Digitala Vetenskapliga Arkivet

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  • 101.
    Bergdahl, Josefine
    et al.
    Luleå University of Technology, Department of Arts, Communication and Education.
    Enberg, Caroline
    Luleå University of Technology, Department of Arts, Communication and Education.
    Digital teknik och digital teknikanvändning: Diskursiva perspektiv på vårdnadshavares förhållanden, erfarenheter och förväntningar i relation till förskolan2018Independent thesis Basic level (professional degree), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Studien utgick från vårdnadshavares konstruktioner av digital teknik och digital teknik­användning. Syftet med studien var att synliggöra hur vårdnadshavare konstruerar den digitala tekniken som omger dem och deras barn i vardagen samtidigt som de själva konstrueras av samhället. Syftet var även att diskutera dessa konstruktioner i relation till förskolans uppdrag. Genom att ett social­-konstruktionistiskt perspektiv antogs var det vårdnadshavarnas tal som analyserades i studien. För att synliggöra detta användes en kvalitativ semistrukturerad intervju där sex vårdnadshavare deltog. Resultatet visade att det finns många olika konstruktioner bland deltagarna. Övervägande del av vårdnadshavarna var positiva till digital teknik och digital teknikanvändning. I resultatet framgick dock att det bland annat fanns en gemensam oro bland informanterna över att barnen kan stöta på olämpligt innehåll genom digital teknik.

     

    En av de slutsatser som kunde dras var att vårdnadshavarnas konstruktion av digital teknik på-verkar barnens erfarenheter om, och tillgänglighet till den. Som förskollärare är det en viktig aspekt att vara medveten om. Förskolans uppgift blir således att komplettera hemmet för att ge alla barn en likvärdig ram för utveckling och lärande.

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  • 102.
    Bergdahl, Nina
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Fors, Uno
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Hernvall, Patrik
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Knutsson, Ola
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    The Use of Learning Technologies and Student Engagement in Learning Activities2018In: Nordic Journal of Digital Literacy, E-ISSN 1891-943X, Vol. 13, no 2, p. 113-130Article in journal (Refereed)
    Abstract [en]

    As digitalisation spreads in education, it is vital to understand its relation to student engagement. We used student diaries and observation data to approach student engagement and explore the use of learning technologies on a lesson-to-lesson basis. Results show that a less thought-through use of technologies might lead to unconsidered effects. Positive indicators of the facilitation of student engagement included making the learning process accessible and visible to teachers.

  • 103.
    Bergdahl, Nina
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Nouri, Jalal
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Fors, Uno
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Disengagement, engagement and digital skills in technology-enhanced learning2020In: Education and Information Technologies: Official Journal of the IFIP technical committee on Education, ISSN 1360-2357, E-ISSN 1573-7608, Vol. 25, no 2, p. 957-983Article in journal (Refereed)
    Abstract [en]

    With the digitalisation of education increasing, the relationship between student engagement in Technology-enhanced Learning (TEL) and digital skills has remained largely unexplored. There is a strong consensus that engagement is necessary for students to succeed in school. We hypothesised that students reporting high and low levels of general engagement display differences in terms of their engagement in TEL, and that students’ digital skills correlate with their engagement in and disengagement in TEL, which in turn is related to their learning outcomes. We used statistical tests to explore the relationship between the students’ (N = 410) general engagement and engagement in TEL, and investigated how digital skills were related to engagement and disengagement in TEL. We found significant correlations between students’ digital skills and engagement in TEL, showing that the possession of high levels of digital skill is related to engagement in TEL. Interestingly, digital skills were not related to disengagement. This suggests that students reporting both high and low levels of digital skills disengage to some extent when learning with technologies. We also identified variables reflecting both engagement and disengagement in TEL that predict student performance as measured via final grades, implying that in order to understand and support students who learn with technologies, a broader understanding of the factors influencing engagement and disengagement is key.

  • 104.
    Bergdahl, Nina
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Nouri, Jalal
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Karunaratne, Thashmee
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Afzaal, Muhammad
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Saqr, Mohammad
    KTH Royal Institute of Technology, Sweden.
    Learning Analytics for Blended Learning: A Systematic Review of Theory, Methodology, and Ethical Considerations2020In: International journal of learning analytics and artificial intelligence for education, E-ISSN 2706-7564, Vol. 2, no 2, p. 46-79Article in journal (Refereed)
    Abstract [en]

    Learning Analytics (LA) approaches in Blended Learning (BL) research is becoming an established field. In the light of previous critiqued toward LA for not being grounded in theory, the General Data Protection and a renewed focus on individuals’ integrity, this review aims to explore the use of theories, the methodological and analytic approaches in educational settings, along with surveying ethical and legal considerations. The review also maps and explores the outcomes and discusses the pitfalls and potentials currently seen in the field. Journal articles and conference papers were identified through systematic search across relevant databases. 70 papers met the inclusion criteria: they applied LA within a BL setting, were peer-reviewed, full-papers, and if they were in English. The results reveal that the use of theoretical and methodological approaches was disperse, we identified approaches of BL not included in categories of BL in existing BL literature and suggest these may be referred to as hybrid blended learning, that ethical considerations and legal requirements have often been overlooked. We highlight critical issues that contribute to raise awareness and inform alignment for future research to ameliorate diffuse applications within the field of LA.

  • 105. Bergkvist, Viktor
    et al.
    Emilson, Marcus
    Rouchy, Philippe
    Blekinge Institute of Technology, Department of Business Administration and Social Science.
    Björgvinsson, Erling Bjarki
    Brandt, Eva
    Hillgren, Per-Anders
    Harden, Sue
    Location in Work Practices. The Social Shaping of a Personal Digital Assistant2002Conference paper (Refereed)
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  • 106.
    Berglund, Elin
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Peterson, Susanna
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    "Det finns en "vi och dem"-känsla som beror på det geografiska": En kvalitativ fallstudie om hur samhörighet skapas på distribuerade IT-konsultbolag med hjälp av IKT2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    IT consulting firms increasingly work distributed with employees based in different geographic locations. In this there is a difficulty in developing and maintaining good soli- darity and togetherness. Former research indicates that organizations need to frame and comply with strategies regarding distributed work in order to be successful and competi- tive. This inquiry purpose to study the requirements needed to invent solidarity and togetherness in IT consulting firms. In this qualitative research the empirical data is gathe- red through semi-structured interviews which is complemented with relevant literature. In order to create a distinct structure a theoretical framework with focus on social processes has been designed. By using the theoretical framework concrete strategies was formulated. The essence in this inquiry’s conclusion is the comprehension of invisible values in distri- buted IT consulting firms. Invisible values refers to none-measurable aspects in the social working environment. This inquiry results in a few concrete suggestions regarding te- chnical solutions that can support the social processes in distributed organizations. 

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    "Det finns en "vi och dem"-känsla som beror på det geografiska"
  • 107.
    Berglund, Jenny
    et al.
    University of Gävle, Faculty of Education and Business Studies, Department of Business and Economic Studies, Business administration.
    Dahlberg, Moa
    University of Gävle, Faculty of Education and Business Studies, Department of Business and Economic Studies, Business administration.
    Digital HR: Vilka effekter har digitaliseringen på de anställda och deras relationer?2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Aim: E-HR is an enterprise management system where digital tools are used to manage the human resources of the organisation. Previous research argues that there is a lack of research on the use of e-HR from the employee perspective and also with a focus on how the relationships are affected. The aim of the study is thus to increase understanding of how employees experience the use of e-HR and what effects digitization may have on the relationships in the organisation.

    Method: The study assumes a hermeneutic perspective with inspiration from the operator approach. The research program has an abductive focus in which a qualitative research design has been used with ten semistructured interviews.

    Result & Conclusions: The study shows that e-HR tools are perceived as a valuable support at work, but sometimes with increased workload. Furthermore, the study shows that the relationships have been influenced only to a small extent by e-HR and mainly because communication in larger part is done digitally. The study although shows that digital HR can not replace the personal meeting.

    Suggestions for future research: The study could have been developed even more if the management had been interviewed about the motivation for current digital HR tools. This to study the manager's experiences of the current solutions, but also to see if they have concidered other options. We therefore consider that further research could provide contributions by studying the subject also from the manager's perspective, as there is also a lack of research about their perspective.

