport events is a common and popular leisure activity worldwide. Recently spectating has also become a topic of interest to CHI, particularly the design of technology for both performers and audiences. In this paper we describe an in-depth study of spectating, drawn from fieldwork of outdoor car rallies in the UK and Sweden. We describe three findings with
New pervasive games draw upon the location of players and objects as well as the availability of ... more New pervasive games draw upon the location of players and objects as well as the availability of several mobile players to create an appealing experience in a large game site. The games include support for interaction other players as well as with location. The advances in games research is of benefit for specific mobile work where a vast site is
For motorcyclists mobile opportunistic meetings are at the heart of their practice since they mak... more For motorcyclists mobile opportunistic meetings are at the heart of their practice since they make biking more enjoyable. They use the meetings either to display their identity or to look at others. The bikers' opportunities to make such meetings possible and to make full use of them are constrained by high mobility. Therefore, we have invented the Hocman, which possesses
The roads are places where an extensive amount of everyday meetings among people occur. Two issue... more The roads are places where an extensive amount of everyday meetings among people occur. Two issues make the social interaction meagre. First, when driving, high speed makes these encounters brief. Second, driving often involves being enclosed by a hull of a vehicle. Consequently, this interaction and, in the end, also driving, occasionally becomes tedious. We suggest a design rationale for
Journal of Mobile Multimedia, 2005
We present the Road Talk application which is a mobile message system for car drivers. It is desi... more We present the Road Talk application which is a mobile message system for car drivers. It is designed to allow messaging while driving, for instance, sending notes to surrounding drivers to tell them about hazards. The user annotates the road with audio recordings, typically voice memos. This annotation is location-based, which means that messages are automatically coupled to the location
Thanks to the convergence of telecommunications and data communication, future computer applicati... more Thanks to the convergence of telecommunications and data communication, future computer applications will rely on seamless wireless networking, and will thus be inherently mobile. But the requirements for mobile applications will be very different from the stationary (primarily desktop- based) setting that has until recently been the dominating one in Human Computer Interaction. We identify a number of unique properties
This paper introduces the Hocman prototype, which supports mobile interaction among motorcyclists... more This paper introduces the Hocman prototype, which supports mobile interaction among motorcyclists. The design is based on findings from an ethnographic field study. Motorcyclists are a community with a strong social commitment. They use their bikes together, which allows for visual interaction. However, their extreme mobility creates problems in coming together. Recently the group studied have started to use a
European Conference on Information Systems, 2002
The purpose of our research is to evaluate and redesign a position based information system. We r... more The purpose of our research is to evaluate and redesign a position based information system. We re- port on ethnographic fieldwork about road inspection, i.e. management of large trunk roads. Road inspectors travel to identify defects and disturbances and then handle the problems or delegate the work. The current information system (ProData) allows position-based reporting with the principal purpose of
Mobile phone conversation is activity that increasingly is pursued in conjunction with car drivin... more Mobile phone conversation is activity that increasingly is pursued in conjunction with car driving. The increase is a concern for the state, which traditionally has taken an active role for traffic safety. But it is also a concern for the driver themselves both in terms of a demand for safety as well as support for convenient phone conversations. In the
Mobile and Ubiquitous Multimedia, 2000
We introduce Hocman, a mobile HTTP peer-to-peer application, which supports social in- teraction ... more We introduce Hocman, a mobile HTTP peer-to-peer application, which supports social in- teraction among motorcyclists. The system enables sharing of multimedia content, such as HTML documents, audio clips and images over ad-hoc networks. The design derives from requirements found in an ethnographic fieldwork on motorcy- clists. Our understanding of speed, the vast setting and collaborative activities contribute to the design
Lecture Notes in Computer Science, 2006
... Gaming is enabled by wireless ad hoc networking technology between car passengers as they con... more ... Gaming is enabled by wireless ad hoc networking technology between car passengers as they convene within a limited range ... The player has one chance to cast a spell, while very close to the opponent, to get a high ... There are no limits as to how many times the player can score ...
Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services - MobileHCI '11, 2011
ABSTRACT In this panel, we discuss the relevance of the concept of mobility in current mobile Hum... more ABSTRACT In this panel, we discuss the relevance of the concept of mobility in current mobile Human-Computer Interaction research. Is the term still useful to understand and design for interaction with computers, or has the concept of mobility run dry and void of meaning?
