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Wang, J. & Juhlin, O. (2020). Unpacking Fashion Film for Digital Design. Fashion Practice: the journal of design, creative process & the fashion industry, 12(1), 126-151
Open this publication in new window or tab >>Unpacking Fashion Film for Digital Design
2020 (English)In: Fashion Practice: the journal of design, creative process & the fashion industry, ISSN 1756-9370, E-ISSN 1756-9389, Vol. 12, no 1, p. 126-151Article in journal (Refereed) Published
Abstract [en]

Film media have become an essential part of the symbolic production of fashion, not least because of the emergence of Internet. Fashion film uses storytelling in a way that the audience comes to experience the garments in combination with the film. The film experience then influences viewers' eventual experience of wearing the garment. Fiction enables fashion and fashion becomes fiction. At the same time, there is an emerging interest within computer science, such as human-computer interaction (HCI), in designing fashion-related, digital services and wearable technologies, which are also termed "digital fashion". Such technology has the potential to offer new products that are worn as garments. A digital garment shares the focus on visual appearance with traditional clothing fashion, but differs from the latter because it can change its visual expression. In developing and studying such technology, we need to understand both what constitutes fashion in a broad sense, and how to communicate these new design concepts to intended users. Both challenges motivate the production of a film on fashionable wearables. We therefore need to unpack in detail how to make such a film, as well as how to address the differences between the "functions" of fabric and of digital technology.

Keywords
fashion film, wearable, digital fashion, human-computer interaction, design fiction
National Category
Information Systems, Social aspects Design Studies on Film
Identifiers
urn:nbn:se:su:diva-181121 (URN)10.1080/17569370.2019.1635345 (DOI)000522358000007 ()
Available from: 2020-04-27 Created: 2020-04-27 Last updated: 2025-02-25Bibliographically approved
Wang, J. (2018). Crafting Movement: Moving Image Collections for Interaction Design. (Doctoral dissertation). Stockholm: Department of Computer and Systems Sciences, Stockholm University
Open this publication in new window or tab >>Crafting Movement: Moving Image Collections for Interaction Design
2018 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

This thesis conceptualises, investigates, and reflects on the moving image design space in Human-Computer Interaction (HCI). Motivated by the increasing number of videos, films, and animations produced in the field, the thesis recognizes moving image making as a designerly way of inquiry across research and practice, and argues for the importance of moving image as a research topic in interaction design. 

The first contribution of this thesis is the conceptualization of the moving image design space. The growing body of moving images, varying in forms and purposes, can be held together to establish a foundation of knowledge that informs and generates new research and practice. We identify four collections of existing works and their different roles, namely moving image as design technique, design element, design exhibit, and design promotion. The second contribution is the manifestation of moving image making through concrete design studies. These exemplars empirically demonstrate how they investigate, enrich, and challenge the four established collections, and ultimately expand the moving image design space. 

These contributions not only provide new knowledge on moving images for better understanding their various roles in interaction design and making works that respond to emerging design opportunities, but also foreground the discussion on the mediation aspect of moving image in HCI.

Place, publisher, year, edition, pages
Stockholm: Department of Computer and Systems Sciences, Stockholm University, 2018
Series
Report Series / Department of Computer & Systems Sciences, ISSN 1101-8526 ; 17-009
Keywords
Human-Computer Interaction, Interaction Design, Moving Image, Film, Video, Animation, Design Mediation
National Category
Human Computer Interaction Design
Research subject
Computer and Systems Sciences
Identifiers
urn:nbn:se:su:diva-149478 (URN)978-91-7797-067-5 (ISBN)978-91-7797-068-2 (ISBN)
Public defence
2018-01-19, Lilla Hörsalen, NOD-huset, Borgarfjordsgatan 12, Kista, 13:00 (English)
Opponent
Supervisors
Note

At the time of the doctoral defense, the following paper was unpublished and had a status as follows: Paper 7: Manuscript.