    Contribution of the thesis: The theoretical contribution of the study is that e-HR increases the sense of safety and control, but that digitizing can also increase workload. The study also shows that a digital relationship is seen as an opportunity to get a relationship with a larger number of employees within the organization. The practical contribution is the advice to focus on education of the systems as well as to have back-up when the technology fails. The practical contribution of the study also applies to the fact that more organizations should consider using e-HR as a way to gather all the relevant information about the employees in one place.

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  • 108.
    Berglund, Linda
    University of Skövde, School of Humanities and Informatics.
    KOGNITIVA ARBETSMILJÖPROBLEM OCH TEKNIKSTRESS I EN KOMPLEX VÅRDMILJÖ2012Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    En god arbetsmiljö kan anses vara nyckeln till en välfungerande verksamhet. Arbetsmiljö som begrepp är dock oerhört komplext där många olika problemaspekter samverkar och påverkar arbetsplatsens miljö. Vissa arbetsmiljörelaterade problem kan härröras till egenskaper som inte tillåter individen att utnyttja sina kognitiva förmågor och benämns därmed som kognitiva arbetsmiljöproblem. Andra faktorer som tekniska arbetsverktyg som skall vara de anställda behjälpliga, kan i de fall de brister, också påverka och störa tankeprocesserna hos individen. Den här rapportens syfte är att utveckla en förståelse om hur komplexa arbetsmiljöer samt interaktion med teknik kan skapa en stress som i förlängningen kan leda till kognitiva arbetsmiljöproblem och teknikstress. En kvalitativ fallstudie utfördes för att få en holistisk överblick över arbetsflödet. Studien genomfördes på en avdelning på ett äldreboende med hjälp av datainsamlingsteknikerna observation och intervju. Resultatet tyder på att kognitiva arbetsmiljöproblem och teknikstress är nära sammanlänkande och förutom tidigare identifierade kognitiva arbetsmiljöproblem, framträdde även en ny dimension.

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  • 109.
    Berglund, Maria-Therese
    et al.
    Mälardalen University, School of Education, Culture and Communication.
    Thunstedt Degnell, Jacqueline
    Mälardalen University, School of Education, Culture and Communication.
    Stämmer det här verkligen?: En kvalitativ studie om hur källkritik och informationssökning tillämpas i undervisningen i grundskolans tidiga år.2019Independent thesis Basic level (professional degree), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Source criticism and information literacy is a major part of the knowledge and skills needed in a digital era and therefore an important component in the revise of the Swedish curriculum of the compulsory school (Skolverket, 2018a) that targets the digitalization of the Swedish school system. Thus’, previous studies show that less education is provided for pupils in compulsory school in the subject of source criticism and information literacy, than in any other grade. The purpose of this study is to get additional insight in the education of source criticism and information literacy in compulsory school. We chose to study the teachers’ interpretations of the subject and how they implement the subject into their own classroom. Therefore, we have chosen a qualitative approach with a pragmatic perspective. Through a survey and multiple semi-structured interviews, we have been able to inquire about the reasonings of 38 compulsory school teachers. The teachers in this study view source criticism and information literacy as a natural part of their daily teaching and as an important societal based knowledge or ability in a digital society. A subject that is both important to introduce in pre-school and should be included in every school subject. Yet the teachers express a need for competence development as a result of an uncertainty with the didactic features of the pupils’ education. Factual texts and discussions held with the whole class, in the classroom, is therefore the most common approach regardless of grade. The school library is not seen as a resource for learning about source criticism and information literacy. The subject tends to get lower priority compared to other subjects due to the lack of time in both planning and teaching-hours and also due to the lack of digital tools available.

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    Stämmer det här verkligen?
  • 110.
    Bergqvist, Joakim
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Breuer, Sebastian
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    HIGH SCORE: A qualitative study on how gaming can further awareness in office environments2019Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Gamification as an educational tool has been explored extensively in traditional academic contexts such as universities and schools. There is however a lack of research on the usage of games for educational purposes in organizations, and even less research has evaluated games’ potential in creating organizational awareness. To understand if companies could benefit from gamification, this study looked at how employees’ professional backgrounds, social interaction and context during a game experience can influence employees’ awareness of the organization. In order to do that, a digital game that portrayed the supply chain process of an industrial company and focused on specific key aspects was built and tested with 17 employees in a large international organization. The results show that digital games can further both awareness of the organization by letting employees play and experience key aspects of the delivery process. The most noticeable increase in awareness were with the participants whose work is not directly involved in the supply chain.

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  • 111.
    Bergqvist, Malin
    Linköping University, Department of Computer and Information Science, Human-Centered systems.
    Designing for Empathy in Elderly Care: Exploration of Opportunities to Deliver Behaviour Change Interventions through mHealth Applications, to Promote Empathic Behaviour in Elderly Home Care Nursing Assistants2019Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Background

    The Swedish population is ageing quickly and the system for elderly home care is under increasing pressure. Staff turnover is high, nursing assistants are reporting stress, and employers have to recruit staff lacking sufficient experience. These factors are barriers to empathic care, considered essential to patient health outcomes. Elderly care should rely on cognitive empathy, be other-oriented and improve the client’s situation based on contextual understanding. There is a need for education and support for nursing assistants, so that they can provide empathic care.

    Purpose

    The thesis explores empathy as a skill in elderly home care to identify opportunities of promoting empathy in the client-nursing assistant interaction, by means of behaviour change interventions delivered through an mHealth application that nursing assistants already use at work.

    Method

    A group interview was conducted with six nursing assistants from four elderly home care organisations in a Swedish municipality, to learn about their experience of empathy at work, and factors affecting their ability to give empathic care. The respondents were using the same mHealth application to get and provide information about client visits. The Behaviour Change Wheel framework was used to analyze behavioural drivers of empathic care in elderly home care.

    Results

    Influences on empathic behaviour was identified in all 14 domains in the Theoretical Domains Framework. 13 target behaviours, 7 Intervention Functions and 45 Behaviour Change Techniques were suggested as suitable candidates to investigate for intervention development.

    Conclusion

    Empathy seems possible to promote through resource-efficient digital behaviour change interventions. Future studies may use this work as a starting point for development of interventions to promote empathic behaviour in elderly care.

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  • 112.
    Bergqvist, Malin
    Linköping University, Department of Computer and Information Science. Linköping University, Faculty of Arts and Sciences.
    ​Ökad mobilitet, delaktighet och frihet ― IKT-stöd som fyller verkliga behov inom äldreomsorg: Behovskartläggning för kommunikation och information mellan omsorgstagare, närstående och utförare som grund till en gemensam kontaktyta2014Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [en]

    Sweden’s population is steadily growing older and while the demand for care of senior citizens is increasing, care givers are forced to cope with diminishing resources in terms of money and qualified staff. Many put hope in new eHealth technology, as a means of raising efficiency and quality in the every day working situation. This thesis aims to study needs regarding communication, information and interaction between care takers, dependants and caregivers in geriatric care, in order to create a foundation upon which an ICT system may be built to fulfill those needs. The results presented are part of a research project focusing on future ICT systems in healthcare. Data was collected through an observational study, group discussions with informants related to care takers, and qualitative interviews with 13 informants who have extensive experience of geriatric care. The results imply there are existing problems that may be avoided by facilitating information sharing between the aforementioned groups. The study also presents some important points of discussion regarding usefulness, clashing needs of different users, and the balance between simplicity of use and system size.

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  • 113. Bergviken Rensfeldt, Annika
    et al.
    Hillman, Thomas
    Kiesewetter, Svea
    Lundin, Mona
    Moraiti, Kalliopi
    Osborne, Tanya
    Player-Koro, Catarina
    Göteborgs universitet.
    Rahm, Lina
    Selwyn, Neil
    Teachers’ (future) digital work within platform infrastructures2021Conference paper (Other academic)
    Abstract [en]

    This paper focuses on the inscribed uses and imaginaries of teachers’ digital work, currently formed through school platform infrastructures. Based on Swedish and Australian project cases, where the public education sector has experienced a substantial marketization and deep penetration of commercial platform infrastructures, we explore current imaginaries and driving forces of digital work. Our ethnographical material is teacher and management interviews, platform studies, activity logs and infrastructural policies. Theoretically, we approach digital work as constituted by socio-technical assemblages, made from social practices and technology inscriptions within cross-platform infrastructures (Plantin et al 2018), that prescribe particular forms of digital work, which make the existing and future work of teachers visible, thinkable and actionable in particular ways. From our two cases superficial differences appear but ultimately the same logics are evident; a highly visible discourse of the teacher professional, in charge of the platform work and simply supported or augmented in their professional judgements. One example is how platform providers and policies promote interoperability and automation across platforms (cf. Perotta et al 2021). In reality and in combination with the business logic of educational platforms (Kerssens & van Dijck 2021), the discourse is highly questionable. It positions teachers as rentieers (Komljenovic 2021), expected to manage digital work seamlessly regardless of platform provider or accompanied by a (robot) colleague or application (Selwyn 2021). Concurrently, teachers are expected to act as creators of school data production for providing school results (Foucault 1975) on platforms where data exploitation however is rule and data ownership unregulated. At least three powerful forces elevate the digital work; 1) disruptive situations, such as the COVID-19 pandemic where teachers are to solve the situation, 2) public sector reform, exposing teachers to increased public accountability, and 3) teacher care for students to provide social support and compensating for structural inequalities.

