Leena Ventä-Olkkonen

Leena Ventä-Olkkonen
University of Oulu · Department of Information Processing Science

About

49
Publications
10,513
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967
Citations
Citations since 2016
24 Research Items
835 Citations
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Introduction
Critical design and making with children and youth

Publications

Publications (49)
Book
Full-text available
Methods in practice: Studying children and youth online Kotilainen, Sirkku (Ed.) Erstveröffentlichung / Primary Publication Sammelwerk / collection Empfohlene Zitierung / Suggested Citation: Kotilainen, S. (Ed.). (2022). Methods in practice: Studying children and youth online. Hamburg: Leibniz-Institut für Medienforschung | Hans-Bredow-Institut (HB...
Article
While the potential of digital fabrication, making, and entrepreneurship education for empowering children and for increasing their abilities to shape the society and our digital future have been acknowledged in the literature, these educational trends have mostly been studied separately in Child-Computer Interaction (CCI) research. Additionally, w...
Article
As we push the boundaries of participatory design (PD) to empower children across the world, barriers to participation for those currently underserved require further attention. This includes neurodiverse individuals at special schools in India, whose day-to-day experiences are heavily influenced by the larger socio-cultural context of the schools...
Article
Full-text available
2020 marks the beginning of a new era as the pandemic catapulted us into new digital and virtual ways of everyday life. As the world changes, we reimagine empowering, equitable, accessible, diverse, and inclusive digital futures, through a series of projects and workshops with a diverse set of participants - children in schools and Child Computer I...
Article
There is a revitalized interest in power and politics around design and technology in the Human–Computer Interaction (HCI) field. Child–Computer Interaction (CCI) research community has also shown arousing interest towards the topic. However, despite this emerging interest, the CCI research community has remained quite silent about the potential of...
Conference Paper
Recently, there has been a large body of research exploring the possibilities of digital fabrication and making in school context. To truly embrace the spirit of equity and democracy so essential to the maker movement, more research is needed concerning how these activities can be used to empower marginalized and at-risk groups. In this paper, we i...
Article
Full-text available
Children of today have been surrounded by digital technology since their birth. However, children of today are not equally equipped for their technology rich future: various kinds of digital divides still prevail in the society and affect the young generation and their digital futures. Schools and education of children should undergo an extensive d...
Article
Full-text available
Culture is, in many ways, implicated in and shapes technology design and use. Inspired by Stuart Hall’s conception of encoding/decoding, we maintain that technological artefacts reflect the cultural values of their creators, while users, in their encounters with the technological artefacts, may decode those artefacts in various ways that are shaped...
Chapter
Inspired by the Maker Movement and attempts of integrating Making into formal education of children, we have examined how practice-oriented the research on Making and education is in Child-Computer Interaction field. Our results show that despite the growing interest practice-orientation is still weak. Making efforts rarely aim for longitudinal dur...
Conference Paper
Full-text available
Information Systems (IS) researchers have become increasingly interested in policy. Government policy enables and constrains the range of technologies operating on the market. In the spirit of enabling innovation, governments around the world have moved to the principle of technological neutrality: regulating goals instead of specific technologies....
Article
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Human-computer interaction (HCI) research has recently become more interested in studying practices. Looking beyond the novelty of technology, practice studies try to understand how technology becomes integrated into everyday life and how it shapes everyday practices in the longer time span. The contribution of this article is to demonstrate how ub...
Conference Paper
Digital technologies have become more and more ubiquitous. The role of technology in our everyday has changed radically, shaping existing practices and facilitating new ones. Human Computer Interaction (HCI) research has recently interested in practice studies. Looking beyond novelty value of technology, practice studies try to understand how techn...
Conference Paper
Urban computing projects are complex endeavors that require the involvement of many stakeholders. A long-term goal of such projects can be seen as providing positive outcomes on local practices. This is, however, a huge challenge. Drawing on the trajectory of the UBI-Oulu project, we identified a variety of stakeholders and abstract forces that sha...
