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  • 151.
    Asai, Ryoko
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Kavathatzopoulos, Iordanis
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    ICT supported crisis communication and dialog2013In: The possibilities of ethical ICT, Kolding: University of Southern Denmark , 2013, p. 37-41Conference paper (Refereed)
    Abstract [en]

    This study explores how people use social media under serious social conditions, and how social media affects people’s behavior after a disaster based on the case of the March 2011 disaster in Japan. In this critical situation, where existing traditional media like phones, television, radio and newspapers did not work well, the Japanese exchanged and received information through social media. In fact some victims were rescued based on information via social media. Corresponding to people’s need, social media provided various services to support people immediately after the disaster. Therefore it seems that social media plays an important role in fostering a social network leading to horizontal communication, critical thinking, dialog; supporting social capital. This study reconsiders characteristics of social capital and its role in improving people’s lives and supporting democratic communication as well as the difficulties in people bonding together through social media.

  • 152.
    Asai, Ryoko
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Kavathatzopoulos, Iordanis
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Regulation of potentially harmful contents on minors2012In: Equity, integrity and beauty in information law and ethics / [ed] Maria Botti, Kerkyra, Greece: Ionian Academy , 2012Conference paper (Refereed)
    Abstract [en]

    In democratic societies, freedom of expression is the indispensable right and duty of citizens. Although there are a few exceptions, it is generally considered that governments should not intervene and regulate this right. Both in digital and analog environments, sexual and violent descriptions are usually regulated by self-censorship of participants. However, trying to protect minors from potentially harmful contents by controlling and regulating them is very difficult. The definition of what is “potentially harmful contents on minors” varies depending on the values and on the culture of each social group. Moreover, along with the rapid spread of mobile phones and smartphones, it becomes more difficult for parents and teachers to control children’s access to harmful contents; something that might have been easier regarding the use of personal computers. Access to the Internet provides huge opportunities not only of visiting websites but also of participating in online communication such as Social Networking Service (SNS). An incredible surge of SNS evokes some issues in considering juvenile access to SNS, categorized roughly into three types. One is the very old and new problem in accessing the Internet, which is how to shield minors from harmful contents. Second is how to block inappropriate contact with a pedophile. Third is cyber bullying. SNS is a very new medium and its market and technology are evolving drastically and are constantly changing. Thus the agent of taking the lead in making and enforcing rules or self-regulation is still absent. Additionally, SNS services utilize the function of social graph actively, and third parties can provide contents and applications using open API. In response to these situations, European Commission implemented Safer Social Networking Principle for the EU, and United States released the guideline for SNS users and worked on SNS companies and users to promote voluntary efforts for using SNS properly. In Japan, mobile contents companies built the Content Evaluation and Monitoring Association (EMA) as a voluntary reviewing entity. However those measures don’t include any severe legal penalty. Those remain self-regulation relying on voluntary activities of private sectors. On the other hand, self-regulation itself is regulated by laws, social norms, market conditions and technological architectures. In this paper we discuss the conditions of regulation and self-regulation, and we explore some ideas about what would be the best way to regulate SNS.

  • 153.
    Asai, Ryoko
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Kavathatzopoulos, Iordanis
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Robots as companions in feelings and discussions2017In: Retfærdighed – Justice, Robophilosophy / [ed] Martin Mose Bentzen, Copenhagen, 2017, p. 42-42Conference paper (Refereed)
    Abstract [en]

    Robots are used in emotional relationships. On the other hand, it is not very common to think that robots can be used as partners in a philosophical dialog. It would be challenging to find the conditions under which a robot can be one of the parts in an emotional relationship or in a Socratic dialog. Robots usable as emotional or philosophical companions need probably to function well at both dimensions, providing continuous and interchanging support for feelings and reasoning. Our aim here is not to investigate the technical possibilities for such a machine but the theoretical requirements and ethical conditions for its creation and use.

  • 154.
    Asai, Ryoko
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Kavathatzopoulos, Iordanis
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Social movement and social media2012In: Critique, democracy and philosophy in 21st century information society: Towards critical theories of social media / [ed] Christian Fuchs, 2012, p. 76-77Conference paper (Refereed)
    Abstract [en]

    How do social media affect the process of building a democratic society? Information and communication technology (ICT) made it possible for people to communicate beyond national borders and other obstacles. Social media in particular play an important role in creating a place where people communicate with each other, for example Facebook, MySpace, YouTube and so on. In other words, under these circumstances, social media function as the third place in addition to home and workplaces, which contributes not only to unite people in commu- nities but also to the resolution of various problems and crises. Therefore, the third place nurtures relationships and mutual trust under internet access conditions, and it is open for free discussions, and becomes a ground for democracy.

    In face-to-face communication, participants’ behavior is affected by social context cues, and users let their behavior adjust to particular communication manners. However, in online communicati- on, it is more difficult for participants to understand static and dynamic cues surrounding other participants compared to face-to-face communication. Because, in many cases, whereas social media makes it possible for users to communicate with others easily regardless of physical dis- tance, national boundaries and time difference, it limits the number of characters and the amount of data that they can post and use. However, participation in online communication, especially in social media, is seen as the key element in the recent trend toward democratization. In fact, millions of users send and receive a huge amount of information via social media in order to cultivate a relationship with others and strengthen mutual exchange beyond borders. Generally it is recognized that social media advance participation through exchanging information with minimal social context cues.

    However, communication through social media has some problems. Firstly, exchanged informa- tion via social media minimizes social context cues under severe restricted or censored internet access conditions; because simplified messages can be more understandable and impressive for other users in communicating. Therefore information tends to be extreme, and it could evoke a risk of group polarization. Secondly, in social media, information receivers gather fragmented information in borderless cyberspace, for any purpose. Following this they try to transform infor- mation into something they can understand, something closer to their own experience, or they try to perceive the feelings and experience of the senders of information. Through this process, users develop a sense of solidarity and share expectations and norms, which bring them together as one community. Therefore, social norms have a considerable influence on users in particular communities and advance self-stereotyping among them as solidarity and social identity are en- hanced. This situation carries the social risk of exclusion of others. Some people call Middle-east political change “Facebook revolution” or “twitter revolution” on the internet. Is this naming really pertinent? Indeed, social media has played an important role as “hub for information” and as the third place in political change. Still, social media has to contribute to the development of skills for dialog in order to achieve a really democratic society. 

  • 155.
    Asai, Ryoko
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Kavathatzopoulos, Iordanis
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    The paradoxical nature of privacy2012In: Privacy in the social networked world / [ed] Andrew A. Adams, 2012Conference paper (Refereed)
    Abstract [en]

    Privacy appears to be a very important issue today when ICT permeates more and more aspects of our life. Mainly this is understood as a risk of breaking the privacy of persons, and possibly the privacy of groups, organizations, corporations and states. It is therefore interesting to investigate the main definitions of privacy, try to grasp its nature and to discern its features, and to discuss the possible ways of suitable and needed activities.