  • 114.
    Berner, Jessica
    et al.
    Vrije Universiteit Amsterdam, the Netherlands.
    Aartsen, Marja
    Vrije Universiteit Amsterdam, the Netherlands ; NOVA Social research, Oslo, Norway.
    Wahlberg, Maria
    Aging Research Centre, Karolinska Institute and Stockholm University, Stockholm, Sweden.
    Elmståhl, Sölve
    Lund University Sweden & Skåne University Hospital, Lund, Sweden.
    Berglund, Johan
    Department of Health, Blekinge Institute of technology, Karlskrona, Sweden.
    Anderberg, Peter
    Department of Health, Blekinge Institute of technology, Karlskrona, Sweden.
    Deeg, Dorly
    Vrije Universiteit Amsterdam, the Netherlands.
    A cross-national and longitudinal study on predictors in starting and stopping Internet use (2001-2013) by Swedish and Dutch older adults 66 years and above2016In: Gerontechnology, ISSN 1569-1101, E-ISSN 1569-111X, Vol. 14, no 3, p. 157-168Article in journal (Refereed)
    Abstract [en]

    Background The Internet and information com-munication technology is today considered as a means to sustain active and healthy ag-ing, and to provide better care for the aging population. There is an increase in prevalence in older adults using the Internet, however many are still not using the Internet. This study therefore, investigated predictors in starting and stopping Internet use by older adults between 2001-2013 in Sweden and the Netherlands. These represent currently two of the highest older adult Internet users in Europe. The aim of this study was to examine, first, if there was a different starting and stopping rate in Sweden and the Netherlands; second, if the predictors age, gender, education, rural/urban living, living alone/not, cognition and functional limitations have different effects in either country.

    Methods A cross-national and longitudinal design was chosen. Data was used from the Longitudinal Aging study Amsterdam (LASA) and the Swedish National Study on Aging and Care (SNAC). Cox regression analyses were done to test the predictors over time with starting or stop-ping Internet use. An interaction term ‘variable*country’ was then considered for each variable, if significant, leading to a stratification into a multivariate model per country.

    Results More older adults started use in the Netherlands (19%); lower in age, normal cognitive functioning, living alone, fewer functional limitations and lower education were predictive of starting. In Sweden fewer started (10.3%), where being female was the only significant predictor of starting use. Both countries did not have many people stopping use; in the Netherlands (3%) they were younger in age and living urban, whereas in Sweden (1.7%), they had lower cognitive functioning.

    Conclusion Results indicate that there are differences between countries in starting use. These differences can possibly be explained by the early adoption of the Internet in Sweden. The new findings that the older adults living alone and lower educated are now going online, are positive regarding the theme of active aging. For those stopping use, the differences are more country-specific. More research is needed in order to understand better what an older adult was using the Internet for and why they stop.

  • 115.
    Berner, Jessica
    et al.
    Department of Health, Blekinge Institute of Technology, Karlskrona, Sweden.
    Dallora, Ana Luiza
    Department of Health, Blekinge Institute of Technology, Karlskrona, Sweden.
    Palm, Bruna
    Department of Mathematics, Blekinge Institute of Technology, Karlskrona, Sweden.
    Sanmartin Berglund, Johan
    Department of Health, Blekinge Institute of Technology, Karlskrona, Sweden.
    Anderberg, Peter
    University of Skövde, School of Health Sciences. University of Skövde, Digital Health Research (DHEAR). Department of Health, Blekinge Institute of Technology, Karlskrona, Sweden.
    Five-factor model, technology enthusiasm and technology anxiety2023In: Digital Health, E-ISSN 2055-2076, Vol. 9Article in journal (Refereed)
    Abstract [en]

    Older adults need to participate in the digital society, as societal and personal changes and what they do with the remaining time that they have in their older years has an undeniable effect on motivation, cognition and emotion. Changes in personality traits were investigated in older adults over the period 2019–2021. Technology enthusiasm and technology anxiety are attitudes that affect the relationship to the technology used. The changes in the score of technology enthusiasm and technology anxiety were the dependent variables. They were investigated with personality traits, age, gender, education, whether someone lives alone, cognitive function, digital social participation (DSP) and health literacy as predictors of the outcome. The Edwards-Nunnally index and logistic regression were used. The results indicated that DSP, lower age, lower neuroticism and higher education were indicative of less technology anxiety. High DSP and high extraversion are indicative of technology enthusiasm. DSP and attitude towards technology seem to be key in getting older adults to stay active online. 

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  • 116.
    Bernström, Adam
    Jönköping University, School of Education and Communication.
    Digitala verktyg - framtidens lärande?: En kvalitativ studie om vad lärare anser om digitala verktyg, dess möjligheter och utmaningar2019Independent thesis Basic level (university diploma), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The present study is a result of the ongoing digitalization that has been taking place in both society and the school. Revisions by the National Agency of Education have provided the curriculum with more integration of digital tools and how the students should use and navigate them. This change has also made the demand for teachers’ digital skills to be increased. This leads to the purpose of this study as it is intended to seek a deeper understanding of how teachers experience digital tools in Swedish teaching and how planning and execution are affected. The research questions on which the study is based were:

    • How do some teachers use digital tools in Swedish teaching?
    • What opportunities and challenges some teachers find digital tools entail in Swedish teaching?

    In order to gain a deeper understanding and hear in-depth arguments, the study has been conducted in the form of a qualitative study in which six active teachers have been interviewed. All collected data has been transcribed and analyzed in the basis of thematic analysis to produce a result.

    The study's results show that it is primarily competence that controls the use of digital tools in teaching. The teachers believe that they have a lack of knowledge about the digital tools they use, which can lead to them feeling some fear of using digital tools. The opportunities that the teachers describe are increased motivation among the pupil, efficiency improvements and that it seems to be a good support for students in need. The challenges listed by the teachers are the disturbances and the lack of digital tools.

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    Digitala verktyg - framtidens lärande?
  • 117.
    Bertran, Ferran Altarriba
    et al.
    Univ Calif Santa Cruz, Social Emot Technol Lab, Santa Cruz, CA 95064 USA..
    Kim, Soomin
    Seoul Natl Univ, Dept Commun, Seoul, South Korea..
    Chang, Minsuk
    Korea Adv Inst Sci & Technol, Sch Comp, Naver AI Lab, Seoul, South Korea..
    Dagan, Ella
    Univ Calif Santa Cruz, Social Emot Technol Lab, Santa Cruz, CA 95064 USA..
    Duval, Jared
    Univ Calif Santa Cruz, Social Emot Technol Lab, Santa Cruz, CA 95064 USA..
    Isbister, Katherine
    Univ Calif Santa Cruz, Social Emot Technol Lab, Santa Cruz, CA 95064 USA..
    Turmo Vidal, Laia
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Social Media as a Design and Research Site in HCI: Mapping Out Opportunities and Envisioning Future Uses2021In: Extended abstracts of the 2021 CHI conference on human factors in computing systems  (CHI'21), Association for Computing Machinery (ACM) Association for Computing Machinery (ACM), 2021Conference paper (Refereed)
    Abstract [en]

    In this workshop, we will explore the emergent methodological space of social media based HCI design and research. We will gather scholars and practitioners from different areas within HCI to discuss how social media platforms might support their practice. Through short presentations, open discussions, and design-led activities, we will examine the affordances of existing social media platforms and speculate future developments in this methodological space. The outcome of the workshop will be an interactive data visualization of existing social media platforms, their main characteristics, and their affordances for HCI design and research. Overall, we will begin to characterize the methodological space of social media based HCI design and research, setting the foundation for future developments in this space.

