Browsing by Author "Salovaara, Antti"
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Item Adapting flows for hybrid interface design(2024) Barretto, Kristen; Salovaara, Antti; muo; Taiteiden ja suunnittelun korkeakoulu; School of Arts, Design and Architecture; Paavilainen, HeidiThe aim of this thesis is to adapt flow methods for the design of interfaces with digital and physical elements, which may be referred to as hybrid interfaces. The motivation for this topic arose from a design project conducted by the author for the startup VitalSigns, which covered the user interface design of their smart stethoscope “Response”. Flow methods were utilized in the project, but since these methods tend to be oriented towards the design of digital interfaces, they posed several challenges when applied to hybrid interfaces such as the smart stethoscope. In order to explore how flows could be better suited for hybrid interface design, this study considers the following three research questions. The first is: What were the potential limitations in how user flows were used in the Response project? This question is explored by reflecting on the project’s design process, revealing three key flow-related challenges. The second research question is: How might elements from alternative flow and flow-like methods be combined or incorporated into flows for the design of hybrid interfaces? Four methods: flowcharts, wireflows, hierarchical task analysis (HTA) and physigrams are examined in order to provide a theoretical foundation for the study. Elements potentially suitable for hybrid UI design are identified from each method and compared. The methods are also compared across the stages of the double diamond design process to find overlaps and to narrow down the most suitable options for hybrid UI design. The final research question is: How could the adapted flow approach be used in practice for designing hybrid interfaces? To answer this question, findings from the method and project review are consolidated into a practical guide for designing hybrid interfaces. In conclusion, the study proposes an approach for hybrid UI design that centers around the use of flowcharts and wireflows. The approach incorporates the “stop rule” concept from HTA in order to more clearly define suitable levels of detail in different design stages as well as simplified physigrams in order to more effectively map out physical control interactions when creating detailed wireflows. The approach also suggests an order of control design activities in relation to the flow process. Potential limitations of the approach include considerable variations in how hybrid UI design may be approached as well as the fact that the proposed approach is yet to be tested in new design projects.Item Advancing Web Accessibility with Machine Learning(2024) Viertola, Vilma; Salovaara, Antti; Taiteiden ja suunnittelun korkeakoulu; School of Arts, Design and Architecture; Salovaara, AnttiMy thesis explores web accessibility and how machine learning can enhance it. As web accessibility becomes increasingly relevant, new ways to leverage machine learning are continually sought. This thesis focuses on a branch of machine learning: text classification models. As part of web accessibility involves websites' written content, their inaccessibility can significantly hinder users' ability to obtain information and engage with online re- sources. The thesis encompasses a comprehensive literature review regarding reading com- prehension, the factors influencing text readability, and the methods for measuring reada- bility. Additionally, the study delves into applying machine learning and text classification models to evaluate text based on its readability. The aim of this is to acquire the necessary knowledge to program a text classification model capable of identifying features that make text complex in terms of readability. This would provide proof of concept that a text classification model can be a valuable tool in making striving for accessible internet more effortless. The results underscore the potential of such a tool to aid web developers in evaluating the accessibility of their websites and to assist users by tailoring the readability of web content. The thesis culminates in a thorough discussion of the implications and limi- tations of the research, underscoring the pivotal role of machine learning in advancing web accessibility.Item Agile UX: Unifying design and engineering for optimal product development workflows(2022) Pricam, Johan; Salovaara, Antti; muo; Taiteiden ja suunnittelun korkeakoulu; School of Arts, Design and Architecture; Salovaara, AnttiDigital products, ranging from mobile to desktop applications, from platforms to websites, have become extremely prominent in our everyday life. Their role in tackling real-life challenges is huge, and their place in the modern industry is central. Actually, the rise of digital products is only at its outset, and will be exponential in the next coming years and decades. In the conceptualization and developement of digital products come two major disciplines, among others, into play; UX design and software engineering. In order to deliver great quality products, addressing people’s