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Karlgren, Kasper
Publications (9 of 9) Show all publications
Karlgren, K., Soltani, N., Rostami, A. & McMillan, D. (2025). Autonomous Last Mile: Speculative Futuring in Virtual Reality. In: Débora C. Muchaluat Saade et al. (Ed.), IMX '25: Proceedings of the 2025 ACM International Conference on Interactive Media Experiences. Paper presented at IMX '25: ACM International Conference on Interactive Media Experiences, Niterói, Brazil, June 3-6, 2025. (pp. 325-328). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Autonomous Last Mile: Speculative Futuring in Virtual Reality
2025 (English)In: IMX '25: Proceedings of the 2025 ACM International Conference on Interactive Media Experiences / [ed] Débora C. Muchaluat Saade et al., Association for Computing Machinery (ACM) , 2025, p. 325-328Conference paper, Published paper (Refereed)
Abstract [en]

Delta Fleet AI is a speculative VR demo exploring the hidden human labor behind autonomous mobility systems. Set in a future where autonomous vehicles rely on remote human "RoadRunners"to manage edge cases, users engage in high-stakes scenarios including route selection, manual driving, and obstacle disambiguation. Framed as a corporate onboarding simulation, the experience critiques the myth of full autonomy and exposes the cognitive and emotional demands placed on undervalued human operators. Built for MetaQuest 3, the project showcases VR's potential for provocative speculative design, inviting reflection on automation, labor, and the ethics of human-autonomy teaming.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2025
Keywords
Autonomous Systems, Speculative Design, Virtual Reality
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:su:diva-245984 (URN)10.1145/3706370.3731709 (DOI)001527547700024 ()2-s2.0-105007983273 (Scopus ID)9798400713910 (ISBN)
Conference
IMX '25: ACM International Conference on Interactive Media Experiences, Niterói, Brazil, June 3-6, 2025.
Available from: 2025-08-25 Created: 2025-08-25 Last updated: 2025-12-04Bibliographically approved
Iyer, D., Uhde, A., Karlgren, K. & Kuzuoka, H. (2025). TegakARi: Augmenting Creative Drawing with Audio and Visual Cues. In: Stephen Viller; Jeni Paay; Joel Fredericks; Jane Turner; Nicole Vickery; Greg Wadley; Diego Muñoz; Tara Capel; Arzoo Atiq; Hilary Davis; Marie Bodén; Joel Hardman; Bernd Ploderer (Ed.), OzCHI '24: Proceedings of the 36th Australasian Conference on Human-Computer Interaction. Paper presented at OzCHI '24: 36th Australasian Conference on Human-Computer Interaction Meanjin | Brisbane Australia 30 November 2024- 4 December 2024 (pp. 87-101). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>TegakARi: Augmenting Creative Drawing with Audio and Visual Cues
2025 (English)In: OzCHI '24: Proceedings of the 36th Australasian Conference on Human-Computer Interaction / [ed] Stephen Viller; Jeni Paay; Joel Fredericks; Jane Turner; Nicole Vickery; Greg Wadley; Diego Muñoz; Tara Capel; Arzoo Atiq; Hilary Davis; Marie Bodén; Joel Hardman; Bernd Ploderer, Association for Computing Machinery (ACM), 2025, p. 87-101Conference paper, Published paper (Refereed)
Abstract [en]

Creativity Support Systems for expert users usually focus on idea implementation, assuming that experts only need to materialize their idea, while support of idea exploration is relatively understudied. Recognizing potential in this area, we developed TegakARi—an Augmented Reality system that provides peripheral cues (visual and audio) to support experts’ idea exploration. In a pilot and an evaluation study (n = 6 + 18), we found positive effects of unimodal support (audio or visual cues only) on external creativity ratings, but no effect of multimodal support. In addition, participants rated TegakARi’s creativity support as generally comparable to other Creativity Support Systems, with above-average potential for collaboration. Qualitative findings indicate that audio cues tend to induce creative mood and inspire experts to enrich their drawings. Visual cues tend to support “getting the details right”. We close with four design sketches to illustrate how our findings can inform future design of Creativity Support Systems.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2025
Keywords
Augmented Reality, Creativity Support Systems, Creativity Support Tools, Divergent Thinking, Drawing, Expert Users, Multimodal
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:su:diva-249793 (URN)10.1145/3726986.3727899 (DOI)2-s2.0-105020985366 (Scopus ID)979-8-4007-1509-9 (ISBN)
Conference
OzCHI '24: 36th Australasian Conference on Human-Computer Interaction Meanjin | Brisbane Australia 30 November 2024- 4 December 2024
Available from: 2025-11-26 Created: 2025-11-26 Last updated: 2025-12-11Bibliographically approved
Yadav, D., Karlgren, K., Shaikh, R. I., Helms, K. D., McMillan, D., Brown, B. & Lampinen, A. (2024). Bodywork at Work: Attending to Bodily Needs in Gig, Shift, and Knowledge Work. In: Florian Floyd Mueller; Penny Kyburz; Julie R. Williamson; Corina Sas; Max L. Wilson; Phoebe Toups Dugas; Irina Shklovski (Ed.), CHI '24: Proceedings of the CHI Conference on Human Factors in Computing Systems. Paper presented at CHI '24: CHI Conference on Human Factors in Computing Systems, Honolulu, USA, 11-16 May, 2024.. Association for Computing Machinery (ACM), Article ID 383.
Open this publication in new window or tab >>Bodywork at Work: Attending to Bodily Needs in Gig, Shift, and Knowledge Work
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2024 (English)In: CHI '24: Proceedings of the CHI Conference on Human Factors in Computing Systems / [ed] Florian Floyd Mueller; Penny Kyburz; Julie R. Williamson; Corina Sas; Max L. Wilson; Phoebe Toups Dugas; Irina Shklovski, Association for Computing Machinery (ACM) , 2024, article id 383Conference paper, Published paper (Refereed)
Abstract [en]