     

    There are essentially two types if definitions. One is focused on the protection of information and on the rules that govern openness and protection. Moor (1997), defines privacy like “the expression of a core value, viz., the value of security” or “sometimes used to designate a situation in which people are protected from intrusion or observation by natural or physical circumstances.... In addition to natural privacy there is normative privacy. A normatively private situation is a situation protected by ethical, legal, or conventional norms.” A similar definition is given by Edmund Byrne (1998): Privacy as a “zone of inaccessibility”.

     

    A different approach to the definition of privacy is focused on the control of information, and the main example of this kind of definition is given by Charles Fried (1968): “Privacy is not simply an absence of information about us in the minds of others, rather it is the control we have over information about ourselves”. In the same wavelength we find the definition given by Quinn (2011): “Privacy is a social arrangement that allows individuals to have some level of control over who is able to gain access to their physical selves and their personal information”.

     

    Which of the two lines of definitions is more accurate and fruitful, regarding its power to guide our activities toward the achievement of desired goals? If we make an effort to describe the nature of privacy we can easily and rather fast come to the conclusion that privacy is not only something that has to be protected. Although this is important, underlined by both lines of definitions, it seems that privacy sometimes has to be diminished or invaded in order to satisfy important interests and values. One is to create a bond to another person, group or organization. To achieve this one has to give access to private information, or even to give up part or all limitations toward this special person or organization. It is a matter of trust between each other. The other situation, which is the most common one, is that a person, group or organization, which we may call a separate entity, has always another important interest added to the interest of protecting its own privacy: To break, diminish or invade the privacy of any other entity that is a prospective or actual partner in any sense. It is very important for any entity to acquire access to the information about any other entity that is of some interest.

     

    If we now go back to the definitions of privacy, and look upon them through the glasses of our observations of its nature we may have good arguments to maintain that a definition focused on the control of information is more plausible. Given the controversial nature of privacy (protect it and break it at the same time) and the clashes arising constantly between all entities in a social interaction, the focus cannot be on normative solutions which if they work are always limited to a certain situation, but on the ways skills, methods and tools we use to create, revise and apply policies, guidelines, rules and principles to manage the issues of privacy.

     

    References

    Byrne, E. F. (1998). “Privacy”. Encyclopedia of Applied Ethics, 3, 649-659.

    Fried, C. (1968). “Privacy: A moral analysis”. Yale Law Journal, 77, 475-493.

    Moor, J. (1997). “Towards a theory of privacy in the information age”. Computer and Society, 27, 27-32.

    Quinn, M. J. (2011). Ethics for the Information Age. Boston: Pearson.

  • 156.
    Asai, Ryoko
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Kavathatzopoulos, Iordanis
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Virtue as ethical competence2011In: EBEN Annual Conference 2011 / [ed] Luc Van Liedekerke, Antwerp: Universiteit Antwerpen , 2011Conference paper (Refereed)
    Abstract [en]

    Organizations active in an environment of increasing internal and external diversity and change need the guidance of suitable moral values. This implies many challenges. However, focus on processes is unavoidable and necessary. Particularly, regarding ethical aspects this is the only possible way for the construction and applicationof right values. In achieving that, skills and processes are very helpful because they provide a good base for the promotion of personal and organizational ethical competence, a competence referring to the ability using the right ways to handle ethical issues and which is not constrained by normative aspects. Since it is not possible to create moral values once and for all, in the diverse and changing conditions of today, continuous moral value creation and interpretation is the only way. Consequently, the focus must be on the process itself, and on the skills and structures behind this process, i.e. on personal and organizational ethical competence. Ethical competence is therefore a virtue.

  • 157.
    Asai, Ryoko
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Murata, Kiyoshi
    The holding function of robots in highly technological society2015In: Proceedings of Japan Society for Infomation and Management 70th Annual Conference, 2015, Vol. 70, p. 65-68Conference paper (Refereed)
  • 158.
    Asklund Andersson, Alexandra
    Linköping University, Department of Computer and Information Science. Linköping University, Faculty of Science & Engineering.
    Digitala spel och dyslexi2015Independent thesis Basic level (degree of Bachelor), 10,5 credits / 16 HE creditsStudent thesis
    Abstract [en]

    In the modern world there is a great emphasis on the individuals ability to partake in written information; however, as there is between 5% and 8% of the Swedish population that suffers from a learning disability, this can quickly become a problem. The fact that Dyslexia is hard to detect early on adds to the burden of those affected and can even lead to low self-esteem and failing motivation to study.

     

    Therefore, there is a need for new screening tools that can detect dyslexia early, an idea centered on a game for such a tool is what this study has chosen to focus on. The viability of such a game has been tried through a series of 16 qualitative interviews and 15 benchmarking analyses. The author makes the case for the requirement specification such a game based screening tool will have, what must be considered in its development, and how kids reflect upon games.

     

    The requirement specification presented in the results serves not only as a basis for a screening tool but also gives valuable insight into the opinions of children on the topic of gaming and provides the more practical suggestions for the tool itself.

  • 159.
    Asklöf, Björn
    University of Skövde, School of Humanities and Informatics.
    Kommersiella spel som plattform för ledningssystem: En jämförande studie mellan klanledare och kompanichefers situationsmedvetenhet i form av riskbedömning.2007Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Denna rapport syftar till att undersöka i vilken utsträckning stridsvagnskompanichefer skiljer och/eller liknar ”commanders” (i spelet ”Battlefield 2”) i sitt sätt att skapa och upprätthålla situationsmedvetenhet med avseende på riskbedömning kopplat till fiendens position i slagfältet. Studien grundar sig på en tanke om att utnyttja positiva effekter från datorspelande, i morgondagens ledningssystem genom att bygga ledningssystem grundade på en kommersiell spelplattform. Resultaten pekar bland annat på skillnader mellan de båda aktörernas metoder för att uppnå full situationsmedvetenhet, men även på vissa likheter som till exempel att se på en situation med fiendens ögon för att bedöma hur denna kommer att agera.

  • 160.
    Aslamy, Benjamin
    KTH, School of Technology and Health (STH), Medical Engineering, Computer and Electronic Engineering.
    Utveckling av ett multisensorsystem för falldetekteringsanordningar2016Independent thesis Basic level (professional degree), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Accidental falls among the elderly is a major public health problem. As a result, a variety of systems have been developed for remote monitoring of the elderly to permit early detection of falls. The majority of the research that has been done so far in fall accidents has focused on developing new more successful algorithms spe- cifically to identify fall from non-fall. Although the statistics show that mortality and injuries caused by falls are increasing every year in conjunction with the in- creasing proportion of older people in the population.

    This thesis is about improving the current fall detection devices by covering the gaps and meet the needs of the current fall detection techniques. The improve- ments that have been identified is to provide a secure assessment of the patient's health and be able to call for aid more quickly when a fall occurs. Another im- provement is the mobility for the elderly to be outdoors and have the ability to per- form daily activities without being limited by the location position.

    In summary it can be said that a multisensor system in form of a prototype has been designed to cover the deficiencies and improvements that have been identi- fied. Apart from detection of falls and body movements through an accelerometer sensor the prototype does also include a sensor for detecting vital signs in form of ECG. It also supports cellular and wireless network communication in form of GPRS and Wi-Fi to enable freedom of movement for the elderly. Furthermore, the prototype includes a sensor for GPS that provides information about location position. 

