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  • 201.
    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)
  • 202.
    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.

  • 203.
    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.

  • 204.
    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.
    Bedwell, Benjamin
    Benford, Steve
    Eklund, Lina
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Sundnes Løvlie, Anders
    Preston, William
    Rajkowska, Paulina
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Ryding, Karin
    Spence, Jocelyn
    Thorn, Emily-Clare
    Waern, Annika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Wray, Tim
    GIFT: Hybrid Museum Experiences through Gifting and Play2018In: Proceedings of the Workshop on Cultural Informatics / [ed] Angeliki Antoniou, Manolis Wallace, 2018, Vol. 2235, p. 31-40Conference paper (Refereed)
    Abstract [en]

    he GIFT project develops new approaches to creating hybrid physi-cal-digital visitor experiences in museums. Through design exploration of two concepts focusing on gifting and playful appropriation, the project charts how museums can create a deeper and more meaningful experience by giving visitors the tools to tell their own stories. The project is highly cross-disciplinary com-bining HCI research, artist-led exploration, technology explorations, and experi-ence design in collaboration with museums. Furthermore, the project gathers 10 prominent museums from Europe and the US in an action research project that both serves to ground the prototypes and framework in the needs of museums, while also facilitating the museum sector's need to become 'digital-ready', under-standing and capitalising on digital technology. As the project has progressed through half of its duration, we report on initial findings and how these have shaped our direction of progress.

  • 205.
    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.

  • 206.
    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.

  • 207.
    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)
  • 208.
    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.

  • 209.
    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.

  • 210.
    Backlund, Per
    et al.
    University of Skövde, School of Humanities and Informatics.
    Engström, Henrik
    University of Skövde, School of Humanities and Informatics.
    Johannesson, Mikael
    University of Skövde, School of Humanities and Informatics.
    Computer Gaming and Driving Education2006In: Proceedings of the 14th International Conference on Computers in Education, ICCE 2006: Pedagogical Design of Educational Games, 2006, p. 9-16Conference paper (Refereed)
    Abstract [en]

    This study investigates the learning effects of playing racing, action, and sports computer games. In particular we focus on traffic school students’ driving behavior. A survey conducted at three driving schools, questioned driving students about their gaming habits. The driving instructors evaluated their students’ driving skills and traffic safety attitudes. The results indicate that experience in computer games can have a positive effect on driving performance. Experienced gamers were ranked significantly higher by their instructors regarding their overall driving skills compared to students with low experience in computer games. However, no evidence was found to indicate that experienced gamers have a worse attitude towards fellow road-users or traffic safety. Experiments conducted in a driving simulator, using a game developed purposely to enhance certain traffic safety variables, reveals that it is possible to provide an entertaining game with serious content. Preliminary results, however, indicate that the version of the game where the explicit game goals are hidden was found to be the most entertaining one. The results of the investigation warrant further review into the development and utilization of computer games for traffic safety and education purposes.

  • 211.
    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)
  • 212.
    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.

  • 213.
    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.

  • 214.
    Bae, Juhee
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Helldin, Tove
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Riveiro, Maria
    Högskolan i Skövde, Institutionen för informationsteknologi.
    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.

  • 215.
    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.

  • 216.
    Balaam, Madeline
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Comber, Robert
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Clarke, Rachel E
    Northumbria University Newcastle upon Tyne, UK.
    Windlin, Charles
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Ståhl, Anna
    RISE SICS, Kista, Sweden.
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Fitzpatrick, Geraldine
    TU Wien, Vienna, Austria.
    Emotion Work in Experience-Centred Design2019In: CHI Conference on Human Factors in Computing Systems Proceedings (CHI 2019), May 4–9, 2019, Glasgow, Scotland UK, 2019Conference paper (Refereed)
    Abstract [en]

    Experience Centred Design (ECD) implores us to develop empathic relationships and understanding of participants, to actively work with our senses and emotions within the design process. However, theories of experience-centred design do little to account for emotion work undertaken by design researchers when doing this. As a consequence, how a design researcher’s emotions are experienced, navigated and used as part of an ECD process are rarely published. So, while emotion is clearly a tool that we use, we don’t share with one another how, why and when it gets used. This has a limiting effect on how we understand design processes, and opportunities for training. Here, we share some of our experiences of working with ECD. We analyse these using Hochschild’s framework of emotion work to show how and where this work occurs. We use our analysis to question current ECD practices and provoke debate.