The concept of ‘bodywork´ refers to the work individuals undertake on their own bodies and the bodies of others. One aspect is attending to bodily needs, which is often overlooked in the workplace and HCI/CSCW research on work practices. Yet, this labour can be a significant barrier to work, consequential to work, and prone to spill over into other aspects of life. We present three empirical cases of bodywork: gig-based food delivery, shift work in hospitals and bars, and office-based knowledge work. We describe what attending to bodily needs at work entails and illustrate tactics employed so that work can be carried on, even when the body (or technology optimising it) breaks down. Arguing that all systems are bodily systems, we conclude with a call to acknowledge the centrality of bodies in all work and the roles technologies can play in supporting or constraining bodywork differently for different workers.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2024
Keywords
Bodywork, Health and Wellbeing, Workplaces, Interview Studies
National Category
Human Computer Interaction
Research subject
Computer and Systems Sciences
Identifiers
urn:nbn:se:su:diva-232974 (URN)10.1145/3613904.3642416 (DOI)2-s2.0-85194828677 (Scopus ID)9798400703300 (ISBN)
Conference
CHI '24: CHI Conference on Human Factors in Computing Systems, Honolulu, USA, 11-16 May, 2024.
Available from: 2024-08-29 Created: 2024-08-29 Last updated: 2025-01-11Bibliographically approved
Berns, K. E., Karlgren, K., Menon, A., Rossitto, C., Tholander, J. & McMillan, D. (2024). (Re)Framing the `Smart' Fridge: Configurable Technology for Activist Food-Sharing Communities. In: NordiCHI '24: Proceedings of the 13th Nordic Conference on Human-Computer Interaction: . Paper presented at NordiCHI 2024: Nordic Conference on Human-Computer Interaction, Uppsala, Sweden, October 13-16, 2024.. Association for Computing Machinery (ACM), Article ID 11.
Open this publication in new window or tab >>(Re)Framing the `Smart' Fridge: Configurable Technology for Activist Food-Sharing Communities
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2024 (English)In: NordiCHI '24: Proceedings of the 13th Nordic Conference on Human-Computer Interaction, Association for Computing Machinery (ACM) , 2024, article id 11Conference paper, Published paper (Refereed)
Abstract [en]

This paper explores the potential of (re)framing the smart fridge to facilitate asynchronous food-sharing practices within activist communities. Empirical data were gathered through a co-design study with FoodSharing Stockholm community members between March 2022 and December 2023. This investigation delved into the opportunities and challenges of incorporating a smart fridge into their activist efforts towards local food waste reduction. Our findings highlight managing fairness, cleaning and maintenance, and community building as crucial considerations in designing for such activist, community settings. We introduce design concepts for four adaptable and configurable smart devices to modify existing community fridges and address the above considerations. This paper contributes to HCI by illustrating the intricate relations between ‘making an impact’, ‘building community’, and the design of ‘engagement through technology’ within food-sharing communities. It underscores the significance of designing smart fridges for activist food-sharing communities with a purpose that goes beyond mere functionality, emphasising the need to consider the broader social implications of digital interventions in facilitating local food waste reduction and community building.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2024
Keywords
Food-sharing, Smart fridge, Activism, Co-design
National Category
Human Computer Interaction
Research subject
Computer and Systems Sciences
Identifiers
urn:nbn:se:su:diva-235699 (URN)10.1145/3679318.3685344 (DOI)001332352300011 ()2-s2.0-85206567698 (Scopus ID)979-8-4007-0966-1 (ISBN)
Conference
NordiCHI 2024: Nordic Conference on Human-Computer Interaction, Uppsala, Sweden, October 13-16, 2024.
Available from: 2024-11-19 Created: 2024-11-19 Last updated: 2024-12-13Bibliographically approved
Karlgren, K. (2024). Tracking and Hacking Sleep: Designing for lived experience through self-tracking. (Doctoral dissertation). Stockholm: Department of Computer and Systems Sciences, Stockholm University
Open this publication in new window or tab >>Tracking and Hacking Sleep: Designing for lived experience through self-tracking
2024 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