  • 118.
    Bibri, Simon Elias
    Halmstad University, School of Business, Engineering and Science.
    The human face of ambient intelligence: Cognitive, emotional, affective, behavioral and conversational aspects2015Book (Other academic)
    Abstract [en]

    As a socially disruptive technology, Ambient Intelligence is ultimately directed towards humans and targeted at the mundane life made of an infinite richness of circumstances that cannot fully be considered and easily be anticipated. Most books, however, focus their analysis on, or deal largely with, the advancement of the technology and its potential only. This book offers a fresh, up-to-date, and holistic approach to Ambient Intelligence. As such, it addresses the interdisciplinary and transdisciplinary aspects of the rapidly evolving field of Ambient Intelligence by seamlessly integrating and fusing it with artificial intelligence, cognitive science and psychology, social sciences, and humanities. It is divided into two main parts: Part 1 is about different permutations of enabling technologies as well as core computational capabilities, namely context awareness, implicit and natural interaction, and intelligent behavior. It details the existing and upcoming prerequisite technologies, and elucidates the application and convergence of major current and future computing trends. Part 2 is an accessible review and synthesis of the latest research in the human-directed sciences and computing and how these are intricately interrelated in the realm of Ambient Intelligence. It deals with the state-of-the-art human-inspired applications which show human-like understanding and exhibit intelligent behavior in relation to a variety of aspects of human functioning - states and processes. It describes and elaborates on the rich potential of Ambient Intelligence from a variety of interrelated perspectives and the plethora of challenges and bottlenecks involved in making Ambient Intelligence a reality, and also discusses the established knowledge and recent discoveries in the human-directed sciences and their application and convergence in the ambit of Ambient Intelligence computing. This seminal reference work is the most comprehensive of its kind, and will prove invaluable to students, researchers, and professionals across both computing and the human-directed sciences. © 2015 Atlantis Press and the author(s).

  • 119.
    Biltharia, Ashutosh
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    animo- "Engaging children in storytelling activity through physical play”2021Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Today’s generation is born with digital devices like computers, tablets, smartphones, and gaming consoles. Children’s passive engagement with digital mediums (digital devices and the content they offer) has become a primary concern for parents because it limits children’s learning opportunities through physical play. In this digital age, we cannot completely take away these devices from children’s sight. Still, we can create more situations and contexts that encourage children to reduce their time with digital mediums and/or convert children’s passive engagement into an active engagement.

    This research-informed design project aimed to understand children’s (aged 8-11) motivations, aspirations, likes, dislikes, and engagement with different physical and digital activities in their daily lives. Learning from different phases of the design process was applied to design a proposal that helps increase children’s physical play during their engagement with digital activity.

    Method: Findings from the exploratory research led to a few opportunity areas, which were further investigated using research through the prototyping method. User personas, their needs, and their involvement in different activities inspired me to define a few design principles I followed throughout the project to evaluate my design decisions. I set my initial research question as “How might we integrate ‘digital mediums’ with the qualities of ‘physical play’ to provide our children more exciting growth opportunities.” I could probe, test, observe, learn, and finally prototype a few scenarios that enabled children’s physical play during the digital activity.

    Result: The final concept is “animo- A tool to engage children in a storytelling activity through physical play.” The concept combined children’s current interest in digital mediums with their interests in the creative activity of drawing and doodling. It creates opportunities for children to build the creation by COMBINING two or more objects or mediums, by ENGAGING in physical play and/or with the surrounding, and SHARING the creation that increases their social interactions.

    Children learn drawing, handwriting, animation, and storytelling skills. They become more curious, observant and notice more the living and non-living things. Bringing feelings and emotions to their drawings increases their expressive and imaginative abilities. They develop empathy, love, and care by sharing their creation with others. Small recognitions of their creation give them a sense of being noticed and encourages them to explore more. Animo helps children learn storytelling through animation, but more than that, it exposes them to the infinite possibilities of learning through physical play.

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  • 120.
    Birgersson, Emelie
    Karlstad University, Faculty of Arts and Social Sciences (starting 2013), Department of Educational Studies.
    IKT i förskolan: En studie om förskollärares upplevelser av IKT som verktyg för språkutveckling2018Independent thesis Basic level (professional degree), 210 HE creditsStudent thesis
    Abstract [en]

    This is a qualitative interview study which examines preschool pedagogues' experiences and thoughts about digital learning resources as a pedagogical tool for working with language development in preschools and how this may affect the pedagogical design of the work environment with children. The method consists of a qualitative scientific procedure grounded in semi-structured interviews with four preschool teachers. The results show that the preschool teachers see digital learning resources as an enriching pedagogical tool for language development and with a potential in several varying areas in relation to the learning of language. Most preschool teachers deemed themselves sufficiently knowledgeable and competent while working with these resources. They also considered the children as very competent and with lots of experience in the area. There were also shortcomings outlined in relation to proficiency and clear guidelines in the work with digital learning resources for the development of language. This may depend on several different factors such as clarity regarding guidelines in the Swedish national preschool curriculum, Lpfö98, and deficient understanding in this area. The study has outlined both possibilities and limitations in the work with digital learning tools for development of language which, hopefully, will contribute for further development in this area.

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  • 121.
    Biørn-Hansen, Aksel
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Katzeff, Cecilia
    KTH, School of Architecture and the Built Environment (ABE), Sustainable development, Environmental science and Engineering, Strategic Sustainability Studies.
    Eriksson, Elina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Exploring the Use of a Carbon Footprint Calculator Challenging Everyday Habits2022In: Nordic Human-Computer Interaction Conference, Association for Computing Machinery (ACM) , 2022Conference paper (Refereed)
    Abstract [en]

    Carbon calculators have been put forth as a tool to motivate sustainable behaviour change in people. However, the approach of “just” presenting numbers to communicate climate footprints has not been found to be an effective strategy. In this paper, we investigate the use of an application that combines carbon footprint calculations with gamelike features in order to address the gap between awareness and behaviour. Our results are based on an interview study and show that while respondents appreciate the idea, there are several problem areas which have implications for the design of carbon calculators, including issues with targeting the “right users”, the use of gamification and the absence of a social context. Furthermore, the results point towards general barriers and opportunities for design when the aim is to design for sustainable behaviour change. This includes a need to be adaptive to the transitioning process towards a low carbon lifestyle.  

     

  • 122.
    Biørn-Hansen, Aksel
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Pargman, Daniel
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Eriksson, Elina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Romero, Mario
    KTH, School of Electrical Engineering and Computer Science (EECS), Computer Science, Computational Science and Technology (CST).
    Laaksolahti, Jarmo
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Robért, Markus
    KTH, School of Architecture and the Built Environment (ABE), Sustainable development, Environmental science and Engineering, Strategic Sustainability Studies.
    Exploring the Problem Space of CO2 Emission Reductions from Academic Flying2021In: Sustainability, E-ISSN 2071-1050, Vol. 13, no 21, p. 12206-12206Article in journal (Refereed)
    Abstract [en]

    CO2 emissions from aviation have been predicted to increase over the coming decades. Within the academic world, flying is often perceived to be a necessary prerequisite to being a successful researcher. Many Swedish universities have ambitious climate goals, but are simultaneously among the top emitters in the public sector. Reaching stated climate goals could feasibly be met through a combination of measures, including decreased flying. One way to address the challenge is to support behavioural interventions with the help of interactive visualizations of CO2 emissions from flying. Those few examples that exist in the research literature are generally directed towards management and are less applicable to universities, given the large autonomy researchers enjoy and their discretionary control of research project funds. This paper uses a design-oriented research approach to present an analysis of the problem space at the intersection of interactive visualizations using air travel data to reduce CO2 emissions from business air travel at our own university, KTH Royal Institute of Technology. Through a number of design experiments, evaluations and investigations, we have unearthed needs, challenges and opportunities for the creation of visualization tools to support more sustainable travel practices at universities and in other knowledge-intensive organisations.

  • 123.
    Björck, Catrine
    Stockholm University, Faculty of Humanities, Department of Humanities and Social Sciences Education.
    Datorn i bildundervisningen: Hur arbetar bildlärare när eleverna använder datorn för sitt skapande?2012Conference paper (Other academic)
    Abstract [sv]

    Hur arbetar bildlärare när eleverna använder datorn för sitt skapande?