needs, fulfilling businesses’ objectives, while providing users with a delightful overall experience, optimal work and collaboration between UX designers and software engineers need to happen in the background. Nonetheless, issues and challenges between the design and engineering ways of working are many, regardless of the context. Agile UX, a modern and rising approach to product development, is seen as a potential solution to alleviate these challenges. In a nutshell, Agile UX aims at unifying Agiles software development (ASD), the dominant software engineering approach and philosophy, and UX design (UX) processes and practices, in order to optimise workflows between designers and developers. This thesis reveals exisiting gaps with the Agile UX approach and current Agile UX frameworks, preventing them to truly be actionable in the industry, and therefore to be a practical solution for reconciling design and engineering in product development. These gaps are adressed here through an empirical study looking at understanding the wide array of contexts of the industry and their specificities. This thesis research is a two phases study of the Agile UX modern approach to digital product development. The first phase assembles extensive literature and Web content reviews in order to investigate and map the challenges between design and engineering, and understanding to what extent is Agile UX a solution to alleviating those challenges. The main findings of this first phase highlight the aforementioned gaps of the Agile UX approach. Agile UX is indeed a solution to reconciling UX design and software enginnering, but it lacks of clear guidelines and attention to contextuality, preventing it to be trully actionable. Agile UX as it is defined today also has very little considerations on the evolution of the UX design and software engineering disciplines, and fails at anticipating the future of digital products. Based on these insights, the second phase of the thesis brings up qualitative insights from industry practitioners, including UX designers, software engineers, managers and leaders, in order to address the limitations of the Agile UX approach. This second phase encapsulates the main objective of this thesis; understanding how to contextually adopt an Agile UX approach to product development. The findings of this thesis highlight the diversity of the industry and the uniqueness of each product development context. The design-engineering relationship varies a lot across organisations, and many contextual facets impact on the ways processes and collaboration practices are defined. Common trends have been highlighted, as well as numerous divergence points. Clear signs show that Agile UX is spreading in the industry already, but quite inequally. At the same time, Agile UX seems to align with the future trends of product development. In addition to the extensive findings, this research concludes with the draft proposition of a methodology. This could be the first building step towards a more developed solution, aiming at supporting teams wishing to optimising their product development workflows, throught Agile UX.Item Augmenting the Performer–Audience Live Participation in Professional Event Productions(2021-06-01) Salovaara, Antti; Nelimarkka, Matti; Kuikkaniemi, Kai; Jacucci, Giulio; Department of Design; Department of Computer Science; Computer Science - Human-Computer Interaction and Design (HCID)Event productions, such as corporate workshops, night galas, or networking events, can reach higher levels of participant experience and productiveness if performer–audience interactions are augmented with possibilities for live participation from mobile terminals. However, it easily happens that polls, backchannels, chat screens and other methods remain as mere activation tricks that fall short from a successful integration to events’ goals and content. Based on a 10-year process of developing live participation technologies, deploying them successfully in collaboration with event producers in over 100 professionally organised event productions ranging from 10 to 400 participants, we analyse techniques that increase events’ value for the audience and the organisers. Building on our experiences and event studies literature, we describe how positive audience participation can be achieved by supporting cognitive (informational), affective (experiential) and conative (behavioural) elements of event participation, thus helping the audience members notice how the event supports their needs.Item Building on shaky foundations? Lack of falsification and knowledge contestation in IS theories, methods, and practices(Palgrave Macmillan Ltd., 2020-01-02) Salovaara, Antti; Upreti, Bikesh Raj; Nykänen, Jussi Ilmari; Merikivi, Jani; Department of Design; Department of Computer Science; Department of Information and Service Management; Professorship Nieminen M.Among the defining characteristics of a healthy research discipline is the ability to correct its knowledge if more recent evidence creates grounds for this. Studies that reveal errors in earlier theories demonstrate, in line with Karl Popper’s thinking, an approach called falsificationism. They complement approaches aimed at developing and