Sleep-tracking technology is built into many available smart technologies and wearables; hence, designing for and with these data requires a broad understanding of the user and their relation to sleep. However, these technologies still focus on traditional 7–9 hours-per-night schedules – overlooking the varied nature of people's sleep – and focus on metrics that are difficult to influence, such as sleep stages, making them unactionable for a large portion of the users. This dissertation investigates what sleep tracking can do for users who put effort into managing sleep by studying what actions and challenges they already employ. Using qualitative methods and design approaches, I study how people `hack' their sleep,  the difficulties that arise from non-traditional sleep patterns, and how sleep technology is used in everyday life. The findings and contributions of this work include (1) rich descriptions of these participants, in terms of how they share and discuss sleep hacks in online communities, and insights and reflections on the social factors of sleeping outside normal hours; (2) design explorations of how sleep tracking technology could be built to support these practices; and (3) framing self-tracking technology as the design of the self – to design technology that centres on the actions and varying goals and bodies of the users. In the discussion, I discuss how this work relates the notions of bodies and users in human-computer interaction, how changes in modern work arrangements call for new technology to support the arrangement of sleep and life rhythms, and reflections on the norms and soft paternalism of sleep tracking technologies.

Place, publisher, year, edition, pages
Stockholm: Department of Computer and Systems Sciences, Stockholm University, 2024. p. 116
Series
Report Series / Department of Computer & Systems Sciences, ISSN 1101-8526 ; 24-018
Keywords
Human-Computer Interaction, Sleep-tracking, Research for Design
National Category
Human Computer Interaction
Research subject
Computer and Systems Sciences
Identifiers
urn:nbn:se:su:diva-235072 (URN)978-91-8107-016-3 (ISBN)978-91-8107-017-0 (ISBN)
Public defence
2024-12-13, Small Auditorium, Borgarfjordsgatan 12, Kista, 13:00 (English)
Opponent
Supervisors
Available from: 2024-11-20 Created: 2024-10-31 Last updated: 2024-11-19Bibliographically approved
Karlgren, K. & McMillan, D. (2022). Designing for Extreme Sleepers: Rethinking the Rhythms of Sleep Technology. In: ACM International Conference Proceeding Series: . Paper presented at NordiCHI '22: Nordic Human-Computer Interaction Conference (pp. 1-17). Association for Computing Machinery (ACM), Article ID 62.
Open this publication in new window or tab >>Designing for Extreme Sleepers: Rethinking the Rhythms of Sleep Technology
2022 (English)In: ACM International Conference Proceeding Series, Association for Computing Machinery (ACM), 2022, p. 1-17, article id 62Conference paper, Published paper (Refereed)
Abstract [en]

Sleep takes one-third of our life and is of increasing technological interest. Yet development has been focused on the traditional notion of 8 hours-per-night schedules of good sleep' - overlooking the varied nature of people's sleeping and waking practices. Based on the experiences of Shift Workers, Gamers, and Polyphasic Sleepers, this paper exposes the sleep practices of extreme sleepers for the design of technology. This cohort follows sleep patterns outwith those encoded in current technology for work, will and well-being. Through interviews and design workshops, we present three themes emerging from these perspectives on sleep. These themes revolve around the physiological, felt, and social timings of sleep. We explore a design space around these themes through eight different critical design exemplars. In conclusion, this work encourages the design of sleep technology focusing on users' agency over their own life-rhythms rather than pre-built concepts of good' sleep.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2022
Keywords
Health Informatics, Personal Informatics, Research Through Design, Self-tracking, Sleep, Speculative Design, Medical informatics, Current technology, Polyphasic, Sleep pattern, Workers', Sleep research
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:su:diva-211918 (URN)10.1145/3546155.3546685 (DOI)2-s2.0-85140881810 (Scopus ID)9781450396998 (ISBN)
Conference
NordiCHI '22: Nordic Human-Computer Interaction Conference
Available from: 2022-11-29 Created: 2022-11-29 Last updated: 2024-10-31Bibliographically approved
Karlgren, K., Brown, B. & McMillan, D. (2022). From Self-Tracking to Sleep-Hacking: Online Collaboration on Changing Sleep. Proceedings of the ACM on Human-Computer Interaction (PACMHCI), 6(CSCW), 517:1-517:26
Open this publication in new window or tab >>From Self-Tracking to Sleep-Hacking: Online Collaboration on Changing Sleep
2022 (English)In: Proceedings of the ACM on Human-Computer Interaction (PACMHCI), E-ISSN 2573-0142, Vol. 6, no CSCW, p. 517:1-517:26Article in journal (Other academic) Published
Abstract [en]