    I dagens samhälle behöver vi arbeta aktivt med att lära barn och unga hur vi kan kommunicera med bilder, filmer mm. Vi behöver arbeta med att ge barn och unga förutsättningar för att tolka och förstå den värld de möter varje dag bland annat via digitala medier. Bildämnets roll i skolan är bland annat att arbeta med detta. När bildundervisning bedrivs med hjälp av digitala tekniker som t.ex. en dator ges möjlighet att arbeta med nya områdena. Den stora tillgången till bilder från nätet ger en annan möjlighet att använda och kombinera bilder och texter som man själv inte åstadkommit från grunden och därmed skapa något eget. Med datorn kan man också kombinera multimodala uttrycksformer så som bild, text och ljud. Detta skapar nya möjligheter att i undervisning arbeta med vad visuella uttryck gör och hur de skapar mening, förutom att också lära sig tekniker för detta.

    Dessa nya vägar till visuella uttryck skapar också nya förutsättningar för lärarens arbete. Det finns ett behov av att få kunskap kring hur vi som lärare kan arbeta med multimodala uttryck, arbetsformer och uppgifter med eleverna. Mitt forskningsfokus ligger därför främst på bildpedagogens roll i arbete med digitala tekniker. Det jag undersöker är hur bildläraren lägger upp sin undervisning, kommunicerar och interagerar med eleverna i olika situationer när eleverna arbetar vid datorn. Vilka utmaningar och frågor ställs läraren inför? Hur arbetar läraren för att förmå eleverna att använda tekniken och de möjligheter som den ger för att arbeta med bildämnets innehåll? Genom att belysa olika delar i bildlärarens arbete under lektioner där eleverna arbetar vid en dator, hoppas jag kunna få kunskap om och ge en ökad förståelse för den komplexa kunskap bildläraren behöver i sin utövning.

  • 124.
    Björck, Catrine
    Stockholm University, Faculty of Humanities, Department of Humanities and Social Sciences Education.
    Is the role as an Art teacher different, when pupils use the computer as a tool?2011Conference paper (Other academic)
    Abstract [en]

    In Swedish compulsory school the subject Art contains all sorts of visual culture and therefore also work with digital techniques. It offers the opportunity to find new ways to work with pupils and to use new techniques to develop education in visual culture. The Digital media gives other possibilities for pupils to use pictures from the Internet and convert them to something of their own, and gives the opportunity to create artifacts pupils cannot create with traditional methods. Do the medium also invite new ways to work in schools?

    In my research I study the teachers’ roles when the pupils are using a computer to create their art work, presentations, films etc. Work with computers raises new questions for teachers and pupils to deal with. I study what kind of problems/questions they have to tackle in lessons, and what strategies they use. I also hope to find out in what way teacher design lessons, to make pupils understand the impact of images and to develop the pupils´ own creativity and understanding of the visual culture we live in today. To find this out, I study in what way teachers interact with their pupils to stimulate them to develop their visual/media literacy. My approach is ethnological, and the method consists of interviews and observations using a small video camera placed on the teacher and also by taking notes in the classroom.

  • 125. Björgvinsson, Erling Bjarki
    Socio-Material Mediations: Learning, Knowing, and Self-produced Media within Healthcare2007Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    The thesis discusses lessons learned and issues raised when exploring how self-produced rich media can facilitate sharing of meaning between healthcare professionals at an intensive care unit and between healthcare professionals and patients within a hand surgery clinic. Design experiments conducted at the intensive care unit focused on how healthcare professionals could collaboratively produce ‘best practice’ videos displayed on handheld devices and accessed through barcodes placed out in the unit. The making of the videos it is argued can be seen as a temporary convergence of different views when reifying ‘best practice.’ Design experiments conducted at the hand surgery clinic focused on how healthcare professional and patients collaboratively could produce, during consultations, rich media documents that are tailored to the patients’ specific needs. The rich media documents made can be seen as a temporary convergence of two distinct practices; namely that of hand surgery treatment and the practice of everyday life. Making of rich media documents in both projects resulted in developing relational spaces of informal learning, which engendered the making of rich reifications that function well in close relation to participation. To engender the making of the rich media documents demanded the establishment and hardening of a socio-technical infrastructure which can be seen as a temporary convergence between tools and practices where both the tools and practices are changed. In both cases using these videos in turn demanded that the videos, a form of local collaborative hardenings, needed to be translated anew and so to speak “defrosted.” The design consequences are that designers need to acknowledge materiality as an ongoing process which is given meaning through participation over time within and across communities of practice. Materiality and human agency in this instance are not seen as discrete elements, but rather highly intertwined. The second design consequence is that we need to acknowledge the complexity, partiality, and multiplicity of such relational spaces. Methodologically, the consequences are that it is important to consider where the designers position themselves and the artifacts in the network of relations, since different positioning will have different implications for the subsequent spaces of action.

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  • 126.
    Björkqvist, Maja
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Asking for a friend: Youths experience with youth health centres in Sweden2020Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis explores the stigmas and taboos surrounding youth health centers in Sweden and how this might be hindering young people to visit the youth health centers. It’s exploring how this can be challenged and how the threshold can be lowered by involving the informal support system and bringing the youth health center to the youth arena which allows for a more informal type of support and guidance. The youth health centers in Sweden have been around since 1970 and are a well known and established form of healthcare, yet the majority of the visitors are young women. How come? I’ve been working from the hypothesis that there is a need for more youth to seek help but that they for various reasons don’t manage to make it all the way there. There are many stigmas surrounding topics that the youth health center is dealing with, such as sex, depression, or domestic violence. This is especially true for young people on the edge between childhood and adulthood. Using a human-centered design approach this project has through the involvement of adolescents, midwives and youth workers among others, been exploring challenges and finding opportunities where interaction design can be used to improve the situation for the youth that do not make it to the youth health centers but that want and would benefit from their services. The final design proposal is an ambassadorship, aimed towards adults already part of the informal support system, that will enable youth to feel more empowered to seek help. It is set up to reach the youth in new ways, in an informal manner to bring the solution to the youth and to create a more comfortable space for them to open up within. Part of this is also a service for youth to effortlessly get in contact with the youth health center and to create personal connections to its personnel through link cards and video presentations. These connections are there to prepare the youth and to lower the bar of contact by building trust and humanize the help-seeking process. To make it clear that they are not trying to contact an institution but a person.

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  • 127.
    Björnfot, Patrik
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Being connected to the world through a robot2022Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    Robotic telepresence systems enable humans to be present physically and socially in a distant environment. Robotic telepresence technology is the latest in the line of communication technology development. The unique feature of such technology is that its users can act in a distant environment and interact with other people through these systems. The robot is the user’s physical avatar through which they act. This thesis aims to understand how people connect to the world through robotic telepresence. The aim includes addressing how humans operate the robotic telepresence system, how the robotic telepresence supports performing actions in a distant location and supports social interaction, and how a human experience being in a robotic body.

    The thesis is based on five studies, reported in five papers, that explore different aspects of robotic telepresence. The theoretical foundations consist of activity theory and phenomenology, two traditions that are arguably compatible and complementary. The concept of remote embodiment is proposed to describe the relationship between the human and robotic telepresence systems. Remote embodiment is a phenomenon, design concept, and feature that enables robotic telepresence to be used in a wide variety of activities. Furthermore, I use the concept of remote embodiment to outline possible futures of robotic telepresence.

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  • 128.
    Björnfot, Patrik
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Bergqvist, Joakim
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Kaptelinin, Victor
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Non-technical users’ first encounters with a robotic telepresence technology: An empirical study of office workers2018In: Paladyn - Journal of Behavioral Robotics, ISSN 2080-9778, E-ISSN 2081-4836, Vol. 9, no 1, p. 307-322Article in journal (Refereed)
    Abstract [en]

    Robotic telepresence technologies are becoming ever more usable and affordable, as well as increasingly available as consumer products. In the coming years, a significant number of people are likely to encounter the technology for the first time, and many, if not most, of them are going to be “non-technical” users, that is, people who do not have special technical knowledge and skills of IT-professionals. Therefore, understanding how nontechnical users are getting familiar with robotic telepresence technology, how they perceive the technology, learn to control it, and relate it to their everyday work practices, is a topical research issue. This paper reports an empirical study, in which eight non-technical users, office workers who were not IT-professionals, were introduced to robotic telepresence and provided with a practical experience of acting as pilots of a remotely controlled robot. In follow up interviews the participants were asked to reflect on potential uses of the technology in their professional activities. The participants could successfully acquire basic navigation skills and reached a high level of spatial presence, but experienced problems with developing a "new body image”. When reflecting on the potential of the technology for supporting their work, the participants envisioned a number of benefits associated with remote physical mobility. The impact of the technology on the quality of workrelated social interactions was expected to be generally positive but somewhat limited.

