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  • 201.
    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.

  • 202.
    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. 

  • 203. 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.

  • 204.
    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.

  • 205.
    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.

  • 206.
    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.

  • 207.
    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. 

  • 208. 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)
  • 209.
    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.

  • 210.
    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.

  • 211.
    Baskar, Jayalakshmi
    et al.
    Umeå University, Faculty of Science and Technology, Department of Computing Science.
    Janols, Rebecka
    Umeå University, Faculty of Medicine, Department of Community Medicine and Rehabilitation, Occupational Therapy.
    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: A2HC@AAMAS/A-HEALTH@PAAMS 2017, Springer, 2017, Vol. 10685Conference 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.

  • 212.
    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)
  • 213.
    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)
  • 214.
    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.

  • 215.
    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.

  • 216. 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.

  • 217.
    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.

  • 218.
    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.

  • 219. 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)
  • 220.
    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.

  • 221.
    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.

  • 222.
    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.

  • 223.
    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.

  • 224.
    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.

  • 225.
    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)
  • 226.
    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)
  • 227.
    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.

  • 228. Bentley, F.
    et al.
    Tollmar, Konrad
    KTH, School of Information and Communication Technology (ICT), Communication Systems, CoS, Mobile Service Laboratory (MS Lab).
    The power of mobile notifications to increase wellbeing logging behavior2013In: CHI '13 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, ACM Digital Library, 2013, p. 1095-1098Conference paper (Refereed)
    Abstract [en]

    Self-logging is a critical component to many wellbeing systems. However, self-logging often is difficult to sustain at regular intervals over many weeks. We demonstrate the power of passive mobile notifications to increase logging of wellbeing data, particularly food intake, in a mobile health service. Adding notifications increased the frequency of logging from 12% in a one-month, ten-user pilot study without reminders to 63% in the full 60-user study with reminders included. We will discuss the benefits of passive notifications over existing interruptive methods.

  • 229. Bentley, F
    et al.
    Tollmar, Konrad
    KTH, School of Information and Communication Technology (ICT), Communication Systems, CoS. KTH, School of Information and Communication Technology (ICT), Centres, Center for Wireless Systems, Wireless@kth.
    Dernirdjian, D
    Koile, K
    Darrell, T
    Perceptive presence2003In: IEEE Computer Graphics and Applications, ISSN 0272-1716, E-ISSN 1558-1756, Vol. 23, p. 26-36Article in journal (Refereed)
    Abstract [en]

    Perceptive presence systems automatically convey awareness of user states to a remote location or application without the user having to perform explicit commands or mode selection. The article describes a component-based architecture for creating presence applications using perceptual user interface widgets. Each widget performs a machine perception function, such as tracking a face or monitoring activity in a specific 3D location. Widgets provide an abstraction barrier between the perception algorithms and the needs of application writers. Two example applications developed using this framework are presented: one uses a luminous display to express a user’s availability for communication to a colleague at a remote location, and a second uses activity to control devices in a context-aware environment.

  • 230.
    Benyon, David
    et al.
    Edinburgh Napier University.
    Resmini, Andrea
    Jönköping University, Jönköping International Business School, JIBS, Informatics.
    Blended Spaces and Cross-channel Ecosystems2015In: Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition, ACM Digital Library, 2015Conference paper (Refereed)
    Abstract [en]

    This paper provides a contribution to creativity and codesign based on applying the theory of conceptual integration (also known as conceptual blending, or blending theory) to creative design and collaboration. Our approach is based on bringing the principles of conceptual blending and applying them to the creation of novel spaces, objects and services in creative industries. We couple this with the conceptualization of actor-driven cross-channel ecosystems as the extended digital / physical places where experiences occur.

