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Latest publications

Pedagogic Role-Play for Engaging with Ethics and Sustainability in Proceedings of Drama in Education Days, Zug, Switzerland. Kempten University of Applied Sciences, Germany. Forthcoming 2024.

Leif Dahlberg & Anders Hedman

The Pause Letter, the Existential AI Crisis and Digital Ideology 
Routledge Companion on Literatures of Crisis. Forthcoming 2024.

Anders Hedman

Farorna med AI – för mediebranschen och människan  - Dagens Media

Today's (Dagens) Media, Interview January 2024 (Swedish)

An interview for Dagens Media with me by Janne Naess about the risks of generative AI. I argue that there is risk that we will succesively loose our intellectual abilities and come to redefine what intelligence and creativity is so that AI becomes normative. As human intellectual abilities are downplayed it would be more difficult to make case for developing them over a life time and find what drives you as an indvidual. That would lead to an existential crisis and a technocratic lock-in in which it becomes unclear how we could remain radically innovative and world changing.

Anders Hedman

Do Persuasive Designs Make Smartphones More Addictive? 

Xiaowei Chen, Anders Hedman, Verena Distler, and Vincent Koenig

Computers in Human Behavior Reports 2023

Diferent Together: Design for Radical Placemaking

Andreas Almqvist, Anders Hedman, Adrian K. Clear, and Rob Comber

In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems (CHI ’23)

Shifting towards non-anthropocentrism: in dialogue with speculative design futures

Tisha Hupkes and Anders Hedman

Futures The journal of policy, planning and futures studies 2022

Book Review: The Psychosocial Reality of Digital Travel: Being in Virtual Places" by Ingvar Tjostheim and John A. Waterworth. Palgrave.

Anders Hedman

Journal of Cyberpsychology, Behavior, and Social Networking, 2022

The Future of Computing and Wisdom: Insights from Human-Computer Interaction 

Daniel Sapiens Pargman, Elina Eriksson, Oliver Bates, Ben Kirman, Rob Comber, Anders Hedman, Martijn van den Broeck
Futures The journal of policy, planning and futures studies 2021

A View from Outside the Loop

Anders Hedman Forthcoming In Proc. of Interact 2019 Workshop on Human(s) in the Loop – Bringing AI & HCI Together

Frameworks for Studying Social Media Interaction: A Discussion on Phenomenology and Poststructuralism

Henrik Åhman and Anders Hedman. 2019 Forthcoming in Proc. of Interact 2019.

The intuitive in HCI: a critical discourse analysis

Alex Wennberg, Henrik Åhman, and Anders Hedman. 2018. In Proceedings of the 10th Nordic Conference on Human-Computer Interaction (NordiCHI '18)

Mysterianism and the Receiver Model as Compatible with Causal Models of Consciousness.

Anders Hedman Oral presentation in abstracts of The 2018 Science of Consciousness Conference, April 1-7, 2018, Tucson, Arizona.

FishBuddy: Promoting Student Engagement in Self-Paced Learning through Wearable Sensing 

Jingjing Chen, Bin Zhu, Olle Balter, Jianliang Xu, Weiwen Zou, Anders Hedman, Rongchao Chen and Shanchun Xu (2017) FishBuddy: Promoting Student Engagement in Self-Paced Learning through Wearable Sensing SMARTCOMP 2017

Designing, Prototyping and Evaluating Digital Mindfulness Applications: A Case Study of Mindful Breathing for Stress Reduction

Zhu B, Hedman A, Feng S, Li H, Osika W (2017) Designing, Prototyping and Evaluating Digital Mindfulness Applications: A Case Study of Mindful Breathing for Stress Reduction Forthcoming in Journal of Medical Internet Reserarch

Consciousness from a Broad Perspective: A Philosophical and Interdisciplinary Introduction.

Hedman A. (2017) Consciousness from a Broad Perspective: A Philosophical and Interdisciplinary Introduction Springer Publishing 2017.

http://www.springer.com/us/book/9783319529738#aboutBook

Designing Digital Mindfulness: Presence-In and Presence-With versus Presence-Through.