  • 161.
    Ataei, Mehrnaz
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    ME|EMO: Application concept for sharing emotions through non-verbal communication2012Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    ME|EMO provides a method to help users to express, visualize and share emotions through digital nonverbal communication. This application will enable the users to map their emotions to colors and encourage users to paint their feelings. A canvas with uncolored images and a color palette with color coded emotions creates an environment for expressing and visualizing the feelings. The result is an image file in the form of a simple piece of modern art with the possibility of sharing it through social networks, or to record the emotions and save precious moments of life. Technology development, new ways of communication, digital tools, apps, social media, have helped people to have a better life by giving people the opportunity to communicate easier with loved ones and friends. ME|EMO tries to enhance the way of modern communication (digital text-based) such as social networks or modern healthcare systems, by supporting the emotional side of communications. 

  • 162.
    Augustian, Midhumol
    et al.
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    ur Réhman, Shafiq
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Sandvig, Axel
    Umeå University, Faculty of Medicine, Department of Pharmacology and Clinical Neuroscience. Norwegian University of Science and Technology (NTNU), Norway.
    Kotikawatte, Thivra
    Umeå University, Faculty of Medicine, Department of Pharmacology and Clinical Neuroscience.
    Yongcui, Mi
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Evensmoen, Hallvard Røe
    Norwegian University of Science and Technology (NTNU), Norway.
    EEG Analysis from Motor Imagery to Control a Forestry Crane2018In: Intelligent Human Systems Integration (IHSI 2018) / [ed] Karwowski, Waldemar, Ahram, Tareq, 2018, Vol. 722, p. 281-286Conference paper (Refereed)
    Abstract [en]

    Brain-computer interface (BCI) systems can provide people with ability to communicate and control real world systems using neural activities. Therefore, it makes sense to develop an assistive framework for command and control of a future robotic system which can assist the human robot collaboration. In this paper, we have employed electroencephalographic (EEG) signals recorded by electrodes placed over the scalp. The human-hand movement based motor imagery mentalization is used to collect brain signals over the motor cortex area. The collected µ-wave (8–13 Hz) EEG signals were analyzed with event-related desynchronization/synchronization (ERD/ERS) quantification to extract a threshold between hand grip and release movement and this information can be used to control forestry crane grasping and release functionality. The experiment was performed with four healthy persons to demonstrate the proof-of concept BCI system. From this study, it is demonstrated that the proposed method has potential to assist the manual operation of crane operators performing advanced task with heavy cognitive work load.

  • 163.
    Augustsson, Linus
    Gotland University, School of Game Design, Technology and Learning Processes.
    Design with Virtual Reality in Mind2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper features an analysis of how some games are better designed for virtual reality than others and what we can learn from the games that work better to improve those that do not work as well. The thesis will briefly go through some of the problems in working with virtual reality. Data was collected by letting ten participants play four different games with the Oculus Rift and then answer questions related to their experience with these said games. Did the game cause the feeling of discomfort or create a sense of presence and did the game somehow break that presence? Based on the collected data and the analysis, the results indicate that some types of games work better than others for virtual reality, but that some design decisions can carry over to other games, granted with some effort, but that it is better if a game is created with virtual reality in mind from the start of the development.

  • 164. Avatare, Anneli
    et al.
    Jää-Aro, Kai-Mikael
    The APS/AMID Project1991Conference paper (Other academic)
  • 165.
    Avindell, Ann-Sofi
    Linköping University, Department of Computer and Information Science. Linköping University, Faculty of Arts and Sciences.
    En fallstudie av hur gränssnittsriktlinjer kan skapas ur varumärke och existerande produktportfölj2007Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Detta arbete beskriver en kvalitativ fallstudie som utförts för att undersöka hur ett företags produktportfölj samt varumärke kan skrivas in i gränssnittsriktlinjer för att framtida gränssnitt ska designas i enhetlighet med existerande produktportfölj samt varumärke. Fallstudien utfördes inom robotindustrin där en gränssnittsriktlinje utvecklades. Gränssnittet som var föremål för studien fanns på en handhållen enhet vilken används för att programmera och manövrera en robot. En arbetsgång i 13 steg togs fram, vilken anses kunna appliceras även på andra områden än robotindustrin för att skapa gränssnittsriktlinjer där både varumärke och produktportfölj tydligt framgår. En analys av de framtagna riktlinjerna efter utförd fallstudie, styrkte även denna uppfattning. Dock visade en andra analys att riktlinjerna verkar ha samma problem som visats i tidigare studier, nämligen att den största svårigheten är att få riktlinjer använda samt att finna en struktur i dokumentet och en nivå på riktlinjerna som passar in i användarnas behov. Studien har också visat på ett sätt att binda samma relevanta delar av både gränssnittsteorier, varumärkesteorier och teori kring interaktionsdesign.

  • 166.
    Ax, Jens
    et al.
    Linnaeus University, Faculty of Technology, Department of Informatics.
    Obrelius, Jesper
    Linnaeus University, Faculty of Technology, Department of Informatics.
    Vad har du på menyn?: Designriktlinjer för naturliga interaktioner och mobilitet i en stationär miljö2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Today many companies have intranet failing to meet the users need and the most frequent complaint is that users do not find what they are looking for. This leads companies to lose both time and money on having employees that are unable to utilize the system in a sufficient manner, which often leads to expensive educational costs and loss of productivity. The primary reason that information is not found is that there is a lack of a consistent navigation tool that clearly indicates where the user should go to find what he/she is looking for. Design and structure in an interface plays a large role when it comes to how users understand and interpret an interface. However, the difficulty is that it tends to be visually disruptive and provide a cognitive load. Currently are a strong development of mobile devices taking place and questions are raised regarding how these interfaces can be optimized to make it easier for the user. Especially, when it comes to the mobile context and the limitations it causes. To make it easier are designers advised to develop natural interactions which are supposed to ease the cognitive load. This study therefore explores how design principles stemming from natural interactions, together with the mobility, affect the usability and ease of use for work in a desktop environment. The study has been conducted upon request of CLX Networks, a company that provide solutions for, among others, sms, voice and data. The assignment has entailed suggestions of improvements of the company’s intranet menu, which has been considered as inadequate by CLX.

    In this study, a user test of CLX’s current intranet menu was performed as well as five interviews with employees that work and use the system. The interviews concerned the topics of findability, actability, usability and mobile usability. Continuously was a card sorting performed to let the informants themselves visualize a proposed menu. The results from the empirical investigation were used to create an interactive prototype. Design principles from findability, actability, usability and natural interactions have been utilized in the creation of the new menu.

    Based on the investigations performed in this study is it possible to conclude that design principles from natural interactions and the mobility have a positive influence on ease of use concerning the menu in the graphical interface in a desktop environment. The study also confirms that a combination of the two viewpoints, natural interactions and desktop paradigm that facilitate the usage and cognitive load, which previously was troublesome for the employees. 

  • 167.
    Axelsson, Anton
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Context: The abstract term for the concrete2016Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    This thesis deals with the term 'context' and the aim has been to reason about the term in order to see whether it is possible to reach a satisfactory understanding of the concept. But the thesis is also a journey into human reasoning and conveys a certain view of human cognition. It aims to synthesise results of studies within psychology, cognitive science, anthropology, and human-computer interaction. My understanding is that context is not something we are a part of, but rather something we create mentally in relation a specific goal. Determination of something ambiguous thus comes from top-down processes related to a goal. I believe context has been wrongly interpreted in HCI as that which a user is situated in and which a product is being used in. I suggest instead a separation between the user environment and the user context.