  • 231.
    Benyon, David
    et al.
    Centre for Interaction Design, Edinburgh Napier University, Edinburgh, United Kingdom.
    Resmini, Andrea
    Jönköping University, Jönköping International Business School, JIBS, Informatics.
    User experience in cross-channel ecosystems2017In: HCI 2017 - Digital make-believe: Proceedings of the 31st International BCS Human Computer Interaction Conference (HCI 2017), 2017Conference paper (Refereed)
    Abstract [en]

    Recent developments in information and communication technologies have left interaction design and human-computer interaction (HCI) with something of a conceptual gap. The distinction between physical and digital spaces is increasingly blurred. Cloud-based services have enabled a separation of information content from device so that content can be accessed and manipulated across multiple devices and locations. The user experience (UX) frequently needs to deal with activities that transition across physical and digital spaces and ecosystems of devices and services. Designers can no longer prescribe the journey or curate experiences simply as isolated interactions. Instead, UX must be consistently spread across touchpoints, channels, and device ecosystems. Our contribution to the development of UX, interaction design, and information architecture is to appeal to the notions of cross channel user experiences and blended spaces. Information architecture is the pervasive layer that underlies interactions that cross services, devices and blended physical and digital spaces. Information architecture is the structure within which the UX unfolds. From this perspective, we highlight the importance of creating meaningful places for experience and navigation through blended spaces.

  • 232.
    Berg, Beatrice
    et al.
    Linköping University, Department of Computer and Information Science.
    Greder, Susanna
    Linköping University, Department of Computer and Information Science.
    Conceptual Design of Interaction between Driver and Automated Trucks For Connection to a Platoon2016Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The area of automated vehicles is currently emerging and the development of advanced automatic systems can be seen as an effort to better support humans by technology. Increased safety, reduction of emissions by fuel efficiency, increased comfort while driving and cooperation between vehicles by e.g. platooning (co-driving on a highway at close distances) is some of several benefits that are mentioned associated with automation in vehicles. Several challenges are also associated with the development of automated systems, such as creating a good interaction between the driver and the vehicle. The challenge is to develop a good user experience (UX) and a safe and simple interaction to better the chances of the driver using the automated functions, and thereby enable gaining the advantages associated with it.

    This thesis has focused on the area of human machine interaction (HMI) as a part of the European project AdaptIVe and has been conducted at ATR at Volvo GTT. The purpose of the thesis was to develop a concept for connection to a platoon initiated by the driver. The aim was to develop a concept that was perceived as novel (i.e. different than conventional solutions found in today’s trucks), coherent with the function of joining a platoon, and address user needs, HMI and UX aspects. The results were expected to contribute to finding new ways of interacting with trucks that could possibly be included into future Volvo trucks.

    The thesis was practiced through a user centred design process, divided into three phases; exploration, concept development and concept evaluation. The exploration phase explored the user, user environment and user needs, involved truck drivers, and defined use case and design criteria for the concept. The development phase was conducted to generate and select a concept based on the criteria. Expert users were involved in the ideation and selection. The concept evaluation was performed with lo-fi prototypes and expert users and, based on the results from the tests, improvements were made and a final concept was finished.

    The final concept ISSA is a concept for activation and connection to a platoon through swiping forward on an interactive lighted touch sensitive surface located in the middle of the steering wheel. The surface indicates by light when activation is possible and in which direction the swipe should be done. ISSA is also equipped with two lights, one at the bottom (manual mode) and one at the top (automatic mode) of the steering wheel. White light represents manual mode and blue light automatic mode. Additional information about available platoons, system state and lateral and longitudinal control is also given in the head-up display (HUD).

    ISSA addresses important criteria regarding user needs, HMI and UX. Results from the user test indicate that ISSA is easy to use and that it is perceived as safe. System status, intentions and transitions is indicated to be acknowledged by the users (given by information in HUD and mode indications on steering wheel). Results indicate that ISSA is perceived as easy to use, has good usability and that ISSA outperforms a conventional solution such as a button regarding novelty and pleasure of use. ISSA implies a new way of interaction between driver and automated trucks and is designed to be coherent with the function of connecting to a platoon in terms of transferring the control of the vehicle to the truck in front. ISSA fits into future truck driving, contributes to a good UX, has a familiar design and could contribute to the driver using the platooning function which enables gaining benefits associated with it. 