Proceedings of the 2011 annual conference on Human factors in computing systems - CHI '11, 2011
Whereas communication technology to connect people has long been an integral part of our everyday... more Whereas communication technology to connect people has long been an integral part of our everyday lives, it has only recently expanded to offer applications for dogs and dog-owners. In this paper, we present two explorative studies to understand the experiences and expectations of dog owners for communication technology to support their interaction with dogs. These studies look at two different
Proceedings of the ACM 2008 conference on Computer supported cooperative work - CSCW '08, 2008
The design of online collaborative computer games and pervasive games can learn from the everyday... more The design of online collaborative computer games and pervasive games can learn from the everyday practice of deer hunting. We present an ethnographic study revealing how hunters fine-tune their experience through temporal and spatial organization. The hunt is organized in a way that allows the hunters to balance between forms of collaboration ranging from solitude to face-to-face interaction, as well
The development of mobile IT continuously provides new resources of use in the road envi- ronment... more The development of mobile IT continuously provides new resources of use in the road envi- ronment. However, there are problems turning technical options into meaningful applications. This paper presents a method where observation of daily practices to identify users' demands to inform ITS-design. The particular case is bus driving and public transport management, seen from the bus-drivers' perspective. We focus on the drivers' communication and evaluate present technical support for such interaction. Then, a new system service is outlined to pro- vide a flexible and smooth support for speech communication.
Current practical restrictions to interact socially in traffic, such as the speed of the vehicles... more Current practical restrictions to interact socially in traffic, such as the speed of the vehicles and the closed-in position of the drivers, make it difficult to share information between them. Here, we are specifically considering situations in which drivers wish to have adequate knowledge about the state of upcoming stretches of a road before getting there. As it stands now,
mrl.nott.ac.uk
As part of the growing ubiquity and pervasive reach of technology, there has been, accordingly, e... more As part of the growing ubiquity and pervasive reach of technology, there has been, accordingly, expanding interest in how interaction with technology in public and semi-public places plays out [6]. Stadiums, music and performance festivals, and urban centres are just some of the spaces in which mobile phones, digital photography, large screens and other projections, and infrastructures such as RFID, are deployed by and for large congregating masses of people. The crowd formations found within these settings pose exciting new ...
Proceedings of the 13th International Conference on Mobile and Ubiquitous Multimedia - MUM '14, 2014
ACM International Conference on Interactive Media Experiences, 2020
Video production is a collaborative process involving creative, artistic and technical elements t... more Video production is a collaborative process involving creative, artistic and technical elements that require a multitude of specialised skill sets. This open-ended work is often marked by uncertainty and interpretive flexibility in terms of what the product is and should be. At the same time, most current video production tools are designed for single users. There is a growing interest, both in industry and academia, to design features that support key collaborative processes in editing, such as commenting on videos. We add to current research by unpacking specific forms of collaboration, in particular the social mechanisms and strategies employed to reduce interpretive flexibility and uncertainty in achieving agreements between editors and other collaborators. The findings contribute to the emerging design interest by identifying general design paths for how to support collaboration in video editing through scaffolding, iconic referencing, and suggestive editing.
This paper seeks to inform the ongoing redesign of air traffic management by examining current pr... more This paper seeks to inform the ongoing redesign of air traffic management by examining current practices and the adoption of a new system aiming to relieve traffic control from work and reduce radio communication. We report from ethnographic fieldwork among mobile, distributed airport ground personnel. By examining the ways in which they use the ‘old’ technology, i.e. VHF radio, we identify a set of important aspects of work carried out through radio talk. These are: repairing misunderstandings, discussing the task-at-hand, and negotiating next actions. The new system fails to support this negotiation work, and is hardly ever used by the ground personnel. The distributed workers in the field make their own decisions and negotiate coordination with the tower based on local information. In this respect, current work practice is already decentralized to a certain extent. The problem with the new system, we argue, is the idea to decentralize the organization by providing distributed workers with more information, whereas the current institutional arrangement for coordination is built upon highly formal and hierarchical ideas. When redesigning the system it is necessary to take into account the ways in which radio talk is used to carry out the everyday work among ground personnel.
