Corpus ID: 11430086

The use qualities of digital designs

  title={The use qualities of digital designs},
  author={Jonas L{\"o}wgren},
Interaction design is about creating conditions for good use of digital designs. But the only way to learn those conditions, to understand the relations between design choices and resulting use, is still largely by practice and apprenticeship. I propose to think about interaction design in terms of use qualities, i.e., certain properties of a digital design that are experienced in its use. Such qualities transcend the specifi c design and offer a language in which to talk about desirable design… Expand
Use Qualities: An Organic Luxury We Can Afford : A Primer and Implementation of how Organic Interfaces can Improve the Use Quality Affordance
Use qualities are sought after in interaction design and increasingly reachable given the new developments in tangible, ubiquitous and embodied interactions. But are they really obtainable regardleExpand
Learning about interactivity from physical toys
Interaction Design is about designing interactions. We thus need to understand what makes up (good) ‘interactivity’. This article discusses experiences with an exercise that aims to sensitizeExpand
The alliance of Digital Nudging & Persuasive Design: The Complementary Nature of the Design Strategies
The outcome of the evaluation demonstrates that persuasive design and digital nudging have the ability to complement and enrich each other, through six separate intersection principles. Expand
Teaching Scandinavian Interaction Design in West Africa
Methods for interaction design have emerged and established themselves first in a Scandinavian context, later in US context and in the rest of the developed world. While good usability and good userExpand
Interactive Installations Analysis - Interaction Design of a Sensory Garden Event -
Interactive Mixed Reality installations combine multimedia with novel multi- modal interaction techniques. As an example of mixed reality environments the "Sensoric Garden" - seven installationsExpand
Designing interaction: How do interaction design students address interaction?
This study describes how interaction design students attempt to address aspects of interaction and presents an in-depth analysis in the context of an interactionary-type design exercise, in terms of how the immaterial design materials may “talk back” to designers. Expand
From entry to access: how shareability comes about
Enter points invite and entice people into engagement, providing an advance overview, minimal barriers, and a honeypot effect that draws observers into the activity. Expand
The aesthetic turn: unravelling recent aesthetic approaches to human-computer interaction
A division of the field into four overall approaches is proposed: the cultural, the functionalistic, the experience-based and the techno-futuristic, which discusses the prospects and pitfalls of approaching research and design of digital interfaces from aesthetic stances. Expand
Transform Your Kids Into Self Sustainable Power Plants: Teaching Sustainable Behaviour to Young Users
The Kidnetic is a rechargeable power bank that functions with kinetic energy in order to increase a child's abilities to conceptualize the production of sustainable energy and enhance children's curiosity and engagement in environmental conservation and awareness. Expand
Changing the perception of pain
Chronic pain is a common condition that people struggle with on daily basis and many strive to find ways to relive their pain. With the development of wearables and smart garments we are now movingExpand


Adapting users : towards a theory of use quality
The power of periods of learning and the knowledge of training professionals are underestimated and unexplored. The challenges posed in this dissertation to usability and hci deal with theExpand
Hertzian Tales: Electronic Products, Aesthetic Experience, and Critical Design
As our everyday social and cultural experiences are increasingly mediated by electronic products--from "intelligent" toasters to iPods--it is the design of these products that shapes our experienceExpand
Understanding the seductive experience
We all know someone who has been seduced by technology—a friend who was first to own a Palm Pilot, who had to have a Bang and Olufsen stereo, who proudly owns a limited-edition 20th AnniversaryExpand
Interaction design: beyond human-computer interaction
This manual is a good choice for your to repair, fix and solve your product or service or device problems don't try an oversight. Expand
Computer gaming's new worlds
Variously designed as simple "paint brushes" that behave in predefined ways or automatic "drawing" applications that dance about the screen of your monitor, producing infinitely variable abstract pictures, these have to be some of the most original works of CG artistry around. Expand
Machine Beauty: Elegance And The Heart Of Technology
From the Publisher: When something works well, you can feel it; there is a sense of rightness to it. We call that rightness beauty, and it ought to be the single most important component of design.Expand
Avatopia: planning a community for non-violent societal action
Avatopia is a virtual community intended to provide the means for non-violent societal action among young teenagers and is based on four cornerstones: cross-media presence, a strategy for seeding the community, collective narration as a vehicle for action, and a custom-designed avatar world providing necessary tools and structures. Expand
Sens-A-Patch: interactive visualization of label spaces
  • J. Löwgren
  • Computer Science
  • Proceedings Fifth International Conference on Information Visualisation
  • 2001
Sens-A-Patch implements the principles of spatial meaning, focus+context and tight coupling in a space-efficient way and is shown empirically to be usable for broadcast media, such as Web-site index pages. Expand
Dynamic queries for information exploration: an implementation and evaluation
A new concept for direct manipulation of databases, called dynamic queries, that allows users to formulate queries with graphical widgets, such as sliders, is designed, implemented and evaluated. Expand
Understanding of the world
Understanding and Checking.- Understanding.- Producing Evidence.- Evaluating.- Variety and Unity.- Epistemic Change.- Kinds of Knowledge.- Upshot.