Dag Svanæs

ORCID: 0000-0001-7929-2648
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About
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Research Areas
  • Innovative Human-Technology Interaction
  • Interactive and Immersive Displays
  • Usability and User Interface Design
  • Technology Use by Older Adults
  • Context-Aware Activity Recognition Systems
  • Design Education and Practice
  • Mobile Health and mHealth Applications
  • Innovative Approaches in Technology and Social Development
  • Persona Design and Applications
  • Electronic Health Records Systems
  • Information Systems Theories and Implementation
  • Embodied and Extended Cognition
  • Assistive Technology in Communication and Mobility
  • Physical Activity and Health
  • Obesity and Health Practices
  • Augmented Reality Applications
  • Health Literacy and Information Accessibility
  • Human-Automation Interaction and Safety
  • Digital Accessibility for Disabilities
  • Eating Disorders and Behaviors
  • Virtual Reality Applications and Impacts
  • Experimental Learning in Engineering
  • Bariatric Surgery and Outcomes
  • Mechatronics Education and Applications
  • Creativity in Education and Neuroscience

Norwegian University of Science and Technology
2013-2022

IT University of Copenhagen
2011-2021

Trondheim Kommune
2021

Aalborg University
2019

University of Copenhagen
2017

NTNU Samfunnsforskning
2008

In 2001, Paul Dourish proposed the term embodied interaction to describe a new paradigm for design that focuses on physical, bodily, and social aspects of our with digital technology. used Merleau-Ponty's phenomenology perception as theoretical basis his discussion bodily nature interaction. This article extends Dourish's work introduce human-computer community ideas related concept lived body. It also provides detailed analysis two topics: (1) perception: active perception, including body's...

10.1145/2442106.2442114 article EN ACM Transactions on Computer-Human Interaction 2013-03-01

Human-Computer Integration (HInt) is an emerging paradigm in which computational and human systems are closely interwoven. Integrating computers with the body not new. however, we believe that rapid technological advancements, increasing real-world deployments, growing ethical societal implications, it critical to identify agenda for future research. We present a set of challenges HInt research, formulated over course five-day workshop consisting 29 experts who have designed, deployed...

10.1145/3313831.3376242 article EN 2020-04-21

This paper sums up lessons learned from a sequence of cooperative design workshops where end users were enabled to mobile systems through scenario building, role playing, and low-fidelity prototyping. We present resulting fixed workshop structure with well-chosen constraints that allows for explore new technology work practices. In these workshops, the developers get input observing how stage act out current future use scenarios improvise fit their needs. A theoretical framework is presented...

10.1145/985692.985753 article EN 2004-04-25

A set of prominent designers embarked on a research journey to explore aesthetics in movement-based design. Here we unpack one the design sensitivities unique our practice: strong first person perspective—where movements, somatics and aesthetic sensibilities designer, researcher user are at forefront. We present an annotated portfolio exemplars brief introduction some methods theory use, together substantiating explaining first-person perspective. At same time, show how this felt dimension,...

10.3390/informatics5010008 article EN cc-by Informatics 2018-02-01

10.1007/s10209-011-0259-3 article EN Universal Access in the Information Society 2011-09-27

As digital technology moves closer to the user's body, exemplified with smart watches and wearable computing, it becomes important better understand how design for living human body. We report from two projects involving mechanical body extensions use in theatre settings. The resulting tail ears are described, we on users' experience applying these stage. lessons learned related Merleau Ponty's phenomenology of lived Don Norman's concept mapping.

10.1145/2851581.2890268 article EN 2016-05-06

Background: Currently, exergames are used by different age groups for both recreational and training/rehabilitation purposes. However, little is known about how to design so that they motivating specific health outcomes. Objective: In this article, we compare motivational factors between healthy young older adults analyzing their assessments of the same balance training exergame. Materials Methods: We performed a laboratory-based assessment custom-made exergame with 12 10 adults. Their...

10.1089/g4h.2019.0082 article EN Games for Health Journal 2019-09-18

Background: People who undergo weight loss surgery require a comprehensive treatment program to achieve successful outcomes. eHealth solutions, such as secure online portals, create new opportunities for improved health care delivery and care, but depend on the organizational systems professionals providing it. So far, these have received limited attention overall adoption of solutions remains low. In this study, portal was implemented in bariatric clinic offered their patients. During study...

10.2196/jmir.4950 article EN cc-by Journal of Medical Internet Research 2015-11-24

The design of wearable, tangible and embedded interactive products requires a focus on bodily/kinesthetic aspects the user experience, that is, how product "feels" in use. Although best practice user-centered (such as iterative design, prototyping, testing) also applies for this new type product, designer's skill set needs to be supplemented with methods practices utilize bodily intelligence empathy user. We present framework categorizing such body-centered based two dimensions:...