Available from: 2017-12-27 Created: 2017-12-03 Last updated: 2025-02-25Bibliographically approved
Wang, J. & Juhlin, O. (2017). Fashion, Fiction, Function: Mediating Wearable Design Through Fashion Film. In: NORDES 2017: DESIGN+POWER: . Paper presented at NORDES 2017, 7th Nordic Design Research Conference, Oslo, Norway, 15 - 17 June 2017.
Open this publication in new window or tab >>Fashion, Fiction, Function: Mediating Wearable Design Through Fashion Film
2017 (English)In: NORDES 2017: DESIGN+POWER, 2017Conference paper, Published paper (Refereed)
Series
NORDES: Nordic Design Research, ISSN 1604-9705 ; 7
National Category
Design Information Systems, Social aspects
Research subject
Computer and Systems Sciences
Identifiers
urn:nbn:se:su:diva-149411 (URN)10.21606/nordes.2017.016 (DOI)
Conference
NORDES 2017, 7th Nordic Design Research Conference, Oslo, Norway, 15 - 17 June 2017
Available from: 2017-11-30 Created: 2017-11-30 Last updated: 2025-02-25Bibliographically approved
Wang, J., Juhlin, O. & Hughes, N. (2017). Fashion Film as Design Fiction for Wearable Concepts. In: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems: . Paper presented at 2017 CHI Conference on Human Factors in Computing Systems, Denver, Colorado, USA, May 06 - 11, 2017 (pp. 461-461). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Fashion Film as Design Fiction for Wearable Concepts
2017 (English)In: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2017, p. 461-461Conference paper, Oral presentation with published abstract (Other academic)
Abstract [en]

This video presents a design fiction in the form of a fashion film. It intends to mediate a design concept for a smartwatch that can change its colors and patterns to fit in the wearer's dress ensemble, which has been reported previously [1]. We see an increased interest in HCI to design fashionable wearables. However, visually appealing designs are not necessarily considered fashionable. We are motivated by the fundamental role of fashion media in transforming clothing items into fashionable garments. Fashion film, as one of the most important fashion media in the industry today, has the potential to represent wearable design concepts and to speak to a fashion-oriented audience within and beyond HCI.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2017
Keywords
Design Fiction, Fashion Film, Wearables, Smartwatch
National Category
Human Computer Interaction
Research subject
Man-Machine-Interaction (MMI)
Identifiers
urn:nbn:se:su:diva-149551 (URN)10.1145/3027063.3049782 (DOI)978-1-4503-4656-6 (ISBN)
Conference
2017 CHI Conference on Human Factors in Computing Systems, Denver, Colorado, USA, May 06 - 11, 2017
Available from: 2017-12-05 Created: 2017-12-05 Last updated: 2022-02-28Bibliographically approved
Wang, J., Juhlin, O., Blomgren, E., Bågander, L., Kägo, E., Meier, F., . . . Thornquist, C. (2016). Design space of the new materials for fashionable wearables. In: Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct: . Paper presented at 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct, Florence, Italy, September 06 - 09, 2016 (pp. 1159-1162). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Design space of the new materials for fashionable wearables
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2016 (English)In: Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct, Association for Computing Machinery (ACM), 2016, p. 1159-1162Conference paper, Published paper (Refereed)
Abstract [en]

This paper presents a design workshop that explores the future of fashionable wearable technology focusing on aesthetics. The results of the workshop include four fashion design concepts and the implications emerged from the discussions on each concept during the workshop. These implications open up new design space of technologies and materials that account for aesthetics beyond traditional fabric, i.e. transparency, scale, irregularity, movement, contextual expressions and fashion intelligence.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2016
Keywords
Aesthetics, Fashion, Wearable Technology, Design
National Category
Information Systems
Research subject
Man-Machine-Interaction (MMI)
Identifiers
urn:nbn:se:su:diva-137475 (URN)10.1145/2957265.2965023 (DOI)978-1-4503-4413-5 (ISBN)
Conference
18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct, Florence, Italy, September 06 - 09, 2016
Available from: 2017-01-08 Created: 2017-01-08 Last updated: 2022-02-28Bibliographically approved
Juhlin, O., Zhang, Y., Wang, J. & Andersson, A. (2016). Fashionable Services for Wearables: Inventing and Investigating a New Design Path for Smart Watches. In: Proceedings of the 9th Nordic Conference on Human-Computer Interaction: . Paper presented at NordiCHI 2016, 9th Nordic Conference on Human-Computer Interaction, Gothenburg, Sweden, October 23-27, 2016. Association for Computing Machinery (ACM), Article ID 49.
Open this publication in new window or tab >>Fashionable Services for Wearables: Inventing and Investigating a New Design Path for Smart Watches
2016 (English)In: Proceedings of the 9th Nordic Conference on Human-Computer Interaction, Association for Computing Machinery (ACM), 2016, article id 49Conference paper, Published paper (Refereed)
Abstract [en]