  • 217.
    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.

  • 218. 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: Proceedings of the 5th International Conference on PErvasive Technologies Related to Assistive Environments, ACM Digital Library, 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.

  • 219.
    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.

  • 220.
    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.

  • 221.
    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.

  • 222.
    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. 

  • 223. 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.

  • 224.
    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.

  • 225.
    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.

  • 226.
    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.

  • 227.
    Baroutsi, Nicoletta
    Linköping University, Department of Computer and Information Science. Linköping University, Faculty of Arts and Sciences.
    Communication in Joint Activity: Investigating Teams’ Communication Pattern in a Dynamic Decision Making Environment2014Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The complexity in the world is continuously increasing. Teams are faced with imperfect information in uncertain, dynamic, and time critical environments as they strive to make the right decisions, not just as individuals, but as a team. In this joint activity the members choreograph their actions and synchronize their behavior through the use of communication. Communication is the predominant form of interaction within teams – it is not only a window into team cognition – it is an externalized cognitive process at a team level (Letsky, Warner, Fiore & Smith, 2008).

    In an earlier study, non-professional participants were trained in teams of three to become high-performing within the C3Fire microworld (Baroutsi, Berggren, Nählinder and Johansson, 2013). In this microworld the team members are faced with the dynamic decision problem of fighting a forest fire. They have interdependent roles, requiring them to coordinate and strategize on a team level, making C3Fire a suitable platform for investigating dynamic decision making in teams. These six trained teams were compared to six untrained teams in a final experiment through a variety of measures, showing that the trained teams differed significantly in terms of both performance and in other important team aspects (Baroutsi, Berggren, Johansson, Nählinder, Granlund, Turcotte, & Tremblay, 2014; Berggren, Baroutsi, Johansson, Turcotte, & Tremblay, 2014; Berggren, Johansson, Baroutsi, & Dahlbäck, 2014; Berggren, Johansson, Svensson, Baroutsi, & Dahlbäck, 2014; Baroutsi, Berggren, Johansson, manuscript). These differences were thought to have an impact on the communication shared among the team members. Hence, the purpose of the present report was to investigate how the communication pattern was affected by these differences.

    The communication was analyzed using a coding scheme that categorized the content of the teams’ utterances. No difference was found in terms of communication frequency between the two types of teams. However, the trained and untrained teams did differ in communication content. The trained teams communicated more frequently about the context and the situation, while the untrained teams communicated more about the activities of the team. This can be interpreted as a deficiency in common ground, directability, and interpredictability (Klein, Feltovich & Bradshaw, 2005) among the untrained teams. Also, the communication content explained 88.3 % of the variance in performance. 

  • 228. Barry, D.
    et al.
    Resmini, Andrea
    Jönköping University, Jönköping International Business School, JIBS, Informatics.
    Caccamo, Marta
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Center for Family Enterprise and Ownership (CeFEO).
    Past digital, post-digital2017Conference paper (Other academic)
  • 229.
    Bartlett, Madeleine
    et al.
    University of Plymouth, Plymouth, United Kingdom.
    Edmunds, Charlotte
    Warwick Business School, University of Warwick, Coventry, United Kingdom.
    Belpaeme, Tony
    Centre National de la Recherche Scientifique (CNRS), University of Plymouth, United Kingdom / University of Ghent, Belgium.
    Thill, Serge
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Donders Institute for Brain, Cognition, and Behavior, Radboud University, Nijmegen, Netherlands.
    Lemaignan, Séverin
    Bristol Robotics Lab, University of the West of England, Bristol, United Kingdom.
    What Can You See? Identifying Cues on Internal States From the Movements of Natural Social Interactions2019In: Frontiers in Robotics and AI, E-ISSN 2296-9144, Vol. 6, no 49, p. 1-14Article in journal (Refereed)
    Abstract [en]

