Martin Jonsson

Learn More
use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. For other copying of articles that carry a code at the(More)
The practice-oriented turn in social sciences has implied a series of fundamental consequences and design challenges for HCI in general, and particularly in tangible interaction research. This could be interpreted as a move away from scientific ideals based on a modernist tradition, reflected in four contemporary themes in tangible interaction research. The(More)
In the light of theoretical as well as concrete technical development, we discuss a conceptual shift from an information-centric to an action-centric perspective on tangible interactive technology. We explicitly emphasise the qualities of shareable use, and the importance of designing tangibles that allow for meaningful manipulation and control of the(More)
We present a ubiquitous service environment for teamwork, supported by Active Documents. The environment consists of a physically dressed conference room and a software architecture based on Java and Jini. At the application level, mobile agent technology provide Active Documents that utilise context information and distributed resources to support users.(More)
In the recent developments of human computer interaction, one central challenge has been to find and to explore alternatives to the legacy of the desktop computer paradigm for interaction design. To investigate this issue further we have conducted an analysis on a fascinating piece of machinery often referred to as one of the predecessors of the modern day(More)
In the design of interactive systems, developers sometimes need to engage in various ways of physical performance in order to communicate ideas and to test out properties of the system to be realised. External resources such as sketches, as well as bodily action, often play important parts in such processes, and several methods and tools that explicitly(More)
In this paper we propose a way to motivate children to learn about science by creating a design process scenario where the children are the designers who have to learn about the material provided for their new products. The material in this case is technology embedded in the children's own toys, two of the main sensors of the video game console Nintendo(More)
BACKGROUND Three million people in Sweden are trained in cardiopulmonary resuscitation (CPR). Whether this training increases the frequency of bystander CPR or the survival rate among persons who have out-of-hospital cardiac arrests has been questioned. METHODS We analyzed a total of 30,381 out-of-hospital cardiac arrests witnessed in Sweden from January(More)