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Researching Affective Systems and Engaging Interactions

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Researchers

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Iva Randelshofer

External PhD Student, University of Salzburg/Ubisoft


https://www.iva.randelshofer.eu/
Iva currently works as UX Supervisor for Ubisoft and is a UXC certified HCI professional and part-time PhD student at the University of Salzburg. She is a passionate and tireless advocate for user needs and well-designed information displays. Her main fields of expertise within UX centre around cognitive neuroscience (CNS) and envisioning information of complex interfaces.

Publications

Year 2018


Article

Exploring intended and unintended uses of (e)books as design inspiration for ambient displays in the home

Manfred Tscheligi, Petra Sundström, Iva Randelshofer, Katja Neureiter, Ilhan Aslan, and Christiane Moser. 2018. Exploring intended and unintended uses of (e)books as design inspiration for ambient displays in the home. Fakultät für Angewandte Informatik. Online: https://www.researchgate.net/publication/330157442_Exploring_intended_and_unintended_uses_of_eBooks_as_design_inspiration_for_Ambient_Displays_in_the_home
BibTeXAbstractExternal URL
@article{moser2018exploring,
  title={Exploring intended and unintended uses of (e) books as design inspiration for ambient displays in the home},
  author={Moser, Christiane and Aslan, Ilhan and Neureiter, Katja and Randelshofer, Ivana and Sundstroem, Petra and Tscheligi, Manfred},
  year={2018}
}
Books at home are used for more than reading, such as collecting them, using them as decoration, or expressing personality. In order to get a better understanding of intended and unintended uses of printed books, we conducted seven book tours in different homes followed by semi-structured interviews. This data was complemented with a large-scale online survey with 300 respondents. We describe our findings focusing on storage, sorting, decoration, and self-expression and how they inspired us to develop a digital bookshelf (ambient display) as a technology probe to explore decoration with eBooks in the home. We argue for a transition from decoration with printed books to eBooks as design inspiration that does not simply replicate a bookshelf as ambient display, but makes eBooks tangible by combining users' habits with qualities of digital material.

Year 2014


Proceedings

Gaming to sit safe: the restricted body as an integral part of gameplay

Manfred Tscheligi, Alexander Meschtscherjakov, David Wilfinger, Iva Randelshofer, Martin Murer, Christine Döttlinger, Elke Beck, Axel Baumgartner, and Petra Sundström. 2014. Gaming to sit safe: the restricted body as an integral part of gameplay. In DIS '14: Proceedings of the 2014 conference on Designing interactive systems. DIS '14, 715-724. doi:10.1145/2598510.2600882
DOIBibTeXAbstractExternal URL
@inproceedings{sundstrom2014gaming,
  title={Gaming to sit safe: the restricted body as an integral part of gameplay},
  author={Sundstr{\"o}m, Petra and Baumgartner, Axel and Beck, Elke and D{\"o}ttlinger, Christine and Murer, Martin and Randelshofer, Ivana and Wilfinger, David and Meschtscherjakov, Alexander and Tscheligi, Manfred},
  booktitle={Proceedings of the 2014 conference on Designing interactive systems},
  pages={715--724},
  year={2014}
}
This paper presents a design exploration of full-body interaction games played in cars. It describes how we have designed, implemented, and evaluated the core experiences of three different games, which were all aimed at making sitting properly more fun for players/children while travelling by car. By making the restricted body an integral part of gameplay, we hope to, as a side product of gameplay, bring about the best and also most safe body posture for young players/children travelling by car, i.e., sitting reasonably upright and still in their child seat with their head leaning back on the neck rest. Another outcome of this could also be an overall safer situation in the car, in that children not sitting still in their child seats while being driven might be stressful for the driver. By presenting the details of our design efforts in this particular design context, we hope to add also to the knowledge we, in HCI, have for how to design bodily experiences with technology at large.

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