Article
Full-text available
People have always used tools and technologies creatively. Technology appropriation concerns on how users adopt technologies for personal purposes. In this paper, we review the appropriation literature and explicate four varieties of this concept. Then we explore these varieties in the empirical setting of a citywide network of multipurpose interac...
Conference Paper
In this paper, we seek to complement the current public display evaluation toolbox with the analytical lens of emergent practices. This evaluation method facilitates capturing the variety of ways in which a public display operates and creates value in a given context. From this viewpoint, a public display appears as a material resource for the urba...
Conference Paper
Full-text available
In this paper we adopt a practice lens to investigate discretionary use of publicly available urban ubiquitous technology. We examine what happens when fifteen public interactive multipurpose displays are installed in different locations around a city for the free use of citizens. In city of Oulu, Finland, this technology attracted very little use...
Conference Paper
Full-text available
Typically the key challenges with interactive digital signage are (1) interaction times are short (usually in the order of seconds), (2) interaction needs to be very easy to understand, and (3) interaction needs to provide a benefit that justifies the effort to engage. To tackle these challenges, we propose a see-through augmented reality applicati...
Article
Full-text available
In this paper, we present an interactive installation consisting of a 3 m wide x 1.4 m high touch sensitive wall of ice, which was set up as an indoor installation during a music festival. During a one night in-the-wild study, the audience could draw on the back-projected icewall, either directly using it as a touch screen, or remotely via a mobile...
Article
Mobile stereoscopic 3D (S3D) user experience (UX) design has not yet been widely studied. Stereoscopy in today's products is used for visual design purposes, whilst the potential for holistic interaction design and utilitarian aspects have been neglected. In this paper we introduce the design, implementation and evaluation of a mobile S3D phonebook...
Article
In the future, transparent displays can be utilized as information and communication channels in our everyday environments. Home windows form an interesting, yet unexplored platform, which could be utilized in the future e.g. as a mixed reality display or a personal or family communication channel. We explored the early user perceptions of an augme...
Article
Mobile projection offers an interesting technology for creating displays on any surface without a situated screen. In this paper, we investigate two concepts that use handheld projection to see to other places through a virtual window. Firstly, we present a projector phone based prototype which, when pointed to the walls of a room, reveals images a...
Article
Examples of mixed reality mobile applications and research combining virtual and real world data in the same view have emerged during recent years. However, currently there is little knowledge of users' perceptions comparing the role of virtual and real world representations in mobile user interfaces (UIs). In this paper, we investigate the initial...
Article
Stereoscopic 3D (S3D) is an emerging trend among visualization and display techniques, and spreading especially in the area of the entertainment industry. Due the emerging phase of the technology, it is not yet known which kinds of interaction design solutions are optimal. In this paper, we investigate different gestures to interact with an S3D int...
Article
Full-text available
This paper investigates how the edges of a limited size 3D virtual world model can be visualized. We compared five alternative visualization techniques by conducting downloading, post-processing and rendering measurements and evaluating the designs with a user study. Recommendations for UI designers working especially in the mobile computing domain...
Conference Paper
Mobile user interfaces (UIs) utilizing stereoscopic 3D have so far been driven predominantly by visual design, and when interaction design has been considered, the focus has been on single user use cases. In this paper, we introduce a novel way to utilize stereoscopy in a mobile user interface in a collaborative task. We define a shared space, appe...
Conference Paper
In our research, we explore the possibilities for combining digital 3D city representation with a wellness application, and introduce our demo that aims to make running in a gym more inspiring and motivating. We present a prototype, where the running exercise on a treadmill is converted to a distance on the local city map, and visualized in a 3D mi...
Conference Paper
In this paper, we focus on charting future ubiquitous computing use cases utilizing mixed reality (MR) in domestic environments, which has so far been an unexplored domain for MR. We describe our early user research, where during one week participants from 12 households were asked to brainstorm and assess their perceptions of imaginary mixed realit...
Conference Paper