  • 233.
    Berg, Martin
    Halmstad University, School of Information Technology, Halmstad Embedded and Intelligent Systems Research (EIS), Man and Information technology laboratory (MI-lab).
    Smart jewellery: measuring the unknown2016Conference paper (Refereed)
    Abstract [en]

    Self-tracking devices and apps often measure and provide interpretations of personal data in a rather straightforward way, for instance by visualising the speed and distance of a run or the quality of sleep during a night. There is however a growing number of devices that take the data analysis further by providing insights and algorithmic advices about domains of our lives that are otherwise thought of as difficult to grasp. This paper explores two devices of this kind, namely the Moodmetric and the ŌURA which are two recently released smart rings with associated mobile apps that claim to measure emotions and rest, promote happiness and help users to perform better. Whereas several studies have shed light over how users engage with self-tracking apps and devices, little attention has been paid to how these technologies stem from dreams, hopes and imaginaries of designers and developers. This paper approaches self-tracking from a producer perspective in order to frame how users and their everyday lives are imagined by designers and how these assumptions are built into the technologies. Empirically, the paper is based on a content analysis of blog posts, marketing materials and user guides from the ŌURA and Moodmetric companies along with video interviews with company representatives as well as recordings of their public appearances. Engaging with the field of software studies as well as the emerging field of self-tracking studies, this paper aims at providing a basis for further design oriented studies of self-tracking.

  • 234.
    Berg, Mikaela
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Improving reading experience in digital newspapers2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Reading news on mobile devices has during the past decade transcended into an every- day activity, which induce greater demands on design and presentation of news. Several researchers have examined essential components in the area of digital newspapers, despite this, there are few newspapers that have switched to a reader-friendly format.

    The objective of this thesis is to evaluate how the reading experience in digital newspa- pers can be improved by abandoning the traditional structure of today’s printed newspapers. Based on numerous tests and studies, as well as support from literature, a set of guidelines has been produced as a result of this thesis.

    The design guidelines contain recommendations for optimal line size, typeface, point size, appearance, functionality, placement, recognition factor and packaging. To ensure quality, all guidelines were validated in order to prove that the reading experience had increased. An evaluation was performed that attempted to determine that.

    The statistic result of this thesis showed a significant difference in both reading speed and the subjective experience. However no significant difference could be seen regarding the reading comprehension. The conclusions made was that structure and design of content can influence both reading speed and reading experience.

    All design guidelines can be used as guidance when developing templates for digital newspapers. 

  • 235.
    Bergdahl, Jenny
    University of Skövde, School of Informatics.
    Användarens önskade upplevelse vid behandling av social fobi med virtual reality2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Social fobi är en ångeststörning som i stor utsträckning påverkar livet hos den som är diagnostiserad. Kärnan i social fobi ligger i rädslan att bli granskad och riskera att göra bort sig eller bli förlöjligad. Den behandlingsmetod som visats vara mest effektiv i behandling mot social fobi är kognitiv beteendeterapi (KBT). Det är en tidsbegränsad och nutidsorienterad psykoterapi där patienten lär sig både kognitiva och beteenderelaterade färdigheter som behövs för att denne adaptivt ska kunna fungera i både inter- och intrapersonella världar. I takt med att teknologin utvecklas blir det möjligt att flytta terapin till en virtuell miljö, där patienten kan exponeras för de stimuli som de anser vara ångestframkallande. Denna behandingsform kallas för Virtual Reality Exposure Therapy (VRET) och tar terorier inom KBT och förflyttar dem till en miljö i virtual reality. User experience-mål beskriver den önskade upplevelsen hos användaren när denne interagerar med interaktiva system. UX-mål delas upp i pragmatiska och hedoniska aspekter. Resultatet av studien blev två pragmatiska och två hedoniska UX-mål som beskriver den önskade upplevelsen hos användaren när denne behandlas med VRET mot social fobi. De framtagna målen visar att känslor av kontroll, realism, belöningar och utmaningar är det som användarna anser vara de viktigaste aspekterna när en mjukvara för behandling av social fobi ska designas.

  • 236.
    Bergenbrant, Mikaela
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, The Institute of Technology.
    Integrating Usability Work in the Development Process at a Consulting Firm2014Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    When needing software, using the services of an IT consulting rm is todaya common solution for companies nowadays. To make a system suited forthe intended users it is important to focus on usability.There are many dierent approaches possible to use when developinga usable system. The purpose of this study was to study if any of theapproaches, goal-directed design, could be used when a customer orders asolution from a consulting rm. This was to be studied through a case studywhich was conducted at the IT consulting rm Sigma. One of Sigma's customersis Toyota Material Handling Group which is a supplier of forkliftsand additional services like the online eet management platform ToyotaISite. The platform is about to be further developed by connecting it to amobile application with the purpose of making the platform more accessibleand ecient. The assignment in the case study was to develop a prototypefor this mobile application. This was done using the goal-centered design approach.Further, in order to understand the work at Sigma today, interviewswere conducted with developers at the company.The data collected led to an analysis about how Sigma and other similarIT consulting rms could use the goal-centered design approach when developingsoftware. The conclusion drawn was that parts of the method couldbe motivated to the customer and thereby be used in future projects, whilesome parts would be harder to motivate for the customer. The includedsteps were user research, context scenarios, requirements and high-delityprototyping. These conclusions can be used to integrate usability work inthe development process in the context of an IT consulting rm deliveringa system to a customer.