With the advent of wearable devices equipped with publicly visible screens, we argue for the need to apply fashion thinking in designing their visual expression. The screen provides endless variations of visual expression, beyond traditional clothing. The topic motivates us to investigate the potential of assembling “fashion thinking” with services generation, to create new forms of use that wearers will adore, as they do with clothes. Disregarding fashion thinking in wearable design might lead to user dissatisfaction and missed opportunities. In an explorative design study we triangulate three methods i.e. a small study on the use of smart watches in dressing practices; an invention and design of a service called “Watch for Figuracy”, with a watch face contextually dependent on the wearer’s dressed ensemble, and finally an initial user feedback study. Altogether they indicate the potential of fashion wearable hybrids and shortcomings in utilizing color theory for matching the watch face to the outfit.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2016
Keywords
Wearables, fashion, smart watches, outfit, watch face, design triangulation
National Category
Peace and Conflict Studies Other Social Sciences not elsewhere specified
Research subject
Man-Machine-Interaction (MMI); Computer and Systems Sciences
Identifiers
urn:nbn:se:su:diva-130509 (URN)10.1145/2971485.2971505 (DOI)000390298600049 ()978-1-4503-4763-1 (ISBN)
Conference
NordiCHI 2016, 9th Nordic Conference on Human-Computer Interaction, Gothenburg, Sweden, October 23-27, 2016
Funder
Vattenfall AB
Available from: 2016-05-24 Created: 2016-05-24 Last updated: 2025-02-20Bibliographically approved
Wang, J. & Hughes, N. (2016). Object. In: : . Paper presented at ISEA2016: the 22nd International Symposium on Electronic Art, Hong Kong, May 16-22, 2016 (pp. 43-46).
Open this publication in new window or tab >>Object
2016 (English)Conference paper, Oral presentation only (Other academic)
National Category
Human Computer Interaction
Research subject
Man-Machine-Interaction (MMI)
Identifiers
urn:nbn:se:su:diva-153285 (URN)
Conference
ISEA2016: the 22nd International Symposium on Electronic Art, Hong Kong, May 16-22, 2016
Note

Film, 5 minutes 53 seconds. A woman finds a mysterious object and embarks on a journey of discovery... but at what cost? A speculative design fiction about old/new technology enabling a dynamic communion between human and non-human consciousnesses.

Available from: 2018-02-23 Created: 2018-02-23 Last updated: 2023-07-24Bibliographically approved
Aspling, F., Wang, J. & Juhlin, O. (2016). Plant-computer interaction, beauty and dissemination. In: Proceedings of the Third International Conference on Animal-Computer Interaction: . Paper presented at ACI2016: Third International Conference on Animal-Computer Interaction, Milton Keynes, United Kingdom, November 15 - 17, 2016. Association for Computing Machinery (ACM), Article ID 5.
Open this publication in new window or tab >>Plant-computer interaction, beauty and dissemination
2016 (English)In: Proceedings of the Third International Conference on Animal-Computer Interaction, Association for Computing Machinery (ACM), 2016, article id 5Conference paper, Published paper (Refereed)
Abstract [en]

We inquire into ways of understanding plant interaction through a triangulation of four approaches: a multispecies ethnography of people's ordinary practices and doings in relation to sakura trees during their short blossoming season; readings of theoretical works on human-plant relations and plants' urge to spread; a systematic review of how plants are involved in computing and computer systems; and finally a review study on how cherry blossoms are used in design and architecture. We bring these together and propose to discuss the involvement of florae in computer systems and design items through the lens of understanding plant interaction as temporally extended dissemination and agency to spread. The design intent within Animal-Computer Interaction (ACI) has been to develop systems where non-human species are seen as "users". If such an approach is applied to plants, then we need to frame research in a direction that aims to give us an understanding of what these sorts of users are doing. Since the most successful forms of dissemination are hedonic, we argue that researchers should focus more specifically on system design that supports aesthetic interaction, rather than supporting abstract contemplation, as has been common within Human-Computer Interaction (HCI).