Spectating at sport events is a common and popular leisure activity worldwide. Recently spectatin... more Spectating at sport events is a common and popular leisure activity worldwide. Recently spectating has also become a topic of interest to CHI, particularly the design of technology for both performers and audiences. In this paper we describe an in-depth study of spectating, drawn from fieldwork of outdoor car rallies in the UK and Sweden. We describe three findings with
New pervasive games draw upon the location of players and objects as well as the availability of ... more New pervasive games draw upon the location of players and objects as well as the availability of several mobile players to create an appealing experience in a large game site. The games include support for interaction other players as well as with location. The advances in games research is of benefit for specific mobile work where a vast site is
For motorcyclists mobile opportunistic meetings are at the heart of their practice since they mak... more For motorcyclists mobile opportunistic meetings are at the heart of their practice since they make biking more enjoyable. They use the meetings either to display their identity or to look at others. The bikers' opportunities to make such meetings possible and to make full use of them are constrained by high mobility. Therefore, we have invented the Hocman, which possesses
The roads are places where an extensive amount of everyday meetings among people occur. Two issue... more The roads are places where an extensive amount of everyday meetings among people occur. Two issues make the social interaction meagre. First, when driving, high speed makes these encounters brief. Second, driving often involves being enclosed by a hull of a vehicle. Consequently, this interaction and, in the end, also driving, occasionally becomes tedious. We suggest a design rationale for
Journal of Mobile Multimedia, 2005
We present the Road Talk application which is a mobile message system for car drivers. It is desi... more We present the Road Talk application which is a mobile message system for car drivers. It is designed to allow messaging while driving, for instance, sending notes to surrounding drivers to tell them about hazards. The user annotates the road with audio recordings, typically voice memos. This annotation is location-based, which means that messages are automatically coupled to the location
Thanks to the convergence of telecommunications and data communication, future computer applicati... more Thanks to the convergence of telecommunications and data communication, future computer applications will rely on seamless wireless networking, and will thus be inherently mobile. But the requirements for mobile applications will be very different from the stationary (primarily desktop- based) setting that has until recently been the dominating one in Human Computer Interaction. We identify a number of unique properties
This paper introduces the Hocman prototype, which supports mobile interaction among motorcyclists... more This paper introduces the Hocman prototype, which supports mobile interaction among motorcyclists. The design is based on findings from an ethnographic field study. Motorcyclists are a community with a strong social commitment. They use their bikes together, which allows for visual interaction. However, their extreme mobility creates problems in coming together. Recently the group studied have started to use a
European Conference on Information Systems, 2002
The purpose of our research is to evaluate and redesign a position based information system. We r... more The purpose of our research is to evaluate and redesign a position based information system. We re- port on ethnographic fieldwork about road inspection, i.e. management of large trunk roads. Road inspectors travel to identify defects and disturbances and then handle the problems or delegate the work. The current information system (ProData) allows position-based reporting with the principal purpose of
Mobile phone conversation is activity that increasingly is pursued in conjunction with car drivin... more Mobile phone conversation is activity that increasingly is pursued in conjunction with car driving. The increase is a concern for the state, which traditionally has taken an active role for traffic safety. But it is also a concern for the driver themselves both in terms of a demand for safety as well as support for convenient phone conversations. In the
Mobile and Ubiquitous Multimedia, 2000
We introduce Hocman, a mobile HTTP peer-to-peer application, which supports social in- teraction ... more We introduce Hocman, a mobile HTTP peer-to-peer application, which supports social in- teraction among motorcyclists. The system enables sharing of multimedia content, such as HTML documents, audio clips and images over ad-hoc networks. The design derives from requirements found in an ethnographic fieldwork on motorcy- clists. Our understanding of speed, the vast setting and collaborative activities contribute to the design
Lecture Notes in Computer Science, 2006
... Gaming is enabled by wireless ad hoc networking technology between car passengers as they con... more ... Gaming is enabled by wireless ad hoc networking technology between car passengers as they convene within a limited range ... The player has one chance to cast a spell, while very close to the opponent, to get a high ... There are no limits as to how many times the player can score ...
Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services - MobileHCI '11, 2011
ABSTRACT In this panel, we discuss the relevance of the concept of mobility in current mobile Hum... more ABSTRACT In this panel, we discuss the relevance of the concept of mobility in current mobile Human-Computer Interaction research. Is the term still useful to understand and design for interaction with computers, or has the concept of mobility run dry and void of meaning?
Proceedings of the 2011 annual conference on Human factors in computing systems - CHI '11, 2011
Whereas communication technology to connect people has long been an integral part of our everyday... more Whereas communication technology to connect people has long been an integral part of our everyday lives, it has only recently expanded to offer applications for dogs and dog-owners. In this paper, we present two explorative studies to understand the experiences and expectations of dog owners for communication technology to support their interaction with dogs. These studies look at two different
Proceedings of the ACM 2008 conference on Computer supported cooperative work - CSCW '08, 2008
The design of online collaborative computer games and pervasive games can learn from the everyday... more The design of online collaborative computer games and pervasive games can learn from the everyday practice of deer hunting. We present an ethnographic study revealing how hunters fine-tune their experience through temporal and spatial organization. The hunt is organized in a way that allows the hunters to balance between forms of collaboration ranging from solitude to face-to-face interaction, as well
The development of mobile IT continuously provides new resources of use in the road envi- ronment... more The development of mobile IT continuously provides new resources of use in the road envi- ronment. However, there are problems turning technical options into meaningful applications. This paper presents a method where observation of daily practices to identify users' demands to inform ITS-design. The particular case is bus driving and public transport management, seen from the bus-drivers' perspective. We focus on the drivers' communication and evaluate present technical support for such interaction. Then, a new system service is outlined to pro- vide a flexible and smooth support for speech communication.