  • 237.
    Berger, Tony
    et al.
    Södertörn University College, School of Communication, Media and it.
    Törnqvist, Carl
    Södertörn University College, School of Communication, Media and it.
    EmoWheel: En metodutveckling för utvärdering av emotionellt engagemang2009Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This is a study of how emotional engagement can be measured and be taken into account in the development of websites. We believe that emotions become relevant only when viewed in correlation to how users experiencing a webpage. In this study, we developed a tool for use together with user tests where the information about the user's emotional engagement can add new value to the evaluation. The tool allows the user to mark, on the website, his/her emotions and level of engagement represented by colored circles, generating quantiative data on how users feel about the website. The tool is part of a method for evaluating the emotional engagement that we have developed which consists of user testing supported by the tool and accompanied by interviews.

  • 238.
    Bergfeldt André, Frans
    University of Skövde, School of Humanities and Informatics.
    Från abstraktion till hyperrealism: En historisk exposé av stridsvagnsanimationer i elektroniska spel2009Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Denna uppsats presenterar en historisk exposé kring den visuella och tekniska utvecklingen av stridsvagnsanimationer. Detta med fokus på perception och kognition utifrån definitionerna abstraktion, realism och hyperrealism. Uppsatsen ämnar förklara i bild, text och rörlig media hur utvecklingen sett ut och hur långt den har nått. För att åstadkomma detta har en analysmatris tagits fram, ur vilken valda beståndsdelar i spelen Battlezone, Battle Tank och Battlefield 1942 dissekeras. För att ytterligare påvisa kontrasten i utvecklingskurvan, har jag haft Craft Animations och deras verktyg till min hjälp. Verktyget och resultaten detta genererar, analyseras med hjälp av samma analysmatris som för spelen.

    Resultatet visar en tydlig kontrast i utvecklingen, där Craft Animations verktyg representerar vad vi idag kan kalla för hyperrealism.

  • 239.
    Berggren, Linnea
    Linköping University, Department of Computer and Information Science.
    Vikten av patientsäkerhet på förlossningsavdelningar2017Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    Syftet med detta arbete var att undersöka hur verksamheten vid en förlossningsavdelning fungerar med fokus på patientsäkerhet. Detta undersöktes genom att samla in data i form av intervjuer från Linköpings och Norrköpings förlossningsavdelningar. Materialet analyserades sedan genom en tematisk analys som resulterade i sex huvudteman (team, hälsa, information, träning, mål och system). Resultatet visar på att team, kommunikation och stresseliminering är de viktigaste fynden i studien. Dock är alla teman viktiga för patientsäkerheten då de tillsammans skapar ett säkrare system.

    För att dessa faktorer ska kunna samspela med varandra är det viktigt att systemet regelbundet utvärderas för att justeringar ska kunna göras. Detta för att systemet ska vara resilient och klara av de utmaningar som de ställs inför.

    Framtida studier som skulle vara intressanta att göra är att utöka insamlingen av data, undersöka hur små och stora förlossningsavdelningar i Sverige ser på patientsäkerhet och även jämföra den svenska verksamheten med exempelvis den kenyanska verksamheten. 

  • 240.
    Berggren, Martin
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, Faculty of Science & Engineering.
    Exploring the Possibilities of Split Testing on Motion-Based Games2015Independent thesis Advanced level (professional degree), 300 HE creditsStudent thesis
    Abstract [en]

    Split testing is a popular practise to compare and evaluate design elements of web-sites. In this report, it is explored how split testing can be employed to test features of motion-based online games. This is done by applying theory taken from split testing of common web-pages and translating it to work with games. A pilot test is conducted on the newly developed game Phaseformer to evaluate two interaction techniques. With only 105 test participants, the results from the pilot test show with high statistical power that one variant provides the player with a higher level of control over the game than the other.