Bin Zhu, Anders Hedman, and Haibo Li. 2017. Designing Digital Mindfulness: Presence-In and Presence-With versus Presence-Through. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems(CHI 2017). ACM, New York, NY, USA

Design digital mindfulness for personal wellbeing

Bin Zhu, Anders Hedman, and Haibo Li. 2016. Design digital mindfulness for personal wellbeing. In Proceedings of the 28th Australian Conference on Computer-Human Interaction (OzCHI '16). ACM, New York, NY, USA, 626-627. 

Harnessing Crowds to Avert or Mitigate Acts Terrorism: A Collective Intelligence Call for Action

European Intelligence and Security Informatics Conference (EISIC) 2016

Coauthor: Haibo Li

How Good Can a Face Identi er Be without Learning?

Constructing discriminative features is an essential issue in developing face recognition algorithms. There are two schools in how features are constructed: hand-crafted features and learned features from data. A clear trend in the face recognition community is to use learned
features to replace hand-crafted ones for face recognition, due to the superb performance achieved by learned features through Deep Learning networks. Given the negative aspects of database-dependent solutions, we consider an alternative and demonstrate that, for good generalization performance, developing face recognition algorithms by using hand crafted features is surprisingly promising when the training dataset is small or medium sized. We show how to build such a face identi er with our Block Matching method to leverage the power of Gabor phase in face images. Although no learning process is involved, empirical results show that the performance of this \designed" identi er is comparable (superior) to state-of-the-art identi ers and even close to Deep Learning approaches.

Lecture Notes in Computer Science, Springer 2016

Coauthors: Yang Song, Haibo Li

Designing for Active Life: Moving and Being Moved Together with Dementia Patients
Life for older people with dementia tends to be inactive. This paper reports on two case studies in which exercise games (exergames) were introduced in dementia special care units with a focus on patients’ well-being. The first case used a participatory design (PD) approach to engage the patients as users in the process. The results highlight the patients’ enjoyment in playing these games in a socially encouraging environment. We have found that exergames in dementia care provide patients with the well-documented health benefits of physical activity and also result in social and cognitive benefits. The results indicate that the notions of games/competition, social interaction, physical activity and challenges are valuable ingredients when designing for the well-being of older people who suffer from moderate to severe dementia.

International Journal of Design, Vol 9, No 3 (2015)

Coauthors: Helena Margareta Tobiasson, Yngve Sundblad, Åke Walldius

Motivational Strategy for a Cognitive Endurance mHealth Application

ISAA 2015 Proceeedings

Abstract— Dementia has become a prevalent problem with our aging population. Dementia is threat to our independence because our independence relies on our cognitive performance. Cognitive performance declines as the years advance but it can and should be nurtured to keep it at sufficient functional level. Even though mobile technology has potential to be the desired low-cost and effective means to healthy living, it requires the driving force, motivation, to actually get the person to the destination. In this paper we present a motivational strategy for mHealth (mobile health) application for cognitive endurance.

Coauthors: Salla Muuraiskangas, Juho Merilahti, Milla Immonen & Josef Hallberg

Cognitive Endurance for Brain Health--Challenges of Creating an Intelligent Warning System

Journal of Artificial Intelligence, Springer Verlag.

During the past few years the market for apps monitoring traditional health and wellbeing parameters such as heart rate, levels of physical activity and sleep patterns has rapidly expanded. In this paper we articulate how we are currently engineering an early warning system designed to support long-term brain health, termed cognitive endurance, based on such monitoring. It can be thought of as a rudimentary expert system. It will monitor physical and social activity, stress and sleep patterns and signal when these parameters are such that a person's cognitive endurance might be at risk. The aim of the system is to guide the user to adopt sustainable behavioral patterns from a cognitive endurance perspective. This paper articulates (1) what we mean by cognitive endurance (2) how cognitive endurance may be enhanced (3) our cognitive endurance monitoring platform, (4) our approach to calculating cognitive endurance risk (5) specific challenges related to our approach and (6) what the long term benefits might be of succes-sively monitoring cognitive endurance.

Coauthors: Josef Hallberg.