    In recent years, the field of Human-Robot Interaction (HRI) has seen an increasingdemand for technologies that can recognize and adapt to human behaviors and internalstates (e.g., emotions and intentions). Psychological research suggests that humanmovements are important for inferring internal states. There is, however, a need to betterunderstand what kind of information can be extracted from movement data, particularlyin unconstrained, natural interactions. The present study examines which internal statesand social constructs humans identify from movement in naturalistic social interactions.Participants either viewed clips of the full scene or processed versions of it displaying2D positional data. Then, they were asked to fill out questionnaires assessing their socialperception of the viewed material. We analyzed whether the full scene clips were moreinformative than the 2D positional data clips. First, we calculated the inter-rater agreementbetween participants in both conditions. Then, we employed machine learning classifiersto predict the internal states of the individuals in the videos based on the ratingsobtained. Although we found a higher inter-rater agreement for full scenes comparedto positional data, the level of agreement in the latter case was still above chance,thus demonstrating that the internal states and social constructs under study wereidentifiable in both conditions. A factor analysis run on participants’ responses showedthat participants identified the constructs interaction imbalance, interaction valence andengagement regardless of video condition. The machine learning classifiers achieveda similar performance in both conditions, again supporting the idea that movementalone carries relevant information. Overall, our results suggest it is reasonable to expecta machine learning algorithm, and consequently a robot, to successfully decode andclassify a range of internal states and social constructs using low-dimensional data (suchas the movements and poses of observed individuals) as input.

  • 230.
    Bartusch, Cajsa
    et al.
    Mälardalen University, School of Sustainable Development of Society and Technology.
    Porathe, Thomas
    Mälardalen University, School of Innovation, Design and Engineering.
    Climate-smart information design: Visualizing residential electricity use over the Internet2011In: Information Design Journal, ISSN 0142-5471, E-ISSN 1569-979X, Vol. 19, no 1, p. 3-17Article in journal (Refereed)
    Abstract [en]

    In light of global warming, energy conservation is indispensable. Residential electricity use, nevertheless, escapes consumers’ notice. Thus feedback is essential, yet households’ access to information is vastly limited. Smart metering renders continuous feedback over the Internet possible, but users perceive existing web tools to be inaccessible and incomprehensible. Hence the aim has been to design a user interface so as to serve the purpose of increasing awareness and energy efficiency in households. Ease of access and straightforwardness have been established as key factors and conventional bar charts in combination with color symbolism have proven to be useful in this respect.

  • 231.
    Bartziokas, Andreas
    University of Skövde, School of Humanities and Informatics.
    Skapandet av B.O.B. - Balls Over Brains: om konsten att väcka intresse hos spelaren för att fortsätta spela2009Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Detta arbete är skapat av Andreas Bartziokas, som examensarbete för VT 2009. I denna uppsats beskrivs hur spelet B.O.B. har skapats. Vilken litteratur som varit användbar för skapandet av spelet, samt en övergripande beskrivning av själva spelet.

  • 232.
    Baskar, Jayalakshmi
    et al.
    Umeå University, Faculty of Science and Technology, Department of Computing Science.
    Janols, Rebecka
    Umeå University, Faculty of Science and Technology, Department of Computing Science. Umeå University, Faculty of Medicine, Department of Community Medicine and Rehabilitation.
    Guerrero, Esteban
    Umeå University, Faculty of Science and Technology, Department of Computing Science.
    Nieves, Juan Carlos
    Umeå University, Faculty of Science and Technology, Department of Computing Science.
    Lindgren, Helena
    Umeå University, Faculty of Science and Technology, Department of Computing Science.
    A Multipurpose Goal Model for Personalised Digital Coaching2017In: Agents and Multi-Agent Systems for Health Care: 10th International Workshop, A2HC 2017, São Paulo, Brazil, May 8, 2017, and International Workshop, A-HEALTH 2017, Porto, Portugal, June 21, 2017, Revised and Extended Selected Papers, Springer, 2017, Vol. 10685, p. 94-116Conference paper (Refereed)
    Abstract [en]