  • 241.
    Berggren, Peter
    Linköping University, Department of Computer and Information Science. Linköping University, Faculty of Arts and Sciences.
    Assessing Shared Strategic Understanding2016Doctoral thesis, monograph (Other academic)
    Abstract [en]

    This thesis describes the development of an instrument for assessing shared understanding in teams. The purpose was to develop an instrument that would be usable, understandable, objective, flexible and self-explanatory. Teams working in naturalistic settings are expected to have a shared understanding concerning common goals and how to achieve these. The problem investigated in this thesis is that current techniques and instruments for assessing shared understanding in teams generally suffer from one or more of the following drawbacks, namely that they are expensive, difficult to use, time-consuming, requiring expertise, and are often based on subjective perceptions. Departing from existing theory in team cognition techniques and theories, the research questions posed in this thesis are: 1) How can shared understanding be measured without the disadvantages of existing methods? 2) How can shared understanding be assessed without the bias of self-ratings and/or assessments by experts/observers? 3) Can team performance be better understood by the outcomes of an instrument that measures shared understanding?

    These research questions are answered through six studies that are presented in this thesis. Over the six studies an instrument was iterated and subsequently developed, called the “shared priorities instrument”. When using this instrument, team members are instructed to generate items and rank these in order of importance. By comparing these rank orders from different participants, a team measure of shared understanding can be calculated. The advantages of this instrument compared to earlier measures are that it is less expensive, easier to use, less time-consuming, does not require subject matter expertise, and that the instrument is distanced from subjective perceptions. Furthermore, the final study provides results where outcomes from the shared priorities instrument correlate with performance, supporting earlier research connecting shared understanding in teams with team performance. A structural equation model, a result of the final study, shows that the instrument is both valid and reliable.

  • 242.
    Berglind, Lotta
    University of Skövde, Department of Computer Science.
    Användbarhetsexpertens roll som representant och medlare i systemutvecklingsprocesser2003Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    I denna rapport talas det om användbarhetsexpertens roll som representant för användaren,medlare av termen användbarhet samt medlare mellan användaren och andra yrkesroller i en systemutvecklingsprocess. Denna roll har många gånger en tendens till att inte få tillräckligt med gehör av andra yrkesroller i utvecklingsprojekt. Det finns flera olika faktorer som kan bidra till detta. Vad som framkom i resultatet var en bekräftelse på att användbarhetsexpertens

    roll är viktig i fråga om representering och medling. Vad gäller faktorn samarbete anser respondenterna att samarbetet för det mesta fungerar bra mellan dem och andra yrkesroller. Samarbete ses därmed inte som en faktor som påverkar gehöret för en användbarhetsexperts roll i systemutvecklingsprocesser. Respondenterna tycker däremot att de inte alltid får gehör för sin roll som användbarhetsexpert fast att de tycker att samarbetet med andra yrkesroller fungerar bra. En faktor som bidrar till

    detta är den svårdefinierade termen användbarhet.

  • 243.
    Berglund, Fredrik
    KTH, School of Computer Science and Communication (CSC).
    Chatbots as Interaction Modality: An Explorative Design Study on Elderly Classical Music Concert Subscribers2017Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis is a pilot study aimed at exploring how a chatbot can be designed to be used as a tool to give elderly classical music concert subscribers information about concerts they are attending. Previous works have indicated chatbots to be useful as information retrieval systems. To test this theory, a chatbot called “BerwaldBoten” was created and tested on eight elderly concert subscribers. Apart from testing the chatbot in everyday settings during a week leading up to a concert, the users also answered questionnaires before and after the study for qualitative data. Data from the chats was also collected for qualitative analysis. The results were generally positive, where most users found it easier to acquire concert information when using the chatbot. A need to provide the alternatives to interact using either quick reply buttons or free text was indicated. Furthermore, the importance of stating limitations and being transparent regarding the system state at all times is discussed.