expanding knowledge by generalising empirical observations or postulating new contributions and testing them. The paper presents an analysis that applies this categorisation to abstracts of research papers (N = 5,202) in the eight leading IS journals. Machine-learning-based classification determined that only 7.0% of the papers manifested any clear form of knowledge-contestation, such as falsification, in the approach or findings presented. In light of this, we call on IS researchers to increase the falsification and knowledge-contestation in their research, to nurture more valid theories, methods, and practices, thereby achieving greater societal impact. We present two suitable IS research designs accordingly: knowledge-contesting comparisons and knowledge-contesting replications. We also discuss how these designs, exemplifying opportunities to increase the number of knowledge-contesting studies in the field, can be applied in both positivist and interpretivist research epistemology.Item ”Clay to Play With”: Generative AI Tools in UX and Industrial Design Practice(2024-07-01) Uusitalo, Severi; Salovaara, Antti; Jokela, Tero; Salmimaa, Marja; Department of Design; Vallgårda, Anna; Jönsson, Li; Fritsch, Jonas; Fdili Alaoui, Sarah; Le Dantec, Christopher A.; Encore; Nokia Bell Labs FinlandGenerative artificial intelligence (GAI) is transforming numerous professions, not least various fields intimately relying on creativity, such as design. To explore GAI’s adoption and appropriation in design, an interview-based study probed 10 specialists in user experience and industrial design, with varying tenure and GAI experience, for their adoption/application of GAI tools, reasons for not using them, problems with ownership and agency, speculations about the future of creative work, and GAI tools’ roles in design sensemaking. Insight from reflexive thematic analysis revealed wide variation in attitudes toward GAI tools – from threat-oriented negative appraisals to identification of empowerment opportunities – which depended on the sense of agency and perceived control. The paper examines this finding in light of the Coping Model of User Adaptation and discusses designers’ metacognitive skills as possible underpinnings for their attitudes. Avenues for further research are identified accordingly.Item Co-designing the Sharing Cube a novel experience driven data collection method for exploring transformative experiences in participatory culture communities(2021) Ruijs, Hilda; Salovaara, Antti; art; Taiteiden ja suunnittelun korkeakoulu; School of Arts, Design and Architecture; Salovaara, AnttiThe rapid growth of participatory culture communities, where members don't act as one-way consumers but as co-creators, has resulted in a lack of understanding of the impact of the participatory culture events on their participants, communities, and society. Burning Man as such a participatory culture, however not the only one, is a celebration of art and a temporary desert city in the US. Experiencing co-created events when belonging to a participatory culture community, where people experience low barriers to artistic expression and civic engagement, often brings about life-changing experiences and stories, in other words, transformational experiences. These transformational stories are important. Not only for personal or community development but also for science and our understanding of the change in societies. Burning Stories science-art platform, the client of this thesis project, studies these communities with an experimental novel method. The case Sharing Cube is plotted at Burning Man event: an independent art-based research tool that collects qualitative stories without a need for human intervention. Sharing Cube devices record anticipated transformational stories, individual experiences that somehow change the participants' perception of themselves, or life, or the community. This thesis describes the product development of the first already existing prototype: the Cube. The aim of the redesign is to create a more experience-driven data-collection. The thesis documents the design process of the redesign of the Sharing Cube device, following Vision in Product (ViP), a framework in product experience that is context-driven and interaction-centered. The role of the designer is to develop the product's appearance and feel. The novel method records qualitative narrative datasets in situ: the Sharing Cubes are standalone data collection devices that participants can autonomously operate without the researcher's presence. Because data is being captured independently, the success of the recorded data sets depends largely on Sharing Cube’s design. This thesis explores the design of the Sharing Cube method in 1) attracting participants, 2) engaging the participant, and 3) onboard the participant to the question probe to open up about transformation. This report illustrates a visual design journey of the product development of the Sharing Cube method with applied research in the form of design experiments. The product is first deconstructed on three levels: product, interaction, and context. Then, the product is designed with a vision statement and a human-product interaction. The report