With growing interest in how technology can make sense of our body and bodily experiences, this work looks at how these experiences are communicated through and with the help of technology. We present the ways in which knowledge about sleep, and how to manipulate it, is collectively shared online. This paper documents the sleep-change practices of four groups of 'Sleep Hackers' including Nurses, Polyphasic Sleeper, Over-sleepers, and Biohackers. Our thematic analysis uses 1002 posts taken from public forums discussing sleep change. This work reveals the different ways individuals share their experiences and build communal knowledge on how to 'hack' their sleep -- from using drugs, external stimulation, isolation, and polyphasic sleeping practices where segmented sleep schedules are shared between peers. We describe how communal discussions around the body and sleep can inform the development of body sensing technology. We discuss the opportunities and implications for designing for bodily agency over sleep changes both in relation to collaboratively developed understandings of the body and social context of the user. We also discuss notions of slowly changing bodily processes and sensory manipulation in relation to how they can build on the exploration of soma-technology.

Keywords
Sleep, Bio-hacking, Forum study, Sleep behavior
National Category
Computer Sciences
Research subject
Computer and Systems Sciences
Identifiers
urn:nbn:se:su:diva-212766 (URN)10.1145/3555630 (DOI)2-s2.0-85146426935 (Scopus ID)
Available from: 2022-12-12 Created: 2022-12-12 Last updated: 2024-10-31Bibliographically approved
Rostami, A., Karlgren, K. & McMillan, D. (2022). Kintsugi VR: Designing with Fractured Objects. In: IMX 2022 - Proceedings of the 2022 ACM International Conference on Interactive Media Experiences: . Paper presented at IMX '22: ACM International Conference on Interactive Media Experiences, Aveiro JB, Portugal, June 22 - 24, 2022 (pp. 95-108). New York: Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Kintsugi VR: Designing with Fractured Objects
2022 (English)In: IMX 2022 - Proceedings of the 2022 ACM International Conference on Interactive Media Experiences, New York: Association for Computing Machinery (ACM), 2022, p. 95-108Conference paper, Published paper (Refereed)
Abstract [en]

This paper presents Fractured Objects for the design of virtual and mixed-reality experiences. Drawing on the qualitative analysis of three weeks of artistic activities within a residency program, we present six types of Fractured Objects that were used in sketching a mixed-reality performance. Building on these Fractured Objects, as they were articulated by the artists, we present speculative designs for their use in scenarios inspired by research within the IMX community. In discussion, we look to expand the concept of Fractured Objects by relating it to other design concepts such as Seamful Design and Wabi-Sabi, and explore the relationship to the temporality of interaction. We introduce Kintsugi VR with Fractured Objects, drawing on the concept of golden repair' in which the act of reconnecting fractured parts improves the resulting whole object.

Place, publisher, year, edition, pages
New York: Association for Computing Machinery (ACM), 2022
Keywords
Artistic interaction, Fractured objects, Kintsugi VR, Mixed-reality experience, Virtual reality, Fracture, Interactive computer graphics, Design concept, Fractured object, Mixed reality, Performance, Qualitative analysis, Seamful designs, Sketchings
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:su:diva-212166 (URN)10.1145/3505284.3529966 (DOI)2-s2.0-85133947566 (Scopus ID)9781450392129 (ISBN)
Conference
IMX '22: ACM International Conference on Interactive Media Experiences, Aveiro JB, Portugal, June 22 - 24, 2022
Available from: 2022-12-05 Created: 2022-12-05 Last updated: 2022-12-05Bibliographically approved
Karlgren, K. & Brown, B.More Than a Reminder: Alarms as a Technology of the Self.
Open this publication in new window or tab >>More Than a Reminder: Alarms as a Technology of the Self
(English)Manuscript (preprint) (Other academic)
National Category
Other Engineering and Technologies
Research subject
Information Systems; Mobile Life; Software Development
Identifiers
urn:nbn:se:su:diva-235690 (URN)
Available from: 2024-11-19 Created: 2024-11-19 Last updated: 2024-11-19
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