10.1145/3313831.3376430 article EN 2020-04-21

Controlled laboratory-based usability assessments of mobile information and communications technologies (ICT) for hospitals have been conducted. As part these assessments, clinicians acted out work scenarios used the systems to solve related tasks. The evaluations show that relevant issues go beyond those graphical user interfaces. Many only up when real-world context use is replicated in laboratory a high degree fidelity. complexity ICT has motivated us explore training simulation fidelity...

10.1080/10447311003719938 article EN International Journal of Human-Computer Interaction 2010-04-17

<b><i>Background:</i></b> Exergames are increasingly used as an exercise intervention to reduce fall risk in elderly. However, few exergames have been designed specifically for elderly, and we lack knowledge about the characteristics of movements elicited by thereby their potential train functions important reduction. <b><i>Objective:</i></b> This study investigates game elements older players' movement during stepping order inform exergame...

10.1159/000365755 article EN Gerontology 2014-11-12

Exergames technologies are increasingly used to help people achieve their exercise requirements including balance training. However, little is known about seniors' user experience of exergame technology for training and what factors they consider most important using the exergames. This study aims evaluate preferences train identify different that affect intention use Fourteen healthy senior citizens played three stepping exergames in a laboratory setting. Seniors' preference was assessed...

10.1145/2639189.2639235 article EN 2014-10-01

Movement-based interaction design is increasingly popular, with application domains ranging from dance, sport, gaming to physical rehabilitation. In a workshop at CHI 2016, set of prominent artists, game design-ers, and designers embarked on research journey explore what we came refer as "aesthetics in soma-based design". this follow-up work-shop, would like take the next step, shifting discussing philosophical underpinnings draw upon explain substantiate our practice, form own theory...

10.1145/3027063.3027082 article EN 2017-05-01

Abstract Context-aware systems are currently to a large extent designed from perspective. Research on these technologies has so far mostly been focused exploring what can be built and less how it will show up in people's lives. The existing theory practice human-computer interaction mainly evolved work graphical user interfaces, additional is required enable user-centered design of context-aware systems. Interaction with such larger physical, an appropriate consequently needs account for the...

10.1207/s15327051hci16234_17 article EN Human-Computer Interaction 2001-12-01

In this paper, we seek to identify interesting sources of metaphor for tangible user interfaces (TUIs). We begin by doing a systematic exploration the design space that results from constructing simple TUI devices. From argue new set metaphors are needed domain. usability tests devices, suggest magic and paranormal phenomena could be fruitful place look TUIs.

10.1145/354666.354679 article EN 2000-04-01

column Share on Body-centric computing: results from a weeklong Dagstuhl seminar in German castle Authors: Florian "Floyd" Mueller RMIT University UniversityView Profile , Josh Andres and IBM Research - Australia AustraliaView Joe Marshall of Nottingham NottinghamView Dag Svanæs Norwegian Science Technology TechnologyView m. c. schraefel Southampton SouthamptonView Kathrin Gerling KU Leuven LeuvenView Jakob Tholander Stockholm Anna Lisa Martin-Niedecken Zurich the Arts ArtsView Elena Márquez...

10.1145/3215854 article EN interactions 2018-06-27

The purpose of the reported study has been to validate empirically usefulness using WAI accessibility guidelines WCAG 1.0 as a heuristic for website accessibility. Through controlled usability tests two websites with disabled users (N=7) and control group (N=6) we found that only 27% identified problems could have through use WCAG. We conclude from this in its current version, application alone is not sufficient guarantee large potential improvement, our data point some problem areas suggest...

10.1145/1463160.1463238 article EN 2008-10-20

This paper addresses how facilitation can implicate what, whose and perspectives values become embedded in the results from participatory design activities. Inspired by Donald Schön's reflection-on-action theory, an analysis of our facilitator performances three activities involving health care stakeholder groups with asymmetric relations has been performed. The highlights often subtle unforeseen ways which actions influence who "has a say". emphasize continuous introspective analyses...

10.1145/3313831.3376805 article EN 2020-04-21

In the present study we compare interaction techniques for using handheld devices together with stationary displays in a hospital setting. A set of prototype implementations were developed and tested pre-surgery scenario pairs physicians patients. The participants asked to rank order preference. results show highest ranking distributed user interface where GUI elements reside on display is used showing media content. An analysis factors affecting usability shows that addition usability,...

10.1145/1182475.1182489 article EN 2006-10-14

It is widely recognized that system usability requires active involvement of end-users in all phases software development, and there currently a broad consensus among researchers practitioners the field as to what constitutes good user-centered design process. Despite this, many systems development projects still fail when it comes addressing issues appropriately involving users We find project's boundary conditions are becoming increasingly important for potential impact activities, hence...

10.1145/1463160.1463199 article EN 2008-10-20
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