develops design principles and concepts. The result is a design statement, interaction proposal, and a final design proposal: the Pyramid. The Pyramid proposal invites the intended rich experience in the Burning Man context: it helps to reflect on the topic transformation by having an intimate moment with the Sharing Pyramid where a user can ‘drop their story in a hidden flower’. The thesis aims to document the design process. Lastly, the thesis suggests the ViP framework, because it is experience-driven, may be interesting to be multiplied for future Sharing Cubes to study human experiences in other transformational events.Item Co-designing the Story Sharing Cube a novel experience driven data collection method for exploring transformative experiences in participatory culture communities(2021) Ruijs, Hilda; Heikkilä, Jukka-Pekka; muo; Taiteiden ja suunnittelun korkeakoulu; School of Arts, Design and Architecture; Salovaara, AnttiThe rapid growth of participatory culture communities, where members don't only act as one-way consumers but also as co-creators, has resulted in a lack of understanding of the impact of the participatory culture events on their participants, communities, and society. Burning Man as such a participatory culture, however not the only one, is a celebration of art and a temporary desert city in the US. Experiencing co-created events when belonging to a participatory culture community, where people experience low barriers to artistic expression and civic engagement, often brings about life-changing experiences and stories, in other words, transformational experiences. These transformational stories are important. Not only for personal or community development but also for science and our understanding of the change in societies. Burning Stories science-art platform, the client of this thesis project, studies these communities and one of their methods is an experimental novel method called the Story Sharing Cube (SSC). The case SSC was piloted at the Burning Man event: an independent art-based research tool that collects qualitative stories without a need for human intervention. The SSC devices record anticipated stories - in the thesis scope the research interest was on transformational stories, individual experiences that somehow change the participants' perception of themselves, or life, or the community. However, essentially all kinds of qualitative data may be gathered with this SSC device, depending on the research interest. This thesis describes the product development of the first already existing SSC prototype. The aim of the redesign is to create a more experience-driven data collection. The thesis documents the design process of the redesign of the Story Sharing Cube device, following Vision in Product (ViP), a framework in product experience that is context-driven and interaction-centered. The role of the designer is to develop the product's appearance and feel. The novel method records qualitative narrative datasets in situ: the Story Sharing Cubes are standalone data collection devices that participants can autonomously operate without the researcher's presence. Because data is being captured independently, the success of the recorded data sets depends largely on Story Sharing Cube’s design. This thesis explores the design of the Story Sharing Cube method in 1) attracting participants, 2) engaging the participant, and 3) onboard the participant to the question probe and facilitate to open up a sharing about personal transformation. This report illustrates a visual design journey of the product development of the SSC method with applied research in the form of design experiments. The product is first deconstructed on three levels: product, interaction, and context. Then, the product is designed with a vision statement and a human-product interaction. The report develops design principles and concepts. The result is a design statement, interaction proposal, and a final design proposal: the Story Sharing Pyramid. The Pyramid proposal invites the intended rich experience in the Burning Man context: it helps to reflect on the topic transformation by having an intimate moment where a user can have an interaction that resembles to ‘drop their story in a hidden flower’. The type of thesis is one that has the characteristics is a hands-on design process. The thesis purpose is to document the design process.Item Cognitive Compass - Towards an Easy and Illustrated Way to Learn Jungian Typology(2021) Canth, Jani; Salovaara, Antti; muo; Taiteiden ja suunnittelun korkeakoulu; School of Arts, Design and Architecture; Paavilainen, HeidiOur modern world is drowning in a constant flood of information. The human capacity to deal with information and make decisions based on it is limited. This brings great value to transforming complex and useful information into an easily digestible form. Personal wellbeing is a megatrend that is gaining momentum, not only in the consciousness of people, but also financially. One crucial part of personal wellbeing is self-knowledge and the personal improvement stemming from it. These factors can influence how people take on life, and how satisfied or fulfilled they are. Jungian typology is a developing field of personality