Marion Boberg

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Achievement systems are reward structures providing additional goals for players, and thus extending the play time of videogames. In this paper, we explore how applications other than games could benefit from achievement systems, and how users perceive this additional content in a service. For this purpose, we added an achievement system to a geo-tagged(More)
This document summarizes three studies on avatars leading us to propose considerations for designing avatars. A background study was conducted on earlier avatar research and the key findings are summarized in this document. Based on the background study, we conducted focus groups discussion with active online community users (who participated in social(More)
We present a study that investigates the potential of combining, within the same interaction cycle, deformation and touch input in a handheld device. Using a flexible, input-only device connected to an external display, we compared a multitouch input technique and two hybrid deformation-plus-touch input techniques (bending and twisting the device, plus(More)
In addition to functionality and usability, interactive products are increasingly expected to provide pleasurable experiences to their users. Playfulness is a part of these experiences. However, playfulness can manifest in many different ways as humans are inherently playful by nature. This poses challenges for designing for playfulness. To tackle this(More)
The increasing use of digital cameras and camera phones has changed people's behavior regarding the amount of photos that they make. As a result, growing collections of photos are more and more difficult to understand, search and navigate. Helping users make sense of these collections and create an understanding of the world that they depict has become a(More)
Playfulness is an important, but often neglected, design quality for interactive products. This paper presents a first step towards a validated questionnaire called PLEXQ, which measures 17 different facets of playful user experiences. We describe the development and validation of the questionnaire, from the generation of 231 items, to the current(More)
Deformable User Interfaces (DUIs) often require external confirmation of the status of the interface, which is normally provided visually. We propose that tactile cues can also be employed for this end. In a user study that presents both visual and tactile cues in redundancy, we found that both channels can be combined with no loss in user experience or(More)
In the past few years, there has been a rapid increase in the everyday usage of cameraphones and image sharing services. The existing services offer means to store, tag and share photos, but they offer only limited means to geotag and offer meaningful representations of the captured media content. We conducted a two-month field study of <i>Image Space</i>,(More)
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