  • 168.
    Axelsson, Anton
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    A. Jansson, Anders
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    On the importance of mental time frames: A case for the need of empirical methods to investigate adaptive expertise2018In: Journal of Applied Research in Memory and Cognition, ISSN 2211-3681, E-ISSN 2211-369X, Vol. 7, no 1, p. 51-59Article in journal (Refereed)
  • 169.
    Axelsson, Anton
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Andersson, Richard
    IT Univ Copenhagen, Eye Informat Grp, Copenhagen, Denmark; Lund Univ, Lund Univ Cognit Sci, S-22100 Lund, Sweden.
    Gulz, Agneta
    Lund Univ, Lund Univ Cognit Sci, S-22100 Lund, Sweden; Linkoping Univ, Dept Comp & Informat Sci, Cognit & Interact Res Grp, S-58183 Linkoping, Sweden.
    Scaffolding executive function capabilities via play-&-learn software for preschoolers2016In: Journal of Educational Psychology, ISSN 0022-0663, E-ISSN 1939-2176, Vol. 108, no 7, p. 969-981Article in journal (Refereed)
    Abstract [en]

    Educational software in the form of games or so called "computer assisted intervention" for young children has become increasingly common receiving a growing interest and support. Currently there are, for instance, more than 1,000 iPad apps tagged for preschool. Thus, it has become increasingly important to empirically investigate whether these kinds of software actually provide educational benefits for such young children. The study presented in the present article investigated whether preschoolers have the cognitive capabilities necessary to benefit from a teachable-agent-based game of which pedagogical benefits have been shown for older children. The role of executive functions in children's attention was explored by letting 36 preschoolers (3;9-6;3 years) play a teachable-agent-based educational game and measure their capabilities to maintain focus on pedagogically relevant screen events in the presence of competing visual stimuli. Even though the participants did not succeed very well in an inhibition pretest, results showed that they nonetheless managed to inhibit distractions during game-play. It is suggested that the game context acts as a motivator that scaffolds more mature cognitive capabilities in young children than they exhibit during a noncontextual standardized test. The results further indicate gender differences in the development of these capabilities.

  • 170.
    Axelsson, Clara
    et al.
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    Gustafsson, Charlotte
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    Constituting Sesame: a minor field study of a cross-cultural cooperation2002Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Internationally, universities are undergoing renewal because of technological and social changes that both increases the importance of open and flexible learning, as well as makes it practicable. Net-based education makes it possible to create courses where students can collaborate and share knowledge globally. Collaborative Learning in Virtual Communities, with the working title Sesame, is a cooperative project between Blekinge Institute of Technology, BTH, and University of Pretoria, UP that has intention to provide a course like this. The aim of this collaboration is to initiate research in, as well as to test, and evaluate methods for net-based collaborative learning to see how this can provide new perspectives for students and lecturers in both countries. One key concept in the project is ?internationalisation at home? and this means interaction and knowledge sharing between people from different countries, and cultures, without them having to physically leave their country. In this thesis we describe the phase of constituting Sesame focusing on the cooperation between the involved parties from the two countries.

  • 171.
    Axelsson, Daniel
    Linköping University, Department of Computer and Information Science, Human-Centered systems.
    Graphical User Interface Design of a Maintenance Support System: Using Prototyping and User-Centred Design2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The interest in the complex relationship between the behaviour of users and the design of interactive system has been significantly increased as the digital technology has advanced. This has led to usability becoming one of the key elements in user-centred interaction design. Systems need to be designed in a usable way; efficient, use-enhancing, flexible and learnable and the design should also meet the user’s needs and aspirations. This thesis aimed to develop a more usable prototype of the Maintenance Ground Support System (MGSS), using prototyping and a user-centred design approach. The prototype was developed using an adaptation on the evolutionary software development process that consisted of four iterative steps. The prototypes were created, tested and evaluated with surrogate and end-users. The design of the prototype is based on a customizable and simple dashboard application that supports multiple user needs and requirements, in a familiar environment where the user can feel confident and be in control. Based on usability testing, the prototype was concluded to be more efficient, understandable as well as easier to use than the existing system.

  • 172.
    Axelsson, Lenny
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Exploring HCI-issues within error- sensitive intensive healthcare systems: An Ethnographic case study2014Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    People are used to working routines that are taught and transferred from one to another, routines such as how to interact with an information system and how to use it in a specific context. While user experience and usability have been two issues of interest within the field of HCI, there is a lack of research exploring usage and behavior while interacting with complex error-sensitive systems, in so much as an action that couldn’t be undone once performed. This thesis explores the error-sensitive aspects of complexity within interactions of the administering of medical prescription activities at an intensive healthcare unit. The aim is to investigate the interactions of computer-supported cooperative work environments used for information transformation activities for medical prescriptions. The results reveal a number of HCI-related issues in which clinicians socially bypass system interactions by making incomplete data inputs while assuming a given level of understanding of other employees. 

  • 173.
    Axelsson, Mattis
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Larsson, Sara
    Blekinge Institute of Technology, School of Planning and Media Design.
    Utvecklande AI: En studie i hur man skapar ett system för lärande AI2013Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    AI is something that has become more important in today’s games and gets higher pressure to act human and intelligent. This thesis examines which methods are preferred when creating an AI that can learn from its previous experiences. Some of the methods that are examined are tree structures, Artificial Neural Network and GoCap. By creating an application with one of the methods and a survey of how the AI in the application was perceived we got a result that showed us if the method was functional. From this we discuss if the other methods would have been more effective, how we could have improved the AI and what the future for game-AI holds.

  • 174.
    Axelsson, Olof
    Blekinge Institute of Technology, School of Planning and Media Design.
    Försäljningsmetoder för spel på Android Market2012Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Smartphones med Android som operativsystem har under de senaste åren blivit en allt större del av vår vardag. Kandidatarbetet undersöker vilken försäljningsmetod man som utvecklare ska använda sig av för att få största möjliga förtjänst, när man säljer ett spel på Androids marknad. De försäljningsmetoder, som studerats, är reklam, prissatt och in app billing. Från insamlad statistik av Google och enkäter har en förståelse kring vilken metod att föredra tagits fram. Resultaten visar att alla fungerar trots deras olikheter sinsemellan. Förslag på hur en blandning av försäljningsmetoderna kan användas och hur man applicerar rätt metod till rätt spel diskuteras och presenteras.