psychology, that studies different cognitive elements, and categorizes people into types and clusters of types based on their attention towards these elements. These kind of personality theories withhold a lot of information about the differences between people, their general strengths, weaknesses and development. Jungian typology, understanding it and applying it is an effective way to increase self-knowledge, and thus, personal growth. This bachelor’s thesis is a take on how a multidimensional theory of personality can be presented by utilizing artistic, design and information visualization approaches, making it more understandable. In a co-design fashion, a series of interviews were also conducted. While visualizing the entire theory and creating applications is a long process, the purpose of this project was to create a foundational draft and ideas for future visualizations and applications.Item Consequences of Discontinuing Knowledge Work Automation – Surfacing of Deskilling Effects and Methods of Recovery(2018) Rinta-Kahila, Tapani; Penttinen, Esko; Salovaara, Antti; Soliman, Wael; Department of Information and Service Management; Bui, Tung X.; University of Helsinki; University of JyväskyläIS automation pervades business processes today. Thus, concerns have been raised about automation’s potential deskilling effects on knowledge workers. We conduct a revelatory case study about an IT service firm where a managerial decision was taken to discontinue a fixed assets management (FAM) software that provided seemingly effective automation of fixed assets accounting and reporting. We study how automation can result in latent deskilling that later becomes apparent when the system gets discontinued, causing disruptions in employees’ daily work and organizational processes. We also investigate how the employees and the company recover from this disruption by leveraging various coping strategies. We suggest that automation of an accounting function/process played a key role in the deskilling of accountants. Although the effect on worker skills may not be obvious when the system is operational, discontinuing the system brings the effect to the apparent level.Item Content Discovery in Online Services: A Case Study on a Video on Demand System(2019-06-17) Hirvola, Viet Ba; Salovaara, Antti; Kanerva, Einari; Perustieteiden korkeakoulu; Nieminen, MarkoVideo-on-demand services have gained popularity in recent years for the large catalogue of content they offer and the ability to watch them at any desired time. Having many options to choose from may be overwhelming for the users and affect negatively the overall experience. The use of recommender systems has been proven to help users discover relevant content faster. However, content discovery is affected not only by the number of choices, but also by the way the content is displayed to the user. Moreover, the development of recommender systems has been commonly focused on increasing their prediction accuracy, rather than the usefulness and user experience. This work takes on a user-centric approach to designing an efficient content discovery experience for its users. The main contribution of this research is a set of guidelines for designing the user interface and recommender system for the aforementioned purpose, formulated based on a user study and existing research. The guidelines were additionally translated into interface designs, which were then evaluated with users. The results showed that users were satisfied with the proposed design and the goal of providing a better content discovery experience was achieved. Moreover, the guidelines were found feasible by the company in which the research was conducted and thus have a high potential to work in a real product. With this research, I aim to highlight the importance of improving the content discovery process both from the perspective of the user interface and a recommender system, and encourage researchers to consider the user experience in those aspects.Item Creative collaboration with interactive evolutionary algorithms: a reflective exploratory design study(Springer, 2024-06) Uusitalo, Severi; Kantosalo, Anna; Salovaara, Antti; Takala, Tapio; Guckelsberger, Christian; Department of Design; Department of Computer Science; Encore; Takala Tapio group; Professorship Guckelsberger Christian; Computer Science ProfessorsProgress in AI has brought new approaches for designing products via co-creative human–computer interaction. In architecture, interior design, and industrial design, computational methods such as evolutionary algorithms support the designer’s creative process by revealing populations of computer-generated design solutions in a parametric design space. Because the benefits and shortcomings of such algorithms’ use in design processes are not yet fully understood, the authors studied the intricate interactions of an industrial designer employing an interactive evolutionary algorithm for a non-trivial creative product design task. In an in-depth report on the in-situ longitudinal experiences arising between the algorithm, human designer, and environment, from ideation to fabrication, they reflect on the algorithm’s role in inspiring design, its relationship