    Supporting human actors in daily living activities for improving health and wellbeing is a fundamental goal for assistive technology. The personalisation of the support provided by assistive technology in the form of digital coaching requires user models that handle potentially conflicting goals and motives. The aim of this research is to extend a motivational model implemented in an assistive technology, into a multipurpose motivational model for the human actor who is to be supported, which can be translated into a multipurpose goal model for a team of assistive agents. A team of assistive agents is outlined with supplementary goals following the human’s different properties. A method for generating multipurpose arguments relating to different motives were developed, and implemented in a human-agent dialogue system. The results are exemplified based on a use case from an earlier pilot user study of the assistive technology. Future work includes user studies to validate the model.

  • 233.
    Baskar, Jayalakshmi
    et al.
    Umeå University, Faculty of Science and Technology, Department of Computing Science.
    Lindgren, Helena
    Umeå University, Faculty of Science and Technology, Department of Computing Science.
    Human-Agent Dialogues and Their Purposes2017In: Proceedings of the European Conference on Cognitive Ergonomics 2017, New York, NY, USA: ACM Digital Library, 2017, p. 101-104Conference paper (Refereed)
    Abstract [en]

    A common conversation between an older adult and a nurse about health-related issues includes topics such as troubles with sleep, reasons for walking around nighttime, pain conditions, etc. Such a dialogue can be regarded as a "natural" dialogue emerging from the participating agents' lines of thinking, their roles, needs and motives, while switching between topics as the dialogue unfolds. The purpose of this work is to define a generic conceptual model of purposeful human-agent dialogue activity including different types of argumentation dialogues, suitable for health-related topics. This is done based on analyses of a scenario, persona and models of human behaviour. The model will be shared between the human and the agent, allowing for adaptation to the human's reasoning, needs and motives.

  • 234.
    Baskar, Jayalakshmi
    et al.
    Umeå University, Faculty of Science and Technology, Department of Computing Science.
    Yan, Chunli
    Umeå University, Faculty of Science and Technology, Department of Computing Science.
    Lindgren, Helena
    Umeå University, Faculty of Science and Technology, Department of Computing Science.
    Instrument-Oriented Approach to Detecting and Representing Human Activity for Supporting Executive Functions and Learning2017In: Proceedings of the European Conference on Cognitive Ergonomics 2017, New York, NY, USA: ACM Digital Library, 2017, p. 105-112Conference paper (Refereed)
    Abstract [en]

    The goal of this study is to develop a computer-interpretable model for activity detection and representation, based on existing informal models of how humans perform activity. Appropriate detection of purposeful human activity is an essential functionality of active assistive technology aiming at providing tailored support to individuals for improving activity performance and completion. The main contribution is the design of a model for detection and representation of human activities based on three categories of instruments, which is implemented as two generic and supplementary terminology models: an event ontology and a core ontology. The core ontology is extended for each new knowledge domain into a domain ontology. The model builds the base for personalization of services generated by the cooperative reasoning performed by a human collaborating with an intelligent and social software agent. Ongoing and future work includes user studies in the different application domains.

  • 235.
    Bassey, Isong
    et al.
    Blekinge Institute of Technology, School of Engineering, Department of Interaction and System Design.
    Adedigba, Adetayo
    Blekinge Institute of Technology, School of Engineering, Department of Interaction and System Design.
    Structural Design of an RFID-Based System: a way of solving some election problems in Africa2008Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [en]

    In this thesis work, two major problems confronting elections system in Africa; multiple registrations and diversion/shortages of election materials, taking the Nigerian content into consideration is addressed. These problems have been described as being so corrosive in nature such that ICTs in the form of eVoting if fully implemented will only compound or exacerbate the current situation due to poor ICTs awareness in the continent. However, in order to contain these problems with some form of ICTs tools along side the traditional election system, we proposed an RFID-based framework where voter’s identification and election materials are RFID-based. We believe this will enhance effective and efficient identification and tracking. Operations similar to the chain supply and inventory management are utilized. Also benefits resulting from the adoption of this framework; national ID card, national register, etc. are addressed.