  • 175.
    Azam, Muhammad
    et al.
    Blekinge Institute of Technology, School of Computing.
    Ahmad, Luqman
    Blekinge Institute of Technology, School of Computing.
    A Comparative Evaluation of Usability for the iPhone and iPad2011Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    Many everyday systems and products seem to be designed with little regard to usability. This leads to the frustration, wasted time and errors. So the usability of the product is important for its survival in the market. In many previous studies the usability evaluation of the iPhone and iPad carried out individually and very little work has been done on the comparative usability evaluation. However, there was not any study conducted on the comparative usability evaluation and measuring the performance of the iPhone versus iPad in a controlled environment. In this research work, the authors performed the comparative usability evaluation and measured the performances of the iPhone and iPad on the selected applications by considering the young users as well as the elderly users. Another objective of this study is to identify the usability issues in performances of the iPhone and iPad. A survey and experiment techniques were used to achieve the dened objectives. The survey questionnaire consisted of 42 statements that presented the different usability aspects. The objectives of the survey study were to validate the identified issues from the literature study, identify new issues and measure the signicant difference in user opinions for the iPhone and iPad. However, the experiment studies helped to measure the performance significances between the devices against the three user groups (novice user, experienced user, elderly user) and among the groups over the devices. Further, objective was to measure the satisfaction level of the participated users against the iPhone and iPad. The experiment was performed in a controlled environment. Total six tasks (two tasks per application) were dened and each participant performed the same task on both devices. Generally the authors found that the participants performed better on the iPad with lower error rates as compare to the iPhone.

  • 176.
    Azam, Muhammad
    et al.
    Blekinge Institute of Technology, School of Computing.
    Hussain, Izhar
    Blekinge Institute of Technology, School of Computing.
    The Role of Interoperability in eHealth2009Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    In the light of challenges the lack of interoperability in systems and services has long been recognized as one of the major challenge to the wider implementation of the eHealth applications. The opportunities and positive benefits of achieving interoperability are eventually considerable, whereas various barriers and challenges act as impediments. The purpose of this study was to investigate the interoperability among different health care organizations. The knowledge of this study would be supportive to health care organizations to understand the interoperability problems in health care organizations. In the first phase of literature review interoperability challenges in Sweden and other EU countries were identified. On the basis of findings interviews were conducted to know the strategies and planning about interoperability in health care organizations. After analysis of interviews, questionnaires were conducted to know the opinions of different medical IT administrator and health professionals. The authors find after the analysis of interviews and questionnaire that adopting eHealth standard, same system, insuring the security of patient’s health record information and same medical language could be implemented in Sweden and other EU countries health organizations.

  • 177.
    Back, Jesper
    University of Skövde, School of Informatics.
    Återanvändning av spelobjekt och dess påverkan på spelupplevelsen: En studie om originalitet i spelmiljöer2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Att återanvända spelobjekt är i dagsläget någon som ständigt används i spelproduktion. Återanvändningen är grundläggande för att effektivt kunna producera spel och hinna skapa grafiska resurser i tid. Men att se samma träd flera gånger i en skog gör man ju inte i verkligheten, är det inte möjligt att denna återanvändning påverkar spelarens upplevelse av spelvärlden? För att undersöka detta har en serie deltagare fått utvärdera sin upplevelse av två olika spelvärldar, en med hög grad av återanvändning och en med så sparsam återanvändning som möjligt. Genom att jämföra dessa upplevelser visade det sig att spelare generellt har svårt att upptäcka eller avgöra om en miljö återanvänder spelobjekt i hög utsträckning eller inte. Generell kvalitet av de spelobjekt som existerar verkar vara av större vikt än mångfald och variation. En tydligare koppling mellan återanvändningens påverkan och spelets genre samt precisering av eventuella minimiantal unika objekt av olika typer skulle kunna vara föremål för vidare studier i ämnet.

  • 178.
    Back, Jon
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Designing Activity and Creating Experience: On People’s Play in Public places2013Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    This thesis deals with the design of play in public places; this can mean both pervasive games and other freer play activities. In these activities (as well as in many other game activities) the same game can spur many different ways to play it, and the same activity can be experienced differently by different players, and even differently on different occasions for the same player. An activity such as playing must be observed as a whole. The surrounding cul- ture, player preconceptions and the emergent mood within the group will affect the experience.

    By analysing previous frameworks, and using own design examples, a three level design framework is developed, functioning as a lens towards understanding the design of playful activities. The framework focuses on the player perspective, offering game design as an invitation and encouragement to engage in certain activities. The framework distinguishes between design at three levels:

    1. Designed construct (e.g. artefacts and rules)
    2. Activity
    3. Experiences

    But it remains to be understood why people engage in the activities that lead to playful experiences. What encourages playful engagement? And why do people want to play one game, and not another?

    This question can be split into two parts:

    • Engagement: starting to be interested in the activity
    • Commitment: actually caring for the experience

    This issue is identified in the thesis, and examples show how convoluted this problem is, in particular in pervasive game settings. Challenges are pre- sented for future work.

  • 179.
    Back, Jon
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Designing an Audience in the StreetsManuscript (preprint) (Other academic)
  • 180.
    Back, Jon
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Designing Public Play: Playful Engagement, Constructed Activity, and Player Experience2016Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    This thesis sets out to explore why people engage in, and how to design for, play in a public setting. It does this by separating design for play from design of games, describing play as a socially and mentally understood activity, and a playful approach to engaging in that activity. It emphasises that while play is voluntary, design can help shape the players’ mode of engagement.

    The thesis uses a qualitative and inductive approach to research, with an understanding of knowledge as being constructed in the individual. The research is grounded in human computer interaction and interaction design, and closely related to game studies and design science.

    The research question concerns how design can influence the player activity in order to create a desired player experience in public, by harnessing playful engagement. It’s foundation is a theory of play which describes play as a framed, or hedged-off, activity with a fragile border; where knowledge and feelings can leak both in and out of the activity, and affect the play as well as what is around it. The theory of enjoyment of play is discussed, and the problem of treating this as ‘fun’ is addressed, concluding in a presentation of how playful engagement can be harnessed through design.

    The theory is applied in five design cases: I’m Your Body, a locative storytelling app; Codename Heroes, a pervasive game of personal empowerment; Passing On, a slow-paced game about communication; Busking Studies, which involves observing street performers and their shows; and DigiFys, an architectural design exploration of playgrounds and play paths.

    Finally, three concepts, or design tools, are presented, which address: 1) a structure for understanding a design through three layers, constructs designed by the designer, inspiring play activity with the player, leading to experience; 2) an approach to designing invitations to play; and finally 3), a four faceted structure for understanding play engagement when players engage in non intended ways.

  • 181.
    Back, Jon
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    ‘Knock Once for Yes’ – Knocking as Feedback in the Location-Based Game Passing On2014In: Proceedings of the 9th International Conference on the Foundations of Digital Games: Society for the Advancement of the Science of Digital Games, 2014Conference paper (Refereed)
    Abstract [en]

    In this paper the design, implementation and testing of the Location-Based game Passing On is explored. It is a multi-player game for mobile phones, with a focus on asymmetric and limited communication. While one player can communicate by talking, the other can answer only by knocking. This limited and asymmetric communication became one of the central gameplay resources in the game, shaping much of the experience for the players.

    Using observations and interviews, the knocking and the experience it created is analyzed and discussed. It is shown how this made the game emphasize social interaction, moving the focus from the phone to the environment, and how the knocking helped create a sense of presence for the player feeling them.