to fixation, and the stages of the creative process in which it yielded perceived value. The paper concludes with proposals for future research into co-creative AI in design exploration and creative practice.Item Cycles of emotions – Feminist self-tracking of emotions during the menstrual cycle(2023) Steckl, Miriam; Søndergaard, Marie Louise Juul; muo; Taiteiden ja suunnittelun korkeakoulu; School of Arts, Design and Architecture; Salovaara, AnttiAlthough investors, entrepreneurs, and consumers celebrate the skyrocketing of the Female Technology industry as progress in the empowerment of women, feminist scholars highlight the risks of datafying the bodies of people who menstruate. Apps and wearable devices, such as digital menstruation trackers, can put stress on menstruators to conform to an algorithmic ‘norm’ and control their natural bodily changes, ultimately increasing feelings of alienation from their own bodies by attempting to narrow fundamentally diverse, varying, and natural processes into neat datasets. Moreover, trackers commonly concentrate on the cognitivist recording of physical symptoms and frequently fail to include the embodied, emotional variations a person is likely to experience at different points throughout their menstrual cycle. Therefore, this thesis researches whether or not applying embodiment practices when tracking emotions can enhance menstruators’ emotional awareness and connection to their body throughout their menstrual cycles. The thesis follows a research through design approach, which was initiated by autoethnographic experiments, to explore different means of recognising and tracking embodied emotions. These findings then informed the development of Cycles of Emotions – a kit of design probes to help users to recognise emotions in their body and express them via crafting a chain of colourful wooden beads. After pilot testing with experts, six participants utilised the Cycles of Emotions kit over a full menstrual cycle. The follow-up interviews reveal how the embodied speculations enable menstruators to embrace the emotional variations they experience throughout their cycle and connect more deeply with their bodies. The thesis translates the research insights into written recommendations that, in turn, demonstrate how menstruation trackers which record emotions can be designed in a more feminist way.Item Decolonising Social Impact Design(2021) Kulmala, Heidi; Salovaara, Antti; Taiteiden ja suunnittelun korkeakoulu; School of Arts, Design and Architecture; Paavilainen, HeidiTo date, mainstream design discourse is still dominated by “colonial mentality”, the preference for the Anglo-American and Eurocentric ways of experiencing the world. In general, the prevailing design practices lack alternative and marginalised discourses from the non Anglo-European sphere. Although social impact design is a growing discipline among designers, some suggest it is just a new form of Western imperialism. The concept of decolonising design has been argued to be the solution for more inclusive, diverse and non-imperialist design practices. The aim of this thesis is to explore the problematic connection between social impact design and imperialism, understand the concept of decolonising design, and clarify the action points required of a designer from the Western context to decolonise their way of experiencing, practicing and teaching designing. The end result is a summary of key elements a designer should take into consideration, when they seek to act in a decolonised way in the field of social impact design. The majority of the research happened online, since most of the debate and research around the idea of decolonising design is currently done in the virtual environment. However, some literature resources were reviewed to explore the topics of social impact design, design history, design anthropology, imperialism and decolonisation. Since the topic of the thesis is highly broad and controversial, this thesis manages to address only a portion of the complex web of colonial mentality, social impact design and the concept of decolonising design, and it should be explored more extensively to obtain a clearer understanding.Item Design-verkkokaupan käyttöliittymä- Esteettinen suunnittelu trendsettereille(2020) Haikka, Rasmus; Salovaara, Antti; Taiteiden ja suunnittelun korkeakoulu; School of Arts, Design and Architecture; Salovaara, AnttiTämä tutkielma tarkastelee estetiikan vaikutusta design-verkkokauppaan ja sen merkitystä käyttäjätyytyväisyyteen ja myynnin kasvattamiseen. Projektini rakentuu kolmesta eri osa-alueesta: esteettisen ja visuaalisen lähestymistavan määrittelystä, teorian havainnoinnista sekä design-verkkokaupan uudelleen suunnittelusta. Tutkimuksesta selviää, että käyttäjäkeskeisen ja visuaalisen suunnittelun yhdistäminen on tärkeää ja näiden kahden osuuden painoarvo tulee määritellä valitun kohderyhmän perusteella. Kirjallisuuskatsaus osoittaa, että estetiikka vaikuttaa käyttäjätyytvyväisyyteen ja päätöksentekoon verkkokaupoissa. Projektiosuudessa pohdin, millaisia visuaalisia ratkaisuja pystyn tekemään design-verkkokaupan tuotesivuille. Keskityin verkkokaupan ostoprosessin muokkaamiseen pitäen mielessä, miten kokemuksesta saa mahdollisimman