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  • 129.
    Björnfot, Patrik
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Kaptelinin, Victor
    Umeå University, Faculty of Social Sciences, Department of Informatics. University of Bergen, Norway.
    Focus Group Foci: employing Participants' HCI and Application Domain Expertise in Interaction Design2015In: New Contributions in Information Systems and Technologies / [ed] Alvaro Rocha, Ana Maria Correia, Sandor Costanzo, Luis Paulo Reis, Springer Publishing Company, 2015, Vol. 353, p. 1057-1063Conference paper (Refereed)
    Abstract [en]

    The paper reports a study in which two aspects of interaction design - human interaction with technology and acting through technology were analyzed in the context of participatory sessions having the focus group format. The sessions were conducted as a part of redesigning a novel digital artifact, a web-based project management tool. An initial prototype of the artifact was introduced to two different groups of participants possessing expertise in, respectively, human-computer interaction (HCI) and teaching and learning, a key target application domain for the tool. Re-design suggestions provided by each of the focus groups were found to address issues with both user interface and functionality of the prototype. The main difference between the groups was in whether they primarily focused on interaction efficiency or artifact's integration into a larger social and technological context. Implications of the study for further development of participatory methods in interaction design are discussed.

  • 130.
    Björnfot, Patrik
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Kaptelinin, Victor
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Probing the design space of a telepresence robot gesture arm with low fidelity prototypes2017In: HRI '17: Proceedings of the 2017 ACM/IEEE International Conference on Human-Robot Interaction, ACM Digital Library, 2017, , p. 494p. 352-360Chapter in book (Refereed)
    Abstract [en]

    The general problem addressed in this paper is supporting a more efficient communication between remote users, who control telepresence robots, and people in the local setting. The design of most telepresence robots does not allow them to perform gestures. Given the key role of pointing in human communication, exploring design solutions for providing telepresence robots with deictic gesturing capabilities is, arguably, a timely research issue for Human-Robot Interaction. To address this issue, we conducted an empirical study, in which a set of low fidelity prototypes, illustrating various designs of a robot's gesture arm, were assessed by the participants (N=18). The study employed a mixed-method approach, a combination of a controlled experiment, elicitation study, and design provocation. The evidence collected in the study reveals participants' assessment of the designs, used in the study, and provides insights into parti.cipants' attitudes and expectations regarding gestural communication with telepresence robots in general.

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  • 131. Blevis, Eli
    et al.
    Bødker, Susanne
    Flach, John
    Forlizzi, Jodi
    Young, Heekyoung
    Kaptelinin, Victor
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Nardi, Bonnie
    University of California in Irvine, USA.
    Rizzo, Antonio
    Ecological perspectives in HCI: promise, problems, and potential2015In: CHI EA '15: proceedings of the 33rd annual ACM conference extended abstracts on human factors in computing systems, New York: ACM Press, 2015, p. 2402-2404Conference paper (Refereed)
    Abstract [en]

    The aim of the workshop is to provide a forum for researchers and practitioners to discuss the present and future of ecological perspectives in HCI. The participants will reflect on the current uses and interpretations of “ecology” and related concepts in the field. The workshop will assess the potential of ecological perspectives in HCI for supporting rich and meaningful analysis, as well as innovative design, of interactive technologies in real-life contexts.

  • 132. Blomberg, Jeanette
    et al.
    Burrell, Mark
    Guest, Greg
    An Ethnographic Approach to Design2002In: Handbook of Human-Computer Interaction in Interactive Systems / [ed] Sears, J. Jacko and A., New Jersey: Lawrence Erlbaum Associates, Inc. , 2002Chapter in book (Other academic)
  • 133. Blomberg, Jeanette
    et al.
    Kensing, Finn
    Participatory Design: Issues and Concerns1998In: Computer Supported Cooperative Work: The Journal of Collaborative Computing and Work Practices, ISSN 0925-9724, E-ISSN 1573-7551, Vol. 7, no 3-4, p. 167-185Article in journal (Refereed)
  • 134. Blomberg, Jeanette
    et al.
    Trigg, Randall
    Constructing Technical Objects: Reconfiguring the sociotechnical divide.2000In: Occasional Papers from the Work Practice Laboratory, ISSN 1404-8760, Vol. 1, no 2Article in journal (Refereed)
  • 135.
    Bogdan, Christian
    et al.
    KTH, Människa-datorinteraktion, MDI.
    Green, Anders
    KTH, Människa-datorinteraktion, MDI.
    Hüttenrauch, Helge
    Södertörn University, School of Communication, Media and it, Media technology. KTH, Människa-datorinteraktion, MDI.
    Räsänen, Minna
    Södertörn University, School of Communication, Media and it, Media technology.
    Severinsson Eklundh, Kerstin
    KTH, Människa-datorinteraktion, MDI.
    Cooperative Design of a Robotic Shopping Trolley2009In: The Good, the Bad and the Challenging: the user and the future of information and communication technologies / [ed] Bartolomeo Sapio, Leslie Haddon, Enid Mante-Meijer, Leopoldina Fortunati, Tomaž Turk, Eugene Loos, 2009, p. 144-Conference paper (Refereed)
  • 136.
    Bogdan, Christian
    et al.
    KTH, School of Computer Science and Communication (CSC), Human - Computer Interaction, MDI.
    Green, Anders
    KTH, School of Computer Science and Communication (CSC), Human - Computer Interaction, MDI.
    Hüttenrauch, Helge
    KTH, School of Computer Science and Communication (CSC), Human - Computer Interaction, MDI.
    Räsänen, Minna
    KTH, School of Computer Science and Communication (CSC), Media Technology and Graphic Arts, Media.
    Severinsson Eklundh, Kerstin
    KTH, School of Computer Science and Communication (CSC), Human - Computer Interaction, MDI.
    Cooperative Design of a Robotic Shopping Trolley2009In: The Good, the Bad and the Challenging: the user and the future of information and communication technologies, 2009Conference paper (Refereed)
  • 137. Bolter, Jay David
    et al.
    Engberg, Maria
    Blekinge Institute of Technology, School of Planning and Media Design.
    MacIntyre, Blair
    Media studies, mobile augmented reality, and interaction design2013In: interactions, ISSN 1072-5520, E-ISSN 1558-3449, Vol. 20, no 1, p. 36-45Article in journal (Other academic)
    Abstract [en]

    You are walking in the Sweetwater Creek State Park near Atlanta and using the Augmented Reality (AR) Trail Guide, a mobile application designed by Isaac Kulka for the Argon Browser (Figure 1). The application offers two views: a now familiar Google-style map, with points of interest marked on its surface, and an AR view, which shows these points located in space. You see the map view when you hold the screen parallel to the ground; when you turn the phone up to look at the world, you get the AR view with the points of interest floating in space in front of you. This simple gesture of raising the phone changes your relationship to the information. You pass from a fully symbolic form of representation to a form of perceiving symbolic information as part of your visual environment. The AR Trail Guide, developed in the Augmented Environments Lab at Georgia Tech [1], illustrates a new realm in AR design that goes beyond current commercial applications. In this article, we discuss some of these new areas, such as designing for experiences in cultural heritage, personal expression, and entertainment. At the same time, we want to address a larger issue. ACM interactions has often been a place for exploring new paradigms and the relevance for interaction design of unusual approaches from other disciplines. In that spirit, we pose the question: Can the humanistic discipline of media studies play a useful role in interaction design? Media studies looks at the history of media and their relationship to culture, and we will focus here on digital media and their relationship to other media, both present and past. Looking at digital media in a historical context is relevant because of the dynamic relationship between "traditional" media (film, television, radio, print) and their digital remediations. How can media studies be made to contribute to the productive work of interaction design? We believe one answer lies in using the historical understanding gained through media studies to develop a kind of media aesthetics that can guide designers as they explore new forms of digital media such as the mobile augmented reality application described above.