  • 244.
    Berglund, Kalle
    et al.
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Ysberg, Kim
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Nilsson, Hampus
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Lundell, Tony
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Lakss, Dan
    Blekinge Institute of Technology, School of Technoculture, Humanities and Planning.
    Captain Osprey and The Wings of Fate: En spelproduktion2009Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    I den här slutreflektionen kommer ni att kunna läsa om vårt kandidatarbete i sin helhet. Ni får ta del av det koncept vi arbetade fram och strävade efter att realisera. Ni kommer att få följa med i arbetsprocessen där vi låter er få inblick i hur vi gick från idé till färdig produkt inom de tre avdelningarna programmering, grafik och ljud. Avslutningsvis kommer vi att reflektera över kandidatarbetstiden, både som grupp och på individnivå. Några av de frågeställningar vi tar upp handlar om hur vi har lyckats genomföra projektet trots bristande planering och utan någon hierarkisk ordning samt hur det har varit att arbeta i en grupp där majoriteten av medlemmarna har haft en ny roll för första gången i ett projekt. Throughout this final reflection you'll be able to read about our graduation project as a whole. You'll take part of the concept we developed and strived after trying to realize it. An insight of our work process where we describe how we transfered our idea from paper to a final product will be given. You will read about the work process from the programmers, sound designers and graphical artists perspective. Toward the end of the document thoughts about how we worked as a team and at an individual level are discussed. Some of the questions we bring up is about how we managed to complete the project despite the lack of planning, hierarchic structure and at last, how it was like working in a new area of expertise for the first time.

  • 245.
    Berglund, Sara
    Linköping University, Department of Computer and Information Science. Linköping University, The Institute of Technology.
    Agility in Military Processes: Development of an Assessment Tool for Agile Command Teams2012Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Agility is developing to a more and more central concept in the military domain and new war fare methods etc. is creating a greater demand on the Swedish Defence Agency to be more agile. The concept is very complex but could be described as the ability a command team has to discover threats and opportunities, and act with a response towards these to gain advantage in the situation.

    This report aims to develop an assessment tool for evaluating whether or not, or to which extent, a command team is agile. Discussions have been made in sessions with informants that somehow are connected to (working with or research about) agility in the Swedish Defence Agency to discuss the development of an assessment tool like this. Five sessions have been executed and after the first two respectively the last three, upgrades of the tool were made.

    The result of the study shows that it is not impossible to develop an assessment tool, but for a complex concept like agility, it is very hard. The conclusions drawn is that it might be possible to create a basic frame for a tool that further on can be shaped to fit the command team being evaluated.

  • 246.
    Berglund, Sara
    Linköping University, Department of Computer and Information Science.
    Samtalets byggstenar: Hur artefakter bidrar till att bygga upp samtalet under en överrapportering2010Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    "Det finns många arbetsplaster som klassas som kognitiva system och inräknat i den klassifikationen finns sjukhusmiljön. Det som dessutom gör sjukhusmiljön komplex är all den information som strömmar ut och in. Intensivvårdsavdelningar är inget undantag. Det är kanske där det strömmar som mest information då de ständigt får in nya patienter och de patienter som ligger där stannar för det mesta inte så länge.

    Överrapporteringar av olika slag är ett exempel på de informationsflöden som finns på olika avdelningar. En studie gjord av Joseph Sharit (2008) visar att det finns en koppling mellan de problem som finns i hanteringen av patienter på en avdelning och hur överrapporteringen går till. Överrapporteringen måste förändras för att hanteringen av patienterna ska bli bättre. De problem som finns i samband med en överrapportering är att den tar alldeles för lång tid och, är ostrukturerad och att alla som ger rapport har olika åsikter om hur detaljerad informationen som ges ska vara. Överrapporteringarna ser olika ut beroende på vilken sjuksköterska det är som ger rapport.

    Jag har tittat på hur artefakterna hjälper till att bygga upp samtalet under överrapporteringen. Med hjälp av en kvalitativ undersökning har jag kunnat visa att artefakter som används vid överrapportering hjälper till att bygga upp samtalet tillsammans med den kunskap som sjuksköterskorna har. Utan artefakter hade den här typen av överrapportering inte varit möjlig."

  • 247.
    Bergman, Mikael
    et al.
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Hertzberg, Tim
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    User Experience för mobila applikationer på iPhones med stora skärmar2016Independent thesis Basic level (degree of Bachelor), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    Purpose

    Smartphone screens have in recent years increased greatly in size. This has created problems for the user experience. Thus, the purpose of the study is:

    How mobile applications for smartphones with larger screens should be developed in the future to provide as good UX as possible.

