Martin Jonsson

Dr. Martin Jonsson

orcid

Research Focus & Metrics

Academic Career Length

26Years (2001-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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7 May 2016
Verified
Conference Paper
Open access
Kristina HöökKristina Höök
Kristina Höök
MJMartin Jonsson
Martin Jonsson
ASAnna Ståhl
Anna Ståhl
JMJohanna Mercurio
Johanna Mercurio
We propose a strong concept we name Somaesthetic Appreciation based on three different enquiries. First, our own autobiographical design enquiry, using Feldenkrais as a resource in our design process, bringing out the Soma Carpet and Breathing Light applications. Second, through bringing in others to experience our systems, engaging with and qualitatively analysing their experiences of our applications. In our third enquiry, we try to pin down what characterises and sets Somaesthetic Appreciation designs apart through comparing with and analysing others' design inquiries as well as grounding them in the somaesthetic theories. We propose that the Somaesthetic Appreciation designs share a subtleness in how they encourage and spur bodily inquiry in their choice of interaction modalities, they require an intimate correspondence -- feedback and interactions that follow the rhythm of the body, they entail a distinct manner of making space shutting out the outside world -- metaphorically and literally -- to allow users to turn their attention inwards, and they rely on articulation of bodily experiences to encourage learning and increased somatic awareness.

1 February 2018 in Informatics
Verified
Journal Article
Open access
PDF file
Kristina HöökKristina Höök
Kristina Höök
BCBaptiste Caramiaux
Baptiste Caramiaux
Cumhur ErkutCumhur Erkut
Cumhur Erkut
JFJodi Forlizzi
Jodi Forlizzi
NHNassrin Hajinejad
Nassrin Hajinejad
HTHelena Tobiasson
Helena Tobiasson
A set of prominent designers embarked on a research journey to explore aesthetics in movement-based design. Here we unpack one of the design sensitivities unique to our practice: a strong first person perspective—where the movements, somatics and aesthetic sensibilities of the designer, design researcher and user are at the forefront. We present an annotated portfolio of design exemplars and a brief introduction to some of the design methods and theory we use, together substantiating and explaining the first-person perspective. At the same time, we show how this felt dimension, despite its subjective nature, is what provides rigor and structure to our design research. Our aim is to assist researchers in soma-based design and designers wanting to consider the multiple facets when designing for the aesthetics of movement. The applications span a large field of designs, including slow introspective, contemplative interactions, arts, dance, health applications, games, work applications and many others.


7 May 2016
Verified
Conference Paper
Open access
ASAnna Ståhl
Anna Ståhl
MJMartin Jonsson
Martin Jonsson
JMJohanna Mercurio
Johanna Mercurio
AKAnna Karlsson
Anna Karlsson
Kristina HöökKristina Höök
Kristina Höök
EJEva-Carin Banka Johnson
Eva-Carin Banka Johnson
We present the experience of using the prototypes Soma Mat and Breathing Light. These are designed with a somaesthetic approach to support a meditative bodily introspection. We use light and heat as modalities to subtly guide participants to turn their gaze inwards, to their own bodies. People trying our prototypes reports on a feeling of relaxation, softer movements, and an increased awareness of their own breathing.

1 January 2008 in International Journal of Arts and Technology
Verified
Journal Article
Closed access
YFYlva Fernaeus
Ylva Fernaeus
JTJakob Tholander
Jakob Tholander
MJMartin Jonsson
Martin Jonsson
In the light of theoretical as well as concrete technical development, we discuss a conceptual shift from an information-centric to an action-centric perspective on tangible interactive technology. We explicitly emphasise the qualities of shareable use, and the importance of designing tangibles that allow for meaningful manipulation and control of the digital material. This involves a broadened focus from studying properties of the interface, to instead aim for qualities of the activity of using a system, a general tendency towards designing for social and sharable use settings and an increased openness towards multiple and subjective interpretations. An effect of this is that tangibles are not designed as representations of data, but as resources for action. We discuss four ways that tangible artefacts work as resources for action: (1) for physical manipulation; (2) for referential, social and contextually oriented action; (3) for perception and sensory experience; (4) for digitally mediated action.

22 January 2010
Verified
Conference Paper
Open access
PDF file
ZAZeynep Ahmet
Zeynep Ahmet
MJMartin Jonsson
Martin Jonsson
SSSaiful Islam Sumon
Saiful Islam Sumon
Lars HolmquistLars Holmquist
Lars Holmquist