  • 138.
    Bonu, Bruno
    et al.
    Université Paul Valéry Montpellier 3, France.
    Broth, Mathias
    Linköping University, Department of Culture and Communication, Language and Culture. Linköping University, Faculty of Arts and Sciences.
    Crozat, Dominique
    Université Paul Valéry Montpellier 3, France.
    Fauré, Laurent
    Université Paul Valéry Montpellier 3, France.
    Sélimanovski, Catherine
    Université Paul Valéry Montpellier 3, France.
    Voir, montrer, dire un ”carnaval de rues” dans un centre de vidéosurveillance2013In: Dire l'événement: Langage, mémoire, société / [ed] Sophie Moirand, Sandrine Reboul-Touré, Danielle Londei, Licia Reggiani, Paris: Presses Sorbonne Nouvelle, 2013, p. 49-59Chapter in book (Refereed)
  • 139.
    Bosk, Daniel
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Computer Science, Theoretical Computer Science, TCS.
    Rodríguez-Cano, Guillermo
    KTH, School of Electrical Engineering and Computer Science (EECS), Computer Science, Theoretical Computer Science, TCS.
    Greschbach, Benjamin
    KTH.
    Buchegger, Sonja
    KTH, School of Electrical Engineering and Computer Science (EECS), Computer Science, Theoretical Computer Science, TCS.
    Applying privacy-enhancing technologies: One alternative future of protests2018In: Protests in the Information Age: Social Movements, Digital Practices and Surveillance, Taylor & Francis, 2018, p. 73-94Chapter in book (Refereed)
    Abstract [en]

    While current technologies, such as online social networks, can facilitate coordination and communication for protest organization, they can also endanger political activists when the control over their data is ceded to third parties. For technology to be useful for activism, it needs to be trustworthy and protect the users’ privacy; only then can it be viewed as a potential improvement over more traditional, offline methods. Here, we discuss a selection of such privacy-enhancing technologies from a Computer Science perspective in an effort to open a dialogue and elicit input from other perspectives.

  • 140.
    Botini, Evgenia Maria
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Media and Communication Studies.
    Navigating the Evolving World of Fashion In-Game Advertising2023Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Abstract

    This study addresses gaming as an interactive digital advertising tool, aiming to explore its effectiveness in digital marketing overall and to examine its impact on digital marketing for the fashion industry in particular.

    Purpose

    The purpose of this paper is to present an analytical framework for explaining the appeal of games for fashion brand advertising. More precisely, this paper aims on investigating in detail how, if and what factors make games an appealing medium for fashion brand advertising, through a uses and gratifications perspective.

    Design/methodology/approach

    In the zeitgeist of infoxication and information anxiety, in which modern consumers must form their consumption identity habits, advertisement experts and academics are called to revise traditional advertising channels, exposed to the urgent need of finding new mass-mediated mediums to successfully reach their goal-market. While the advertising industry is striving to “consume” every freshly designed communicational platform and utilize it for marketing purposes, the uses and gratifications theory (UGT), will guide the researcher to uncover why and if audiences are choosing to perceive games as an advertising channel.

    Originality/value

    The present study contributes to the existing literature by investigating the uses and gratifications (U&Gs) that motivate gamers to adopt a positive attitude towards fashion ingame advertising (IGA) and brand recognition, and therefore influence their purchase intentions. Additionally, the study will contribute to confining the research gap between what fashion brands think they will achieve with IGA and what they are actually achieving. The study hopes to pose significant theoretical and practical implications for both researchers and practitioners who are eager in the metaverse economy, IGA advertisement and virtual world marketing communication.

    Findings

    Whilst fashion advertising in games poses a new challenge for both advertisement and mass communication practitioners, the present study concluded that games – as a mass-mediated environment – equip advertisement with the benefit of engaging audiences in interactive and immersive experiences. This unique IGA advantage allows for the creation of more personalized and targeted marketing campaigns, tapping into the specific gratifications sought by players, such as social interaction, self-expression, and achievement. By leveraging these insights, fashion brands can effectively connect with their target audience, and cultivate brand loyalty, brand recognition and brand engagement. 

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  • 141.
    Bradson, Christopher
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Amanuel, Sofia
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Designing Communication for Dialogue and Engagement: The Volkswagen Emission Scandal in Sweden2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Title: Designing Communication for Dialogue and Engagement

    Authors: Christopher Bradson & Sofia Amanuel

    Level: Master Thesis, 30p 

    Keywords: Dialogue, Communication Design, Stakeholder engagement, Stakeholder communication, CSR communication

    Background: The changed attitudes about the role of business in today's contemporary society alongside with globalization and the evolved media-information environment has enlarged the pressures on businesses in regards to how they should pursue profitability, while responding to demands about accountability that is motivated beyond financial gain. There is a need for a better understanding about communication choices and how these are perceived by intended stakeholders, in order to accelerate effective communication that initiates stakeholder engagement.

    Research Questions:(1)How is Volkswagens communication design constructed in creating dialogue and engagement after a corporate scandal with its customers? (2)How does Swedish Volkswagen customers, in attribute of being external stakeholders, perceive the opportunities for engagement based on the four selected Volkswagen tools? What challenges does Volkswagen encounter when trying to create dialogue through these tools?

    Purpose: The purpose of this thesis is to examine how Volkswagen is creating opportunities for stakeholder dialogue and engagement through the theoretical perspective of communication design. By engagement we mean one-way or two-way communication, where stakeholders seek out or take part of communicative messages provided by the organisation.The study aims to examine how Volkswagen has designed their communication efforts, after being subjected to a global corporate scandal which proposed public demands for accountability and responsibility.

    Theoretical Framework: The framework consists of Communication theories, giving considerable space to literature from theorists Aakhus and Bzdak whom developed the framework for communication design used in this study. Additionally, the framework includes a smaller selection of CSR, Public Relation, and Media research focusing on stakeholder engagement. 

    Method: We have taken two parallel methodological pathways. The first method involved applying for elements provided by Aakhus and Bzdak framework for reconstructive design, while doing a thematic analysis on the media texts provided by the tools. The second research question was examined by conducting semi-structured interviews with Swedish Volkswagen stakeholders in order to gain a deeper understanding if Volkswagens communicative instruments were enabling engagement.  

    Findings & Conclusions: Our study concludes that Volkswagen is showcasing constructs in their design that aims to reduce scepticism among stakeholders, addressing important issues for stakeholders, providing solutions and articulating progress in multi-stake issues. Wealso conclude that Volkswagens communication messages are conveyed in a calculated way, with a persuasive nature to create an identity of being a ‘corporate good citizen’.There is a complexity in terms of diminishing scepticism, since stakeholders are being more demanding in today's society, particularly after a corporate scandal such as the one Volkswagen has been subjected to. Stakeholders are becoming more aware that companies are dictating the dialogic discourse, which affects the communication design in what motives a company incorporates in their communication. We conclude that customers felt that the opportunities to engage with the company was fairly low, and highly depended on how they where processing the nature of the messages (intrinsic/extrinsic),as well as how they defined engagement from personal beliefs and values.

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  • 142.
    Bremer, Christina
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Not (B)interested? Using Persuasive Technology to Promote Sustainable Household Recycling Behaviour: An Identification and Implementation of Key Elements with Focus on Young Adults in Sweden2018Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    As waste is separated at the source, the success of the Swedish recycling system largely depends on an active participation of households. However, especially young people were found to not consistently follow their local recycling schemes. A recent and promising approach to tackle such suboptimal household recycling behaviour (HRB) is the use of persuasive technology. To understand and further its context-specific potential, this research aims to explore the key elements of persuasive technology which aspires to promote sustainable household recycling behaviour among adults in Sweden. The chosen methodology is research through design. Based on the results of a literature review and online survey among target users (N=50), a mobile phone application was designed in an iterative manner. Through these activities, the following key elements were established: (1) easy access to information about optimal household recycling behaviour, (2) employment of several motivational strategies, (3) recognition of differences between local recycling schemes, (4) regard of users as equals and (5) use of a readily accessible technology channel. The impact of these elements depends on the users’ ability to carry out the target behaviour and therefore on a well-functioning recycling system. The technological format of persuasive technology interventions was found to spark the target users’ curiosity. Using this as a ‘carrot’, a well-designed content is argued to encourage repeated use and a reflection process to help break unsustainable household recycling habits.

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  • 143. Brink, Henning
    et al.
    Packmohr, Sven
    Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT). Malmö University, Data Society.
    Vogelsang, Kristin
    Developing and Applying an Instrument to Measure Barriers to Digital Transformation: A Mixed- Method Study2020Conference paper (Refereed)
    Abstract [en]

    With the rise of digital technologies, digital transformation (DT) has become an issue in nearly all industries. In enterprises, DT means to digitalize internal processes, offer digital services as well as products, and enhance the customer experience. As the transformation is complex, barriers hinder the successful transformation. However, an instrument for the measurement of barriers and their effects on the DT of an organization is missing. Our research questions are therefore: What are the barriers to DT in industry and industry-related areas? How can they be described and measured?