inspiroivan ja miellyttävän. Yhteenvetona tutkielma käsittelee ongelmaa, miten suunnitella kokonaisvaltainen verkkokauppatuotesivu ottaen huomioon kaupalliset e-commerce lähtökohdat sekä esteettinen suunnittelu. Lopputulos sisältää teoreettisen tutkimuksen sekä yrityksen kanssa toteutetun projektin. Aihe on vahvasti sidoksissa digitaaliseen suunnitteluun ja palvelukehitykseen. Toivon, että tutkielmassa esitetyt väitteet ja ratkaisut auttavat suunnittelijoita sekä verkkokauppoja ymmärtämään käyttäjälähtöisen suunnittelun sekä estetiikan tärkeyden ja vaikutuksen design-verkkokaupan suunnittelussa.Item Designing a new music notation for Chinese traditional Qin music(2020) Yu, Kexin; Salovaara, Antti; Taiteiden ja suunnittelun korkeakoulu; School of Arts, Design and Architecture; Salovaara, AnttiIn the early 20th century, Western music culture’s influence on Chinese music culture has radically increased. This is reflected in that the traditional music notations have been replaced by Western notations in music education and composition to a great extent. However, Chinese traditional music has its own theoretical system and aesthetics. The expression of the imported notations does not correspond with the characteristics and aesthetics of Chinese traditional music. With less and less people being able to read traditional notation, the traditional music culture is fading out of the majority’s sight. The thesis aims to design a new music notation system for a typical Chinese traditional instrument, Qin, from a designer’s perspective, which can indicate the characteristics of Qin music and traditional music. The thesis adopted the process of requirements analysis as the methodology. In the first stage, music visualization research, case study of music notations and interview with professional musicians were launched as information gathering. Next, the user needs were identified: concluding on five design criteria according to the previous research, followed by the design purpose, including target user and two scenarios. The last stage was the design practice, including brainstorming, design process and evaluation. The outcome is a new music notation system, designed on the basis of the proposed design criteria and preliminary evaluation. It is presented as a sheet music sample of a composition, Tune for a peaceful night.Item Designing age-friendly emerging digital products. Leveraging the potential of prospective seniors to co-design future experiences.(2023) Secchi, Sofia; Salovaara, Antti; muo; Taiteiden ja suunnittelun korkeakoulu; School of Arts, Design and Architecture; Salovaara, AnttiWe are headed towards a heavily digitised future where an increasingly mature population will have to cope with constant technological advancement. With such premises, it’s easy to see an area that will likely call for design intervention: preventing the spread of digital exclusion among the older population. The goal of this work is to investigate the potential of co-design in supporting the development of future-oriented digital products, promoting inclusivity of an ageing, digitally inexperienced audience. Guiding the experimentation recounted in this document is the following research question: how to co-design the user experience of a future-oriented digital product to make it inclusive for an ageing target? Informed by academic literature and by successful examples of co-design with an ageing target, I hypothesise that, at the earliest stage of user experience ideation, a co-design approach must be applied in order for a future-oriented concept to eventually evolve into an age-inclusive digital product. More specifically, the applied co-design method must be based on four guiding principles (using craft materials to ideate interfaces, instructing participants with specific and concise tasks, including aspects of personal involvement, anticipating elements of the future while neglecting elements of the present) and be driven by the literary concept of averting age stereotype threat. I empirically test the outlined method through a series of four iterations involving eleven participants that belong to the relevant age group. These method implementations are based on an existing personal project called Timo, which consists of a concept for a social media platform based on the emerging technology of 3D scanning on mobile devices. Because Timo relies on such fairly immature technology, being therefore considered a future-oriented product, it makes a good case on which to base my experiments. The empirical iterations of the method applied to Timo allow me to draw a series of conclusions to my hypothesis. While some open questions remain, providing ground for future research, the principles hypotesised as guidelines to ensure age-inclusivity through co-design are tested, alongside the relevance of averting the threat of age stereotypes. On one hand, the driver of preventing age stereotype threat, as well as three of the outlined requirements (using craft materials to ideate interfaces; instructing participants with specific and concise tasks; including aspects of personal involvement) are proven solid. On the other hand, however, inconclusive results are obtained about the fourth and