  • 236.
    Batangouna, Steve Jehu
    Linnaeus University, Faculty of Technology, Department of Computer Science.
    Effektiv presentation av information inom underhållsarbete2014Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Den här studien har granskat och analyserat på vilka sätt information kan rapporteras direkt från operatören, med hjälp av handdatorer, till underhållspersonalen och produktionschefen utan att fördröjas. Studien har genomförts med tanke på att, i dagsläget, finns det en del viktig information som inte visualiseras och rapporteras inom företagen i tid och på ett bra sätt. Denna situation bidrar till att olika mätningar som genomförs inom företaget grundas på felaktiga informationer som inte är baserade på tidsaktuella och kvalitativa data, och inte baserad på analys av de verkliga aktiviteterna som sker på verksamhetsgolvet. I samband med användningen av Internet och introduktion av konceptet e-underhåll inom industrin, har operatörens roll ändrat från att vara passiv till att bli en aktiv aktör. Den här studien baserar på artiklar och böcker som först och främst handlar om IT, informationsteknologi och e-underhåll, men också på en fallstudie där observationer och intervjuer gjordes på plats på företaget CC Pack i Tibro. Studien har efter analys av det sätt på vilket informationen överförs idag inom företaget, kommit till ett nytt sätt att överföra och rapportera informationen mellan operatörerna, underhållspersonalen och produktionschefen. Detta betyder att informationen, med hjälp av det nya digitala formuläret som kommer att finnas i handdatorer, kommer att rapporteras i realtid när felen inträffar på maskinen. Detta kommer vidare att leda till att informationen ska medverka till att bestämma vilken maskin som ska prioriteras vid underhållsarbete. Det nya sättet att visualisera information med hjälp av handdatorer kommer därtill att minska beslutstid inom underhåll. Produktionschefen kommer att få in i systemet alla stopptider från maskiner i produktionen. E-underhåll är ett relativt nytt område som har flera fördelar men som företagen inte har hunnit utnyttja på ett bra sätt eftersom de resurser som finns inte används på ett effektivt sätt.

  • 237. Battel, G U
    et al.
    Bresin, Roberto
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Analysis by synthesis in piano performance - A study on the theme of the Brahms’ "Variations on a Theme of Paganini€", op. 351993In: Proceedings of SMAC 93 (Stockholm Music Acoustic Conference), Stockholm: KTH Royal Institute of Technology, 1993, p. 69-73Conference paper (Refereed)
  • 238. Battel, G U
    et al.
    Bresin, Roberto
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    De Poli, G
    Vidolin, A
    Automatic performance of musical scores by mean of neural nerworks: evaluation with listening tests1993In: X CIM Colloquium on Musical Informatics, 1993, p. 97-101Conference paper (Refereed)
  • 239. Bellini, R.
    et al.
    Strohmayer, A.
    Alabdulqader, E.
    Ahmed, A. A.
    Spiel, K.
    Bardzell, S.
    Balaam, Madeline
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Feminist hci: Taking stock, moving forward, and engaging community2018In: Conference on Human Factors in Computing Systems - Proceedings, Association for Computing Machinery (ACM), 2018, article id W09Conference paper (Refereed)
    Abstract [en]

    Feminist HCI has made a profound impact on perceptions of women’s health, emancipation through design, as well as gender identity, inclusion, and diversity. However, there is a distinct lack of connection between these disparate but inherently connected research spaces. This SIG meeting aims to bring scholars together to discuss emerging and evolving issues of feminist research, and finding ways of using feminist theory and practice as a tool in future HCI research. Ultimately, the SIG will facilitate the engagement of a community of feminist HCI researchers, designers, and practitioners. It brings together those who may feel isolated in their respective research groups or universities to create a platform for feminist thought within SIGCHI and facilitate collaboration to proactively move towards the mainstreaming of feminism in HCI.