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2016
Keywords
Multispecies-Computer Interaction, Nature, Trees, Plants, Dissemination, Beauty, Human-Plant Interaction
National Category
Information Systems
Research subject
Computer and Systems Sciences; Man-Machine-Interaction (MMI)
Identifiers
urn:nbn:se:su:diva-137485 (URN)10.1145/2995257.2995393 (DOI)000403665100005 ()978-1-4503-4758-7 (ISBN)
Conference
ACI2016: Third International Conference on Animal-Computer Interaction, Milton Keynes, United Kingdom, November 15 - 17, 2016
Available from: 2017-01-08 Created: 2017-01-08 Last updated: 2022-02-28Bibliographically approved
Brown, B., Lampinen, A., McMillan, D., Rostami, A. & Wang, J. (2016). The IKEA Catalogue: Design fiction in academic and industrial collaborations. In: Proceedings of the 19th International Conference on Supporting Group Work: . Paper presented at 19th International Conference on Supporting Group Work, Sanibel Island, Florida, USA, November 13 - 16, 2016 (pp. 335-344). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>The IKEA Catalogue: Design fiction in academic and industrial collaborations
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2016 (English)In: Proceedings of the 19th International Conference on Supporting Group Work, Association for Computing Machinery (ACM), 2016, p. 335-344Conference paper, Published paper (Refereed)
Abstract [en]

This paper is an introduction to the “Future IKEA Catalogue”, enclosed here as an example of a design fiction produced from a long standing industrial-academic collaboration. We introduce the catalogue here by discussing some of our experiences using design fictionwith companies and public sector bodies, giving some background to the catalogue and the collaboration which produced it.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2016
National Category
Information Systems
Research subject
Man-Machine-Interaction (MMI)
Identifiers
urn:nbn:se:su:diva-136603 (URN)10.1145/2957276.2957298 (DOI)978-1-4503-4276-6 (ISBN)
Conference
19th International Conference on Supporting Group Work, Sanibel Island, Florida, USA, November 13 - 16, 2016
Available from: 2016-12-12 Created: 2016-12-12 Last updated: 2022-03-07Bibliographically approved
Wang, J., Mughal, M. A. & Juhlin, O. (2015). Experiencing Liveness of a Cherished Place in the Home. In: Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video: . Paper presented at The ACM International Conference on Interactive Experiences for TV and Online Video (TVX'15), Brussels, Belgium, June 03 - 05, 2015 (pp. 3-12). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Experiencing Liveness of a Cherished Place in the Home
2015 (English)In: Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video, Association for Computing Machinery (ACM), 2015, p. 3-12Conference paper, Published paper (Refereed)
Abstract [en]

Liveness, as discussed in HCI and in media studies, focuses on an intriguing and beloved experiential quality that can influence new forms of video applications. We suggest a shift from accounts of liveness in "events" to liveness in ambient media for home décor by designing a system called TransLive that exploits the "magic" of mediatizing the "now" at a distant and cherished place. We present an interview study including four families, who experienced the system for two weeks each in a concept apartment setting. It shows how immediacy and unpredictability provide compelling experiences. Authenticity and engagement, which are previously considered as inherent qualities in live media, instead occur in the context of use. Finally, the experience of transcendence triggered by slow and continuous video streams open up a new design space of liveness. Thus, not only do we take inspiration from liveness theory, but we also need to redefine it.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2015
Keywords
Liveness, mobile webcasting, ambient media, design, home
National Category
Human Computer Interaction
Research subject
Computer and Systems Sciences
Identifiers
urn:nbn:se:su:diva-124243 (URN)10.1145/2745197.2745198 (DOI)978-1-4503-3526-3 (ISBN)
Conference
The ACM International Conference on Interactive Experiences for TV and Online Video (TVX'15), Brussels, Belgium, June 03 - 05, 2015
Available from: 2015-12-16 Created: 2015-12-16 Last updated: 2022-02-23Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0002-6484-3678

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