  • 182.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Heeffer, Caspar
    Paget, Susan
    Rau, Andreas
    Sallnäs Pysander, Eva Lotta
    Waern, Annika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Designing Children’s Digital-Physical Play in Natural Outdoors Settings2016In: CHI Extended Abstracts, 2016Conference paper (Refereed)
    Abstract [en]

    Children's outdoor play is fluent and fluctuating, shaped by environmental features and conditions. The article reports on a project where interaction designers and landscape architects work together to develop solutions for integrating interactive play in outdoor environments. Here we report on a schoolyard trial, where interactive play technology was installed as an integral part of the schoolyard environment, and discuss the interplay between technology and the environment. We highlight in particular how the interactive technology contributed to the versatility of play activities, but also how the nature setting and the availability of natural materials contributed to the play activities around the interactive artefacts.

  • 183.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Heeffer, Caspar
    Royal Institute of Technology, Media Technology and Interaction Design.
    Paget, Susan
    Swedish University of Agricultural Sciences, Department of Urban and Rural Development.
    Rau, Andreas
    Royal Institute of Technology, Media Technology and Interaction Design.
    Sallnäs Pysander, Eva Lotta
    Royal Institute of Technology, Media Technology and Interaction Design.
    Waern, Annika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Designing for Children's Outdoor Play2016In: Proceedings Of The 2016 ACM Conference On Designing Interactive Systems, 2016, p. 28-38Conference paper (Refereed)
    Abstract [en]

    Children's outdoor play is fluent and fluctuating, shaped by environmental features and conditions. The article reports on a project where interaction designers and landscape architects work together to fuse their knowledge into working solutions for integrating interactive play in outdoor environments. We report on a schoolyard trial, where interactive play technology was installed as an integral part of a schoolyard environment, and discuss the interplay between technology and the environment that was partly natural forest and partly constructed playground. We highlight in particular the importance of the adaptability of the natural environment, how the combination of interactive technology and natural environment can contribute to the versatility of play activities, and how the interactive technology can both be useful for presenting invitations to play in such adaptable places, and enhance the adaptability for play in otherwise impoverished places.

  • 184.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Márquez Segura, Elena
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Waern, Annika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Playing with Structure: An Analytic Model of Transformative PlayManuscript (preprint) (Other academic)
  • 185.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Waern, Annika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Codename Heroes – Designing for Experience in Public Places in a Long Term Pervasive Game2014In: Proceedings of the 9th International Conference on the Foundations of Digital Games: Society for the Advancement of the Science of Digital Games, 2014Conference paper (Refereed)
    Abstract [en]

    Codename Heroes is a persistent, multiplayer, crowd-sourced pervasive game that uses Bluetooth, GPS and the phone camera. It plays in the world around you and is always active. Players take the roles of secret superheroes, fighting for their rights and their beliefs. The game also makes use of physical objects and places in the environment.

    The game targets teenagers with a specific focus on young women. The purpose of the game is to engage and empower players. The design is informed by ethnographic studies of young women as well as by gender studies. The goal is to create an incitement for young people to appropriate spaces they do not usually move in, and try things they would not otherwise do.

    Codename Heroes is part of a project investigating pervasive games, games that are played in the physical world with the aid of mobile technology. The current research is focused at exploring large scale, long term, non-location-specific pervasive games, while still keeping the physical aspect of game-specific objects, to understand how this physicality affects the experience of the game.

  • 186.
    Backlund, Per
    University of Skövde, Department of Computer Science.
    Systemutvecklingsmetoder ur ett inlärningsperspektiv1999Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Det går att se på en systemutvecklingsmetod på olika sätt. Dels kan man studera den utifrån dess beståndsdelar, och dels kan man studera de processer i utvecklingsarbetet som leder fram till slutresultatet. I detta examensarbete diskuteras en del av de kognitiva krav som ställs vid inlärning av en systemutvecklingsmetod.

    Inom ramen för en litteraturstudie diskuteras vad som är viktigt att lyfta fram när en systemutvecklingsmetod ska presenteras och vilka inlärningsproblem som finns i samband med detta.

    Rapporten innehåller även en fallstudie där en systemutvecklingsmetod (Enterprise Knowledge Development) presenteras i HTML-format i en så kallad Electronic Guide Book. Examensarbetets bidrag till EGB består i att ge exempel på hur valda delar av EKD kan presenteras i HTML-format.

  • 187.
    Backlund, Sara
    et al.
    Interactive Institute.
    Gyllensvärd, M.
    Gustafsson, A.
    Ilstedt Hjelm, Sara
    SVID (Swedish Industrial Design Foundation).
    Mazé, Ramia
    Interactive Institute.
    Redström, Johan
    Center for Design Research, Royal Academy of Fine Arts, School of Architecture, Copenhagen, Denmark.
    Static!: The aesthetics of energy in everyday life2006In: WonderGround 2006 / [ed] Ken Friedman, Terence Love, Eduardo Côrte-Real, Chris Rust, Lisbon: CEIADE – Centro Editorial do IADE , 2006Conference paper (Refereed)
  • 188.
    Backman, Anders
    et al.
    Umeå University, Faculty of Science and Technology, Department of Computing Science.
    Bodin, Kenneth
    Umeå University, Faculty of Science and Technology, Department of Computing Science.
    Bucht, Gösta
    Umeå University, Faculty of Medicine, Department of Community Medicine and Rehabilitation, Geriatric Medicine.
    Janlert, Lars-Erik
    Umeå University, Faculty of Science and Technology, Department of Computing Science.
    Maxhall, Marcus
    Umeå University, Faculty of Medicine, Department of Community Medicine and Rehabilitation, Geriatric Medicine.
    Pederson, Thomas
    Innovative Communication Group, IT University of Copenhagen.
    Sjölie, Daniel
    Umeå University, Faculty of Science and Technology, Department of Computing Science.
    Sondell, Björn
    Umeå University, Faculty of Medicine, Department of Community Medicine and Rehabilitation, Geriatric Medicine.
    Surie, Dipak
    Umeå University, Faculty of Science and Technology, Department of Computing Science.
    easyADL – Wearable Support System for Independent Life despite Dementia2006In: ACM CHI 2006 Workshop onDesigning Technology for People with Cognitive Impairments, 2006Conference paper (Refereed)
    Abstract [en]

    This position paper outlines the easyADL project, a two-year project investigating the possibility of using wearable technology to assist people suffering the dementia disease in performing Activities of Daily Living (ADL). An introduction to the egocentric interaction modeling framework is provided and the virtual reality based development methodology is discusssed.

  • 189.
    Bae, Juhee
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Helldin, Tove
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Riveiro, Maria
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Understanding Indirect Causal Relationships in Node-Link Graphs2017In: Computer graphics forum (Print), ISSN 0167-7055, E-ISSN 1467-8659, Vol. 36, no 3, p. 411-421Article in journal (Refereed)
    Abstract [en]

    To find correlations and cause and effect relationships in multivariate data sets is central in many data analysis problems. A common way of representing causal relations among variables is to use node-link diagrams, where nodes depict variables and edges show relationships between them. When performing a causal analysis, analysts may be biased by the position of collected evidences, especially when they are at the top of a list. This is of crucial importance since finding a root cause or a derived effect, and searching for causal chains of inferences are essential analytic tasks when investigating causal relationships. In this paper, we examine whether sequential ordering influences understanding of indirect causal relationships and whether it improves readability of multi-attribute causal diagrams. Moreover, we see how people reason to identify a root cause or a derived effect. The results of our design study show that sequential ordering does not play a crucial role when analyzing causal relationships, but many connections from/to a variable and higher strength/certainty values may influence the process of finding a root cause and a derived effect.