  • 240.
    Bengtsgård, Charlotta
    Linköping University, Department of Computer and Information Science.
    IT-stöd för samordnad vårdplanering: en studie av processpåverkan i två landsting2011Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Den samordnade vårdplaneringen genomförs när ansvaret för fortsatt vård för en patient efter sjukhusvistelse övergår från landsting till kommun. Ett vårdplaneringsmöte ska hållas och en vårdplan upprättas. I vårdplanen ska det framgå vilka insatser som behövs efter slutenvården. Involverade parter vid en samordnad vårdplanering är landsting, kommun, primärvård och eventuella privata utförare, oftast inom äldreomsorg, samt patienten och närstående. Från att ha genomförts med hjälpmedel som fax och telefon utförs den samordnade vårdplanering i allt större omfattning med hjälp av IT-stöd. Studien har genomförts inom ramen för ett projekt, där man som ett led i forskningen om hur IT-investeringar kan utvärderas använt en modell, framtagen för att värdera nyttan av infrastrukturella IT-investeringar inom vård och omsorg. I huvudprojektet genomfördes en studie av IT-stöd för samordnad vårdplanering i tre olika landsting och eller regioner, delprojektet studerade Västra Götalandsregionen och Östergötlands landsting. Syftet för delprojektet var att se vilken påverkan införandet av ett IT-stöd har för den samordnade vårdplaneringen och berörda verksamheter, samt hur IT-investeringen kan utvärderas utifrån en modell. Sammanlagt har 20 respondenter intervjuats, fördelat på beställare/systemägare/IT-chefer och verksamhetsrepresentanter. Insamlad data har analyserats dels gemensamt i en övergripande analys i huvudprojektet utifrån en modell, dels var för sig i huvudprojektet och delprojektet. Resultatet visar att skillnader i påverkan mellan landstingen förekommer även om anledningarna till och effekterna av införandet av IT-stöd är likartade för de olika landstingen och eller regionerna. Informationen förtydligas och blir säkrare, men det går att förbättra den ytterligare. Rutiner behöver omarbetas och förankras i verksamheten som en konsekvens av införandet av IT-stöd. Patientsäkerheten var ett viktigt skäl bakom implementeringen och förbättringar märks i verksamheten, även om IT-stödet inte alltid verkar användas fullt ut.

  • 241.
    Bengtsson, Fia
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology.
    Forssén, Therese
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology.
    Modell för användbarhetsutvärdering: Anpassad till ComAround Zero - ett webbaserat självbetjäningssystem2014Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Usability and quality in use are subjects well discussed when it comes to product development, especially system development. The objective of this report is to create a model for how ComAround Scandinavia AB, a company which provides a zero-level support system called ComAround Zero, can further develop their system by integrating the user in a usability evaluation. The result is an evaluation model that evaluates a number of factors that are important for the quality in use of ComAround ZeroTM; trustfulness, effectiveness, learnability, universality, ease of use, efficiency, satisfaction and usefulness. The factors are defined by a couple of criterions, which are measured by a complementing method consisting of three parts, a usability evaluation survey, a checklist for web usability guidelines and statistical metrics concerning the usage and usability of the system. The usability evaluation survey builds on a standardized survey for usability evaluation and consists of 25 claims where the user should answer how well these claim correlate with their opinions. The checklist is compiled from a variety of checklists on useful web design and contains 42 demands divided into seven categories; user guidance, navigation, simplicity, design and layout, readability and compability. The statistical metrics measure the usefulness of the product through a number of different metrics concerning the use of the product. The usability evaluation model has been tested and the results from the testing indicated a few usability issues, for example regarding the user guidance, which ComAround Scandinavia AB ought to look into.