Full-text available
During recent years public displays relying on new types of display technologies have made their way to the city scene. In this paper, we present a concept that combines tangible interfaces with such ubiquitous urban interaction. We set out to create a tangible connection between different cities and employed an experience-driven design process tow...
Article
Full-text available
In this paper, we present our co-creation work on a digital 3D city model, where school children were asked create drawings for the city landscape of their hometown. Altogether 40 drawings were then integrated into the 3D virtual world model to form a decorated 3D view of the city square and the main street. Our work presents a novel use case in us...
Conference Paper
So far, little research has been devoted to the user centric design of mobile stereoscopic 3D user interfaces (UIs). In this paper, we focus on charting people's perceptions and suggestions on the purposes for which stereoscopic 3D (S3D) user interface designs could be used in typical mobile phone applications. For this, we conducted two user studi...
Article
Full-text available
Public displays offer the possibility to open a virtual window to another place by showing a live video feed from a remote location. In this paper, we describe our research investigating connecting two spaces with pervasive displays, where the ability to see through the virtual window was user controlled. The set-up was designed to resemble a froze...
Conference Paper
During recent years, stereoscopic 3D (S3D) mobile devices have entered the mass markets. Yet, mobile S3D user experience (UX) design has not been widely studied, and stereoscopy in today's products is used for purely visual design, whilst the potential for holistic UX has been neglected. In this work-in-progress paper we introduce the design, imple...
Conference Paper
During recent years augmented reality services have become commonly known. To ensure the acceptance of these services, their development should be based on the users' expectations and needs. In this paper, we investigate the initial user perceptions of service content in a mobile mixed reality (MMR) application through a two-phase user study, where...
Article
Full-text available
Augmented reality (AR) technologies are becoming state-of-the-art in the mobile technology domain. However, developing successful end user services around AR is still in its infancy, which is partially resulting from the lack of user research regarding potential users' expectations and user acceptance in the particular area. In order to identify th...
Conference Paper
Lecture Notes in Computer Science. Volume 5726/2009. Proceedings of the International Conference on Human-Computer Interaction. INTERACT 2009., 772 - 781 This paper explores how the user interface of a mobile device could support human perception and conception of changes in its environment. Animated transition effects may hold potential for visual...
Conference Paper
The proliferation of portable devices has transformed our everyday practices, blurring second and third places. However, almost no research exists on how the perpetual possession of devices impacts how we escape them. In this paper, we explore the notion of non-use of portable devices. Drawing from the results of a multi-step qualitative study, we...
Article
Proceedings of the 27th International Conference Extended Abstracts on Human Factors in Computing Systems CHI 2009
Conference Paper
Full-text available
Mixed reality, i.e. the integration and merging of physical and digital worlds, has become an integral part of the ubicomp research agenda. Often, however, in development of first technology concepts and prototypes, the expectations of potential users are not considered, and the development easily becomes technology-driven. To understand the expect...
Conference Paper
The informational and instrumental portabilities of mobile devices have made the devices appropriable in various contexts and for various uses. This, then, leads us to ask---how does the always-on usage impact our day-to-day lives? Extensive investigations were carried out to uncover sociotechnical configurations, appropriations, and negotiations d...
Article
Full-text available
Digital camera functionality integrated into mobile phones is providing a new tool for users to create content, however user created mobile videos have so far remained a rather unexplored area. In this paper we present a study of 263 teenage girls who created and authored minimovies using the N73 mobile phone. In a semi-controlled setting, the part...
Article
In this paper, we briefly discuss our ongoing research on the morphing role of portable device ecologies in urban journeys. Specifically, we discuss spirituality and liminality, socialities that emerge from the hybridities of devices and people, and the inevitable intrusiveness caused by perpetual possession of devices.

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Projects

Projects (2)
Project
This research stream aims to investigate how digital transformation occurs in the taxi industry. Our multidisciplinary approach combines longitudinal process research, policy, practice theory, impact and sociotechnical research.