  • 190.
    Bahadur Thapa, Ratan
    et al.
    Oslo and Akershus University, Norway.
    Ferati, Mexhid
    Oslo and Akershus University, Norway.
    Giannoumis, G. Anthony
    Oslo and Akershus University, Norway.
    Using non-speech sounds to increase web image accessibility for screen-reader users2017In: Proceedings of the 35th ACM International Conference on the Design of Communication, Halifax, Nova Scotia, Canada: ACM Press, 2017, article id 19Conference paper (Refereed)
    Abstract [en]

    Screen-reader users access images on the Web using alternative text delivered via synthetic speech. However, research shows that this is a tedious and unsatisfying experience for blind users, because text-to-speech applications lack expressiveness. This paper, poses an alternative approach using an experiment that compares audemes, a type of non-speech sounds, with alternative text delivered using synthetic speech. In a pilot study with fourteen sighted users, findings show that audemes perform better across many areas. Specifically, audemes required lower mental and temporal demands and led to less effort and frustration and better task performance. Moreover, participants recognized audemes with higher accuracy and lower errors. Audemes were also perceived as more engaging compared to alternative text delivered using synthetic speech. Additionally, audemes were found to be richer in delivering information. This study suggests that non-speech sounds could substitute or complement alternative text when describing images on the Web.

  • 191.
    Balan, Elena
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Integrating community values in the design of a mobile application for parkour practitioners2013Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The paper elaborates on the way in which groups understand parkour at a value-based level and the influence that this mentality has on the development of a mobile application. A special attention is given to the conflict which emerges between the parkour practitioners that want to make sure that the activity keeps its structure intact and the fact that the mere introduction of a mobile application will bring changes in the way that parkour trainings take place for the practitioners. The development of a mobile application is mainly done with the purpose of supporting and reinvigorating the practice, but this can also modify its structure. It is the fear for this modification of the activity’s structure that makes parkour practitioners be very critical and reject designs that do not perfectly conform to the standards that they use when defining the activity. The small sizes of the groups makes them especially vulnerable to influences and keeping the original values of parkour intact becomes a priority for them when accepting the involvement of mobile technology in their trainings.

    Conclusions are developed from the research deployed with the purpose of bringing design improvements for the Traveur mobile application targeted towards parkour practitioners. The research includes a wide variety of techniques organized in different steps and layered on different levels of interest. The conflict between keeping parkour values intact and designing for the parkour community came up during the process of gaining knowledge on the phenomenon and finding a design which complies with standards of a commercial launch.

  • 192. Ballesteros, S
    et al.
    Peter, C
    Waterworth, Eva L.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, John A.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    The role of ICT and networking in healthy ageing2012In: PETRA 2012: 5th Workshop on Affect and Behaviour Related Assistance, 2012Conference paper (Refereed)
    Abstract [en]

    In this paper, we report the results from the psychologicalassessment conducted using a test battery composed of cognitiveand social wellbeing tests and questionnaires performed by usersand controls that participated in the AGNES project in Spain,Sweden and Greece at the beginning of the study and after thedeployment of the first prototype. The project carries out noveltechnological interventions in an emerging area in ageingresearch. The main innovation is the integration of differenttechnological components and social networking to provide anovel solution to the ageing population living at home. Themotivation was based on relevant findings on the psychology ofageing and the need for technologies to support the ageingpopulation. End-users have been heavily involved, providingdesign input, continuum evaluation and feedback. Theprojectfocuses on improving the mental and physical wellbeing ofelderly people living at home, who often suffer the effects ofsocial and physical isolation including cognitive decline, lowactivity levels and poor mood states. The main results were thatthe users but not the control participants improved cognitiveperformance andthe feeling of being treated with respect, beingindependent, self-realization and greater achievement.

  • 193.
    Bandelin, Jakob
    Linköping University, Department of Computer and Information Science.
    Avatar Body Language: Supporting Emotive Communication in Virtual Environments2010Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis tells the story of a design case creating an user interface for a MMORPG where the player are able control the body language of the avatar. By this the game can achieve a gameplay about drama and strong characterization. The thesis addresses considerations on what aspects of body language that can be important for computer games and other virtual environments. It also offers design considerations when designing interfaces for using gestures and other body signals to communicate emotions in virtual environments such as computer games. The main design consideration when creating the interface was to treat the player as an actor and the game world as a stage. The player needs to be in control of combinations of facial expressions, body posture and gestures as well as relative avatar positioning to other characters and objects. The interface was first tested as a paper prototype, re-designed, re-tested and then implemented into a computer prototype.

  • 194.
    Bang, GiHoon
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Human-Telepresence Robot Proxemics Interaction: An ethnographic approach to non-verbal communication2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This research aims to find distinct and crucial factors needed in order to design a better robot through exploring the meaning of movement. The researcher conducted six-weeks of iterative work to collect data via an ethnographic method. The researcher examined the interactions between a telepresence robot and human beings in an authentic environment through the collected data and analyzed it based on proxemics theory. The research observed that the robot was given social space when it approached the participants with pauses in between movements. Furthermore, the research introduces proxemics pivot and its notion. Proxemics pivot refers to the part of the robot that people perceive as a standard point when they adjust the proximity between the robot and themselves. The proxemics pivot was considered “a face” and was attributed social properties; the other parts of the robot did not receive the same consideration.

  • 195.
    Banila, Beatrice
    University of Skövde, School of Humanities and Informatics.
    Attention-deficit hyperactivity disorder, medication and substance abuse2008Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Attention-Deficit Hyperactivity Disorder, (ADHD), is an established childhood psychiatric disorder, and it is the present diagnosis for children with major difficulties in the core symptoms; impulsiveness, attention and hyperactivity. The disorder is known to persist into adulthood and create major problems in coping with everyday life. With ADHD follows a vast variety of other conditions, which burdens the ADHD individuals even more. The major cause for the disorder is in heritage but also other possible explanations will be discussed. The main treatment for ADHD is psycho stimulants, such as methylphenidate and amphetamine. ADHD is associated with substance abuse and several articles in this essay will provide support for that. Is substance abuse in ADHD individuals a form of self-medication in order to ameliorate the symptoms or is the increased risk for substance abuse due to the stimulant medications? In this essay, I will describe what ADHD is, present what are its known causes, summarize the treatments available for ADHD, and discuss the relationships between ADHD and substance abuse.