  • 242. Bengtsson, Lars
    et al.
    Ivarsen, Ove
    UsersAward.
    Lind, Torbjörn
    UsersAward.
    Olve, Nils-Göran
    Sandblad, Bengt
    Uppsala Universitet och UsersAwards forskarpanel.
    Sundblad, Yngve
    KTH, School of Computer Science and Communication (CSC), Human - Computer Interaction, MDI (closed 20111231).
    Walldius, Åke
    KTH, School of Computer Science and Communication (CSC), Human - Computer Interaction, MDI (closed 20111231).
    Nya initiativ för användbarhetsarbetet: en pejling av behovet hos UsersAwards olika interessentgrupper2009Report (Other academic)
  • 243.
    Bengtsson, Per
    University of Skövde, School of Informatics.
    Intuitivt kontrollschema: En möjlighet till ökad lärbarhet för spelkontroller2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Spelare behöver lära sig kontrollera ett spel innan de kan få en god upplevelse, men det kan ofta vara svårt att lära sig använda en handkontroll. Naturlig mappning, affordance och tutorials hjälper enbart i vissa fall. Det finns dock indikationer på att intuitiva kontroller skulle kunna fungera, men ingen forskning inom området existerar. Detta arbete syftar till att jämföra lärbarheten hos två olika kontrollscheman, där det ena utvecklats för att vara intuitivt för nyblivna spelare. Kvalitativa och semistrukturerade intervjuer användes för att undersöka vad som är ett intuitivt kontrollschema. En prototyp av ett spel skapades, och denna kunde spelas med båda kontrollschemana. Genom att observera hur nyblivna spelare använde kontrollschemana utvärderades och jämfördes deras respektive lärbarhet. Resultatet visade att det intuitiva kontrollschemat förefaller ha högre lärbarhet än det alternativa kontrollschemat. Problem att hitta lämpliga deltagare samt med utvecklingen av det icke intuitiva kontrollschemat gör dock att arbetets trovärdighet är diskutabelt.

  • 244.
    Bengtsson, Sandra
    Kristianstad University, School of Health and Society.
    “Utan sociala medier har jag varit supersocial”: En netnografisk studie av vad som sker när nätgenerationens aktiva användare av sociala medier går offline.2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Much of people's everyday communication is today digital, taking place in a virtual world in which people are often more present than in the actual world. This paper deals with the consequences of active users of the net generation going offline from social media for a week. The results in this paper are based on empirical data gathered through a netnographic study carried out by observing and following 12 participants' experiences on how they were affected by being without social media for a week. Data generated in this study is the result of the participants' personal diaries, 12 completed surveys and two interviews. The purpose of the study is to find out what happens when you go against the grain in today's society and log out: How you will be affected and how it is received by the suroundings. The study shows that the participants found it difficult to be without social media at the beginning, but that they, after the study, could see several positive effects with being offline. The majority of the respondents experienced some relief in not being constantly available online. The results of this study show that the use of social media is mostly a routine habit, which you can manage without. The participants of this study have lacked communication through social media in several job and school contexts, otherwise they don’t believe that they have missed something of greater value online during the time as offline. The result also shows that the majority of the participants felt better to be offline than online, and that they will be more observant of their social media use in the future and try to cut it down. The participants consider it to be much more worthwhile to be present in the real world than in the virtual world, that they has been more social without social media. This study is an important contribution of knowledge for designers in digital technology, as studies addressing non-use is a relatively unexplored area. Mapping this kind of the non-use can be a good method to help designers to design good and user-friendly design in the future. I see this study as a preliminary study for future research of non-use where the study is ongoing for a long time.

  • 245.
    Benjaminsson, Josef
    et al.
    Linköping University, Department of Computer and Information Science. Linköping University, Faculty of Arts and Sciences.
    Nilsson, Frida
    Linköping University, Department of Computer and Information Science. Linköping University, Faculty of Arts and Sciences.
    Design av IT-stöd för rondmöten inom sjukvården: Vilken information är nödvändig för att stödja sjukvårdspersonal vid rondmöten i en intensivvårdssituation?2012Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    Patientövervakning och rondmöten är centrala aktiviteter i all sjukvård. Teknik som tagits fram för patientövervakning och rondmöten är relativt underutvecklad vad gäller överblick och mötesstöd. En fallstudie genomfördes med två observationer och en fokusgruppintervju på intensivvårdskliniken vid Linköpings universitetssjukhus. Syftet med fallstudien var att ta fram grundläggande informationskrav för att stödja sjukvårdspersonal vid möten och ronder i en intensivvårdssituation. Målet var att utveckla en övergripande design för ett digitalt arbetsbord. Designperspektivet utgick från Activity-centered design.

    Studien visar att sjukvårdspersonalen som stöd vid rondmöten behöver övergriplig information om patienten. En lägesvy för rond har därför utvecklats för ett digitalt arbetsbord.