    In order to answer the purpose it has been broken down into three research questions:

    Which parameters (type of objects) are most affected by different screen sizes?

    Depending on the screen size, are different layouts preferred?

    How much of the screen can be reached by one handed use?

    Method

    A study of literature is made to answer the first research question. It became the basis of a questionnaire in the form of an application, which answered the study's second and third research questions. The test subjects ranked different layouts depending on their perceived user experience. The tests were conducted on an iPhone 4S and an iPhone 6S Plus to evaluate the differences between different screen sizes.

    Findings

    The study concluded that it is important to place essential items within the user’s reach when one hand is used. Items placed at the edges or corners of the screen are often difficult to reach on a larger screen, which means that avoiding such placement is preferred.

    Implications

    The study can both be of service in future research on user experience and reach, but also give recommendations on what is important to take into consideration when developing mobile applications for smartphones with larger screens.

    Limitations

    Since the study was conducted over a limited period of time there was no opportunity for more tests.

  • 248.
    Bergqvist, Emil
    University of Skövde, School of Informatics.
    Auditory displays: A study in effectiveness between binaural and stereo audio to support interface navigation2014Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis analyses if the change of auditory feedback can improve the effectiveness of performance in the interaction with a non-visual system, or with a system used by individuals with visual impairment. Two prototypes were developed, one with binaural audio and the other with stereo audio. The interaction was evaluated in an experiment where 22 participants, divided into two groups, performed a number of interaction tasks. A post-interview were conducted together with the experiment. The result of the experiment displayed that there were no great difference between binaural audio and stereo regarding the speed and accuracy of the interaction. The post-interviews displayed interesting differences in the way participants visualized the virtual environment that affected the interaction. This opened up interesting questions for future studies.

  • 249.
    Bergqvist, Emil
    University of Skövde, School of Informatics.
    Spatial orientation & imagery: What are the gender differences in spatial orientation and mental imaging when navigating a virtual environment with only auditory cues?2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis analyses the gender differences in spatial orientation and mental imagery when navigating a virtual environment with only auditory cues. A prototype was developed for an iPod Touch device to evaluate possible gender difference in performance of orientation. A sketch map task was conducted to externalize the participants’ mental representation they achieved from the environment. Questionnaires were used to collect data on previous video game experience, spatial orientation self-assessment and spatial anxiety. A post-interview was conducted to gather qualitative information from the participants on how they experienced the experiment and to collect some background about them. In total, 30 participants (15 females, 15 males) with tertiary education participated in the experiment. The result indicates that there are gender differences in time to complete the tasks in the virtual environment. In the sketch map task, there were no gender differences in how well they sketch and externalize their mental representation of the environment. The post-interview showed tendencies that there are possible gender differences in vividness of mental imagery.

  • 250.
    Bergsmark, Moa
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    From Patchwork to Appliqué: Exploring Material Properties Through an Interaction Design Remake2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Materials and materiality in interaction design has become more and more important perspectives within the field. Material explorations of a specific material could contribute to this ongoing discussion. As means to investigate how material properties affect interactive qualities for a tangible interaction design, a remake of an existing design was created. The starting point for remake is a tangible programming space for children called Patcher where custom built RFID readers is interacted with. For this investigation, Android mobile phones with NFC readers is the material of choice when recreating the same concept. Design values in Patcher are identified as collaborative play and open-ended programming play. The creation process of Alfombra Applique, the remake, is presented, the design choices and how they relate to the shift of material. This leads to learnings regarding how material properties differ when using the prebuild product with a lot of design possibilities in relationship to custom built hardware. These learning can be summarized into three topics. (1) When using a prebuilt product as material there will be more limitations to how a designer can change the material, it can only be bent using software. (2) A consumer market product opens up to getting the artefact available to more users, but it could depend on how the product normally is used. (3) The designer and users will have a lot more preknowledge of the material whish gives implications on expectations. Also, the paper investigates how exploring materials and having a bricolage mindset made it possible to create a meaningful remake with other material of an existing design. It is concluded that the choice of materials and how designers work with their properties changes what is relevant and possible to design. 

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