Designing ICT for Health and Wellbeing An Allostatic, Behavioral-Change Approach to a Monitoring and Coaching App

Accepted for the 6th International Work-conference on Ambient Assisted Living (IWAAL 2014)

We are developing a monitoring and coaching app for health and wellbeing based on (1) an allostatic model of adaption combined with (2) behavioural change theory and (3) user-oriented design. The (1) allostatic model comes from stress research and was introduced to explain how human health and wellbeing can be maintained. It suggests that human health and wellbeing is a complex multidimensional phenomenon that needs to be understood holisti-cally. We have used this model to incorporate the dimensions of human health and wellbeing that are key for stress reduction: physical and social activity and sleep. The allostatic model can allow us to understand human health and well-being but it does not tell us how to support the behavioural changes needed in order to reach a healthy state of allostasis. For this we rely on (2) theory of be-havioural change. This article describes how we have integrated (1-3) into the system design and reports from an initial workshop with users.

Coauthors: Josef Hallberg, Niklas Karvonen and Juho Merilahti

Still at the Office - Designing for Physical Movement-Inclusion During Office Work

To be presented at IHC 2014 - Brazilian Symposium on Human Factors in Computer Systems

In this paper we describe, analyse and reflect on experiences and knowledge generated from designing for physical movement integration during office work. Work in traditional modern office settings provides few physically demanding tasks. Evidence from research indicates that sedentary life styles are increasing our risk for developing a host of diseases and other medical complications. Together with students and through user-centered design, concepts for inviting the body “back to work” were developed. The concepts inspired the design of three physical movement probes that were explored by office workers. The participants were encouraging to the attempt to transform the sedentary nature of office work into more physically sustainable work. They described their work environments as filled with stuff for enhancing physical activity such as sit-stand desks and Pilates balls but these were seldom used. Integrating physical movements in the design of future office work tools may have considerable positive effects on public health.

Coauthors: Helena Tobiasson and Yngve Sundblad.

Less is too little, more is needed - Body-Motion Experience as a Skill in Design Education

DRS 2014, Design Research Society's 2014 conference

Research shows that lack of physical activity in westernized societies has serious
negative health consequences. We explore a physically sustainable design approach
centered around joyful physical activity in an effort to remedy this situation in some way.
Much technology development has been blind for our basic human need for healthy, joyful physical activity. This paper presents our approach as used in an explorative case study.
During a college course, thirty students explored how physical movement of their bodies
could be used as creative components in the design process. They engaged in what we
introduce in this paper as "physical movement sketching" - a method for experiencing,
sharing and reflecting on designs through body movement. The students used this
approach to generate, test and discuss new design concepts for outdoor gyms. Engaging
in physical movement sketching allowed the students to both enjoy and trust their bodies
as design tools. We discuss how our students used physical movement in design and
what we learned from the case study.

Coauthors: Helena Tobiasson and Jan Gulliksen.

Design space and opportunities for physical movement participation in everyday life

OzCHI '12 Proceedings of the 24th Australian Computer-Human Interaction Conference

This paper is motivated by our work in the European Culture project "Faust - or dis-inventing the A-bomb". The project explored how to raise consciousness about distressing technology development through dialogue with old and young people. When reviewing our work it struck us that we had overlooked that some of the prototypes designed by the young participants called for embodied participation. We had naively expected to see sheer technology innovations of the future. Here we reflect on sensitivities for the bodily/physical will to interact.

We also discuss everyday life situations that could allow for natural physical engagement as a health benefit. Physical aspects are typically of little consideration in design projects, apart from projects that has body-movement as specific focus. We seek ways to adequately include a critical perspective in future design and to consider physical aspects more broadly in ICT projects for a human sustainable future. In many cases, the young participants showed us their concern for sustainability and well-being of both the environment and themselves and demonstrated through their prototypes a willingness to contribute through physical interaction.

Coauthors: Helena Tobiasson and Yngve Sundblad.

Intergenerational Participatory Design with Physical Interaction

eLearn 2012 World Conference on E-Learning

In this paper Participatory design experience from several projects, involving people of all ages and communication between them, is described and analysed. The projects range from design of intergenerational communication in families and of school children’s tools for collaborative storytelling to interaction and communication around museum exhibits and ideas for interaction in a future sustainable world. Special focus is put on approaches and methods used for motivating and encouraging active participation. From this we conclude factors for success, e.g. selecting participants on motivation, equal footing, making stuff together, interesting technology. Common to the projects are not only users of several generations but also instances of physical (bodily) interaction. Using not only eye and finger but also other senses and movements in the design not only gives resulting interaction ideas but also stimulates user involvement in the design process, as another factor for success.

Coauthors: Helena Tobiasson and Yngve Sundblad.

 

 


Profilbild av Anders Hedman

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