  • 246.
    Bennerhed, Erik
    Linköping University, Department of Computer and Information Science.
    Investigating joint referencing between VR and non-VR users and its effect on collaboration2018Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [en]

    Virtual Reality has until now seen limited actual use in society other than in the gaming industry. A reason for this could be its exclusively individual-viewpoint based nature and a lack of possible collaborative experiences together with people with no VR equipment. This study has investigated how joint visual reference points might help a VR and a non-VR user collaborate with each other using a repeated measures design with three conditions. In the experiment, where one user was equipped with a HTC Vive and the other stood in front of a large screen, the pair was presented 0, 4 or 9 joint visual reference points from their own viewpoint. Results of the tasks performed by the participants indicates that 9 joint visual reference points increased a pair’s collaboration efficiency. However, the effect was not present once joint attention had been fully established. Furthermore, non-VR users found it significantly harder giving instructions to the other user when there were no joint visual reference points available while the VR-users did not find it significantly harder to do so. Additionally, differences between VR users’ and non-VR users’ spatial orientation ability were found to predict different patterns over the three conditions. Judging from the results, it seems that for the VR-users, 4 reference points helped more than 0 and 9 helped more than 4. However, an interaction effect was found on the non-VR users between spatial orientation ability and visual reference points condition. 4 reference points had a counter-productive effect on task efficiency for the non-VR users with lower spatial orientation ability while 4 reference points did seem to help the higher spatial ability group. 9 joint visual reference points completely eliminated group differences between high and low spatial orientation ability groups for both VR users and non-VR users.

  • 247.
    Bennysson Nord, Cecilia
    University of Skövde, School of Humanities and Informatics.
    Creating and Maintaining Well Being: The Relaxation Response at Work2006Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [en]

    Numerous studies have presented physical and psychological benefits of meditation. Many of these are due to the so called Relaxation Response. In our study, we compared a concentrative meditation practice and a relaxation practice to investigate potential differences in the elicitation of the Relaxation Response. The study was performed during 12 weeks on 15 subjects employed by the Police Authority. We measured the subjective well-being, according to the Positive and Negative Affect Schedule (PANAS), and by reading blood pressures. The descriptive analysis of the results, supports that the Relaxation Response is elicited by meditation and, although weaker, by physical relaxation. An elicited Relaxation Response is, however, maintained by relaxation. We also looked at the possibilities of introducing these practices in the work environment. There are several issues to deal with if the methods are to be applied in the work environment, mainly creating the time and place for the employees.

  • 248.
    Bensch, Suna
    et al.
    Umeå University, Faculty of Science and Technology, Department of Computing Science.
    Drewes, FrankUmeå University, Faculty of Science and Technology, Department of Computing Science.
    Proceedings of Umeå's 16th student conference in computing science: USCCS 20132013Conference proceedings (editor) (Other academic)
  • 249.
    Bensch, Suna
    et al.
    Umeå University, Faculty of Science and Technology, Department of Computing Science.
    Hellström, ThomasUmeå University, Faculty of Science and Technology, Department of Computing Science.
    Proceedings of Umeå's 18th student conference in computing science: USCCS 2014.12014Conference proceedings (editor) (Other academic)
  • 250.
    Bensch, Suna
    et al.
    Umeå University, Faculty of Science and Technology, Department of Computing Science.
    Hellström, Thomas
    Umeå University, Faculty of Science and Technology, Department of Computing Science.
    Towards Proactive Robot Behavior Based on Incremental Language Analysis2014In: MMRWHRI '14 Proceedings of the 2014 Workshop on Multimodal, Multi-Party, Real-World Human-Robot Interaction / [ed] Mary Ellen Foster, Manuel Giuliani, Ronald P. A. Petrick, 2014, p. 21-22Conference paper (Refereed)
    Abstract [en]

    This paper describes ongoing and planned work on incremental language processing coupled to inference of expected robot actions. Utterances are processed word-by-word, simultaneously with inference of expected robot actions, thus enabling the robot to prepare and act proactively to human utterances. We believe that such a model results in more natural human-robot communication since proactive behavior is a feature of human-human communication.

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