  • 144.
    Broeren, Jurgen
    et al.
    Sahlgrenska University Hospital.
    Jalminger, J
    Västra Götaland County.
    Johansson, L-Å
    Alkit Communications, Mölndal.
    Parmerud,, A
    Alkit Communications, Mölndal.
    Pareto, Lena
    University West, Department of Economics and IT, Division of Media and Design.
    Rydmark, Martin
    Gothenburg University.
    Information and communication technology: a person-centered approach to stroke care2012In: Proceedings of the 9th International Conference on Disability, Virtual Reality and Associated Technologies / [ed] P M Sharkey, E Klinger, Readings: University of Readings , 2012, p. 329-335Conference paper (Refereed)
    Abstract [en]

    This report describes the possibilities of information and communication technology (ICT) in stroke care, addressing a person-centered care (PCC) approach. Attention is paid to user involvement, design, videogames, and communication between health care professionals mutually as well as with patients, and how to share performance data with an electronic health record. This is the first step towards a supportive ICT system that facilitates interoperability, making healthcare information and services available to citizen’s across organizational boundaries. 

  • 145.
    Broms, Loove
    et al.
    Interactive Intstitute.
    Katzeff, Cecilia
    Interactive Institute.
    Bång, Magnus
    Linköping University, Department of Computer and Information Science.
    Nyblom, Åsa
    Interactive Institute.
    Ilstedt Hjelm, Sara
    KTH, Produkt- och tjänstedesign.
    Ehrnberger, Karin
    KTH, Produkt- och tjänstedesign.
    Coffee Maker Patterns and the Design of Energy Feedback Artefacts2010In: DIS '10 Proceedings of the 8th ACM Conference on Designing Interactive Systems, 2010, p. 93-102Conference paper (Refereed)
    Abstract [en]

    Smart electricity meters and home displays are being installed in people’s homes with the assumption that households will make the necessary efforts to reduce their electricity consumption. However, present solutions do not sufficiently account for the social implications of design. There is a potential for greater savings if we can better understand how such designs affect behaviour. In this paper, we describe our design of an energy awareness artefact – the Energy AWARE Clock – and discuss it in relation to behavioural processes in the home. A user study is carried out to study the deployment of the prototype in real domestic contexts for three months. Results indicate that the Energy AWARE Clock played a significant role in drawing households’ attention to their electricity use. It became a natural part of the household and conceptions of electricity became naturalized into informants’ everyday language.

  • 146.
    Broms, Loove
    et al.
    Interactive Intstitute.
    Katzeff, Cecilia
    Interactive Institute.
    Bång, Magnus
    Linköping University, Department of Computer and Information Science.
    Nyblom, Åsa
    Interactive Institute.
    Ilstedt Hjelm, Sara
    KTH, School of Industrial Engineering and Management (ITM), Machine Design (Dept.), Product and Service Design.
    Ehrnberger, Karin
    KTH, School of Industrial Engineering and Management (ITM), Machine Design (Dept.), Product and Service Design.
    Coffee Maker Patterns and the Design of Energy Feedback Artefacts2010In: DIS '10 Proceedings of the 8th ACM Conference on Designing Interactive Systems, 2010, p. 93-102Conference paper (Refereed)
    Abstract [en]

    Smart electricity meters and home displays are being installed in people’s homes with the assumption that households will make the necessary efforts to reduce their electricity consumption. However, present solutions do not sufficiently account for the social implications of design. There is a potential for greater savings if we can better understand how such designs affect behaviour. In this paper, we describe our design of an energy awareness artefact – the Energy AWARE Clock – and discuss it in relation to behavioural processes in the home. A user study is carried out to study the deployment of the prototype in real domestic contexts for three months. Results indicate that the Energy AWARE Clock played a significant role in drawing households’ attention to their electricity use. It became a natural part of the household and conceptions of electricity became naturalized into informants’ everyday language.

  • 147.
    Brown, Barry
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Broth, Mathias
    Linköping University, Sweden.
    Vinkhuyzen, Erik
    King's College London, United Kingdom.
    The Halting problem: Video analysis of self-driving cars in traffic2023In: CHI '23: Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems / [ed] Albrecht Schmidt, Kaisa Väänänen, Tesh Goyal, Per Ola Kristensson, Anicia Peters, Stefanie Mueller, Julie R. Williamson, Max L. Wilson, Association for Computing Machinery (ACM) , 2023, article id 12Conference paper (Refereed)
    Abstract [en]

    Using publicly uploaded videos of the Waymo and Tesla FSD self-driving cars, this paper documents how self-driving vehicles still struggle with some basics of road interaction. To drive safely self-driving cars need to interact in traffic with other road users. Yet traffic is a complex, long established social domain. We focus on one core element of road interaction: when road users yield for each other. Yielding – such as by slowing down for others in traffic – involves communication between different road users to decide who will ‘go’ and who will ‘yield’. Videos of the Waymo and Tesla FSD self-driving cars show how these systems fail to both yield for others, as well as failing to go when yielded to. In discussion, we explore how these ‘problems’ illustrate both the complexity of designing for road interaction, but also how the space of physical machine/human social interactions more broadly can be designed for.

  • 148.
    Brown, Barry
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Laurier, Eric
    University of Edinburgh, Edinburgh, United Kingdom.
    Vinkhuyzen, Erik
    Nissan, Palo Alto, CA, USA.
    Designing Motion: Lessons for Self-driving and Robotic Motion from Human Traffic Interaction2023In: Proceedings of the ACM on Human-Computer Interaction (PACMHCI), E-ISSN 2573-0142, Vol. 7, article id 5Article in journal (Refereed)
    Abstract [en]

    The advent of autonomous cars creates a range of new questions about road safety, as well as a new collaborative domain for CSCW to analyse. This paper uses video data collected from five countries - India, Spain, France, Chile, and the USA - to study how road users interact with each other. We use interactional video analysis to document how co-ordination is achieved in traffic not just through the use of formal rules, but through situated communicative action. Human movement is a rich implicit communication channel and this communication is essential for safe manoeuvring on the road, such as in the co-ordination between pedestrians and drivers. We discuss five basic movements elements: gaps, speed, position, indicating and stopping. Together these elements can be combined to make and accept offers, show urgency, make requests and display preferences. We build on these results to explore lessons for how we can design the implicit motion of self-driving cars so that these motions are understandable - in traffic - by other road users. In discussion, we explore the lessons from this for designing the movement of robotic systems more broadly.

  • 149.
    Brusk, Jenny
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Kristine Jørgensen: Gameworld Interfaces2014In: Nordicom Information, ISSN 0349-5949, Vol. 36, no 4, p. 70-71Article, book review (Refereed)
  • 150.
    Brzeskot Ganning, Eliasz
    Linköping University, Department of Computer and Information Science.
    Informationsvisualisering av bokningsstatistik över en kontorsmiljö2020Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    Detta projekt har blivit utfört i samarbete med Senion AB för att ta fram en pappersrapport som presenterar information över bokningsdata för ett kontorsmiljös användning. Projektet har bestått av två övergripande delar. Första delen bestod av att utveckla en metod för att samla och formatera bokningsdata tillhandahållen från en av Senions kunders kontor. Andra delen bestod av att visualisera informationen härledd från den data som blev framtagen från första delen. Den informationsvisualisering som designades testades i användartester för att få djupare insikt i vad som är effektiv presentation av detta projekts bokningsdata. Användartesterna gav insikt i vilka representationer som fungerade bra och hur vissa kan bli korrigerade till det bättre. De kvantitativa mätningarna hade ingen statistisk signifikans så diskussionen av resultatet är huvudsakligen centrerad kring de kvalitativa mätningarna. Baserat på resultat av tänka-högt och semi-strukturerade intervjuer så diskuteras fördelen med några multimodala visualiseringar, stapeldiagram och tilltalande visualiserings estetik. Projektet har också presenterat vikten av att informationsvisualisering gynnas av att vara grundad i kognitionsvetenskapliga principer om perception och uppmärksamhet. Vidare så belyser texten hur användarcentrerad informationsvisualisering kräver starkare empiriska grunder och standardiserade mått för att testa kvalitet och effektivitet.  

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