last requirement that had been hypothesised in advocacy of age-inclusive co-design of emerging products (anticipating elements of the future while neglecting elements of the present). The work, therefore, concludes with a few suggestions on how to potnentially investigate the topic further.Item Designing for Uncertain Futures: An Anticipatory Approach(ACM, 2023-11) Moesgen, Tim; Salovaara, Antti; Epp, Felix Anand; Sanchez, Camilo; Department of Communications and Networking; Department of Information and Communications Engineering; Department of Design; Department of Computer Science; Mobile Cloud ComputingHCI and design fields must better take into account the volatile, uncertain, complex, and ambiguous world where multiple factors are simultaneously shaping the future. Technologies may have unintended consequences and end up being used in unexpected futures. By being able to holistically anticipate possible futures and by studying them “in action” in prototype-based field studies, HCI and design can increase their importance in shaping futures.Item Designing peripheral interaction for exploratory bicycle trip navigation(2022) Wu, Wangting; Salovaara, Antti; muo; Taiteiden ja suunnittelun korkeakoulu; School of Arts, Design and Architecture; Salovaara, AnttiCycling is a common leisure time activity and popular in touristic regions, by which tourists go on exploration in unfamiliar areas. For exploratory bicycle trips, tourists can immerse themselves in novel scenery while the fear of getting lost in the new environment forces them to use paper maps or navigation applications to find their way. However, stopping to reach for a map or looking down to check the mobile phones will cause much distraction and destroy the cycling and exploration experience. Considering the above, interaction for bicycle navigation should reduce the use of focal vision and try to use the periphery of attention to reduce distraction when checking directions during cycling. This thesis aims to understand and design peripheral interaction to reduce distracted attention when using bicycle navigation while also emphasizing the user experience of the navigation to better support the exploratory bicycle trip. This thesis addresses the issue of distracted attention by studying theories related to peripheral interaction and attention resources. Considering the prevalence of mobile phone use in bicycle trips, this thesis focuses on the visual modality. The ergonomics analysis discovers flickers as the ideal method for peripheral interaction and other visual limits for bicycle navigation. The thesis complements the knowledge about user experience with the semi-structured interview, which helps get an in-depth understanding of exploratory bicycle tourists and discover their needs for bicycle navigation. The research findings of peripheral visual interaction and user research are then transformed into design questions. Abstract concepts are provided as solutions and generated into design prototypes that meet user needs and visual interaction limits. Experienced bicycle tourists are invited to evaluate the prototype afterwards. This thesis draws two conclusions. First, the flickering of mobile phone screens is perceivable in the periphery of attention when not exposed to strong sunlight and changing different colours and frequencies can convey several types of navigation information. Second, rather than giving turn-by-turn information, providing the general direction towards the destination and prompting unsuitable road conditions can better support the spontaneous trip of exploratory bicycle tourists. The thesis contributes to the solutions for peripheral interaction only using mobile phones and suggestions for the navigation design for exploratory bicycle tourists.Item Detecting covert disruptive behavior in online interaction by analyzing conversational features and norm violations(ACM, 2024-01-29) Paakki, Henna; Vepsäläinen, Heidi; Salovaara, Antti; Zafar, Bushra; Department of Computer Science; Department of Design; Professor of Practice Sawhney NitinDisruptive behavior is a prevalent threat to constructive online engagement. Covert behaviors, such as trolling, are especially challenging to detect automatically, because they utilize deceptive strategies to manipulate conversation. We illustrate a novel approach to their detection: analyzing conversational structures instead of focusing only on messages in isolation. Building on conversation analysis, we demonstrate that (1) conversational actions and their norms provide concepts for a deeper understanding of covert disruption, and that (2) machine learning, natural language processing and structural analysis of conversation can complement message-level features to create models that surpass earlier approaches to trolling detection. Our models, developed for detecting overt (aggression) as well as covert (trolling) behaviors using prior studies' message-level features and new conversational action features, achieved high accuracies (0.90 and 0.92, respectively). The findings offer a theoretically grounded approach to computationally analyzing social media interaction and novel methods for effectively detecting covert disruptive conversations online.