  • 196.
    Barbagallo, Nadia Anna
    Linköping University, Department of Computer and Information Science.
    Veckologgen: Ett digitalt verktyg för att stötta medarbetarens utveckling, mäta arbetsglädje i verksamheten och bedriva ledarskap på distans.2016Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    Veckologgen är ett webbaserat verktyg med vilket en medarbetare skall kunna reflektera över sin egen insats på veckobasis. Dessutom skall projektledare och närmaste chef kunna följa en medarbetares tillstånd och utveckling på distans samt kunna ge återkoppling för att vägleda medarbetaren mot ett givet mål. Studien rör användningen av verktyget inom en IT-konsult verksamhet. Syftet med studien är att förbättra verktygets kvalitet genom att undersöka användarnas inställning och hänvisa till relevant litteratur. Dessutom är uppsatsens syfte att undersöka användarens attityd kring användning av Veckloggen. För att tillgodose samtliga syften har en empirisk studie genomförts efter att först ha studerat olika områden inom positiv- och arbetspsykologi, särskilt med avseende på begreppet flow och återkoppling. Den empiriska studien bestod av två olika datainsamlingsmetoder, en kvantitativ i form av digitala enkäter, och en kvalitativ i form av semistrukturerade intervjuer.

    Studien har kommit fram till att den upplevda användbarheten kring designen är tillfredställande. Veckloggens primära syfte verkar vara tydligt för en majoritet av deltagarna i studien. Däremot verkar det inte finnas någon djup förståelse för potentialen, värdet och nyttan av att regelbundet använda verktyget. En vettig introduktion av veckologgen till användaren samt en etablering av verktyget inom företagets gemensamma arbetssätt och kultur verkar saknas hos verksamheten. Allt detta betraktas av författaren som nödvändigt för att veckologgen skall kunna användas framgångsrikt inom verksamheten.

    Framtida studier bör fokusera på tillämpningen av teorierna om flow på det befintliga verktyget och designen av de fält som medarbetena och ledare bör besvara i verktyget. 

  • 197. Barbosa, S.
    et al.
    McEwan, T.
    Palanque, P.
    Tsai, J.
    Wulf, V.
    Winckler, M.
    Prates, R.
    Normand, L. M.
    Gulliksen, Jan
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Lazar, J.
    Workshop on Engaging the Human-Computer Interaction Community with Public Policymaking Internationally: Extended Abstract2013In: Proceeding CHI EA '13 CHI '13 Extended Abstracts on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2013, Vol. 2013, p. 3279-3282Conference paper (Refereed)
    Abstract [en]

    There is an increasing interest in the intersection of human-computer interaction and public policy. This day-long workshop will examine successes and challenges related to public policy and human computer interaction, in order to provide a forum to create a baseline of examples and to start the process of writing a white paper on the topic.

  • 198.
    Bardici, Minavere
    Blekinge Institute of Technology, School of Management.
    ICT Design and Users’ Affect, Cognition and Creativity2010Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    This study set out to investigate how ICT design relates to users’ affect, cognition and creativity in task performance. More specifically, the intent is to highlight how ICT design can elicit positive effective states and enhance cognitive abilities, including creative thinking in task activity within distance learning. In addition to this is to emphasize the synergies between ICT design, affect, cognition, and creativity from as well theoretical as empirical perspectives. To achieve the objective of this study, a qualitative empirical method was used. A survey questionnaire was chosen as a collection data technique. As far as analysis is concerned, phenomenology analytic strategy was espoused to explore how the participants perceive the phenomenon under inquiry. As for theory, central themes were selected for review given the synergy between them and their implication for the topic. They include: ICT; design; ICT design aspects: aesthetics, functionality, and usability; affect and cognition; and creativity; as well as the synergies between these concepts. Key findings highlight the role of affective quality of ICT design aesthetics in eliciting positive affective states among users when they acquire and use new ICT products or services regardless of their motivational needs. Most users consider aesthetics, usability, and functionality as design aspects but they tend to differ in ranking them depending on how they emotionally perceive them. Simplicity in ICT design is perceived as pleasurable aesthetic value. Further, natural colors are favored most by ICT users and positively affect their emotions so do the other aesthetical features associated with computers, software graphics, and web design. Using ICT inspire users creativity in task performance through what design affective qualities induce as positive affect in them in addition to software usability and functionality depending on the user. There are some synergies between design aesthetics, affect, cognition, and creativity. Moreover, ICT design can, depending on additional factors, ease and help users’ to carry out complex task and if software applications are skillfully used, they can help stimulate users’ creativity in task performance because of the built-in capabilities that are intended to enhance cognitive and emotional abilities of users. In addition, users differ on the elements they focus on when interacting with ICT depending on their inclination. Human attentional capacity and intensity can play a role in creativity. Crystallization of creativity can be triggered when various ICT design elements are perceived in a useful way.

  • 199.
    Bark, Ida
    et al.
    Teleca Sweden South, Stockholm, Sweden .
    Folstad, Asbjorn
    SINEF ICT, Oslo, Norge.
    Gulliksen, Jan
    Uppsala Universitet.
    Use and usefulness of HCI methods: Results from an exploratory study among Nordic HCI practitioners2006In: People and Computers XIX - The Bigger Picture / [ed] McEwan, T, Gulliksen, J, Benyon, D, Springer London, 2006, p. 201-217Conference paper (Refereed)
    Abstract [en]

    As an HCI practitioner, it would be of great value to know which methods other HCI practitioners find most useful in different project phases. Also it would be interesting to know whether the type of ICT projects has any effects on HCI practitioners' perception of the usefulness of the methods. This paper presents results from an exploratory survey of HCI practitioners in the Nordic countries conducted in the fall of 2004. 179 of the respondents were usability professionals or UI designers with two or more years of experience. The survey results give insights with regard to whether or not HCI practitioners are included in those project phases regarded as most important. Also it describes which HCI methods that are used in different project phases, and how useful different HCI methods are perceived to be. The study complements existing HCI practitioner survey investigations by an explicit allocation of the HCI methods under consideration to concrete project phases, and by including analyses of group differences between practitioners working with different kinds of development projects.

  • 200.
    Baroutsi, Nicoletta
    Linköping University, Department of Computer and Information Science. Linköping University, Faculty of Arts and Sciences.
    Ambienta displayer i varuhandeln: Färgkategorisering i tidningssektionen ger en omedelbar vägledning utan ansträngning2012Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    En ambient display är menad att fungera för användaren enbart genom att hen snabbt överblickar produkten. Denna form av display är perfekt att nyttja i dagligvaruhandeln där utbuden ständigt växer samtidigt som konsumenten snabbt vill hitta det den söker. I denna studie utforskas fördelarna med att använda färg och symbolkombinationer, som skapar en ambient display, istället för text när det kommer till att kategorisera i tidningssektionen. Feature- integrationsteorin beskriver hur den ambienta displayen ger stöd för användarens kognitiva processer, den är mer effektiv genom att den låter konsumenten använda det perifera seendet i sitt sökande.

    Tidningssektionen är en produkt användaren inte nyttjar frekvent och denna design fungerar genom att kunden redan ska veta hur den önskade kategorin är representerad, det är därför väldigt viktigt att inlärningen sker snabbt. I studien framkommer vikten av att skapa bra associationer mellan färg och kategori, vilket har en extremt signifikant påverkan på inlärningsförmågan hos användaren.

    Studien utvärderar även vilka färg- och kategorikombinationer som är lämpliga för Tidsam, distributör av tidningar. 17 kategorier associeras med 17 olika färger där multipla källor används för att styrka resultatet. Resultatet presenteras i form av virtuella prototyper av kategoriskyltar för samtliga 17 kategorier.

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