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  • 3101. Yousefi, Shahrouz
    et al.
    Li, Haibo
    Liu, Li
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    3D Gesture Analysis Using a Large-Scale Gesture Database2014In: Advances in Visual Computing: 10th International Symposium, ISVC 2014, Las Vegas, NV, USA, December 8-10, 2014, Proceedings, Part I / [ed] Bebis, G; Boyle, R; Parvin, B; Koracin, D; McMahan, R; Jerald, J; Zhang, H; Drucker, SM; Kambhamettu, C; ElChoubassi, M; Deng, Z; Carlson, M, 2014, p. 206-217Conference paper (Refereed)
    Abstract [en]

    3D gesture analysis is a highly desired feature of future interaction design. Specifically, in augmented environments, intuitive interaction with the physical space seems unavoidable and 3D gestural interaction might be the most effective alternative for the current input facilities. This paper, introduces a novel solution for real-time 3D gesture analysis using an extremely large gesture database. This database includes the images of various articulated hand gestures with the annotated 3D position/orientation parameters of the hand joints. Our unique search algorithm is based on the hierarchical scoring of the low-level edge-orientation features between the query input and database and retrieving the best match. Once the best match is found from the database in real-time, the pre-calculated 3D parameters can instantly be used for gesture-based interaction.

  • 3102.
    Zabramski, Stanislaw
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    A Hindrance or an Aid?: The Impact of User Interface on Ideation in Computer-Mediated Drawing2014Article in journal (Refereed)
    Abstract [en]

    Users’ performance in ideation during computer-mediated creative drawing can be affected by the design of a computer’s User Interface (UI). This paper presents results from a series of empirical comparative studies in which participants were presented with a creative drawing task and their ideation performance was measured in terms of the number and quality of ideas created with the use of three different input methods (mouse, stylus-, and touch-input), or two graphical UIs (GUIs). The results showed no significant differences between the different computer input methods, or between the simple and more complex GUI. However, when present in combination, these test conditions can be expected to create cumulative effects, which might explain the substantial differences observed in previous research on computerized creative drawing tasks. Quality-quantity trade-off and a new form of operational bias were observed and their effects on user satisfaction and ideation performance are discussed.

  • 3103.
    Zabramski, Stanislaw
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Careless touch: a comparative evaluation of mouse, pen, and touch input in shape tracing task2011In: Proceedings of the 23rd Australian Computer-Human Interaction Conference (OzCHI '11) / [ed] Cécile Paris, Nathalie Colineau, Vivienne Farrell, Graham Farrell and Weidong Huang, New York, NY, USA: ACM Press, 2011, p. 329-332Conference paper (Refereed)
    Abstract [en]

    This short paper is a work-in-progress report on an experimental, exploratory comparison and evaluation of three input methods (mouse, pen, and touch-input) in a line-tracing task. A method to compare the original shape and user-generated version is presented. Measurements of user efficiency and accuracy showed that participants replicating a particular shape using touch-input performed the worst in terms of accuracy but were the fastest in comparison to the remaining input methods. No effect of controlled visual feedback was observed. Additionally, subjective operational biases were observed that, together with input method and expected shape related issues, might strongly affect the results.

  • 3104.
    Zabramski, Stanislaw
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Creating Digital Traces of Ideas: Evaluation of Computer Input Methods in Creative and Non-Creative Drawing2014Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    Ideas are formed in a process of idea generation that includes creation, development, and communication of new ideas. Drawing has been used as a support for ideation for centuries. Today, computerized tools are commonly used for drawing. Such tools form a user interface between the human and the resulting drawing presented on the screen. The interface may come between the user and the drawing in a disruptive way also affecting the ideation process.

    Using controlled laboratory studies, this thesis investigates the consequences of drawing with different user interfaces in two types of tasks: creative drawing tasks (based on a standardized test of creativity) and non-creative drawing tasks (i.e. shape-tracing tasks where no new idea is created). The goal was to identify and evaluate the consequences of the several issues originating from the use of different input devices, the functionality of the graphical user interfaces, the formulation of the drawing task, and the user’s previous experience.

    The results showed that drawing tasks are oriented toward quality of outcomes and that higher input accuracy led to higher quality of outcomes of both creative and non-creative drawing tasks. This came with a trade-off between the quantity and quality. In ideation, less accurate input devices facilitated significantly more ideas but these were of lower quality. In non-creative tracing, higher speeds caused lower quality of outcomes.

    The users subjectively preferred higher accuracy, also when an inaccurate user interface offered an eraser function. However, using the eraser allowed avoiding reinterpretations of ideas and led to ideation strategies characterized by laborious drawing that negatively affected the quality and quantity of the ideas produced. For non-creative drawing, the more difficult the shapes were, the lower the tracing accuracy.

    In the thesis a new framework for interaction analysis is introduced that improves the theoretical and practical understanding of computerized drawing tasks and the phenomena resulting from different aspects of the user interface design of computerized drawing tools.

    This thesis demonstrates that the inaccuracy of computerized tools cannot only make our drawings less aesthetically pleasing but also negatively affect ideas that are created in the process.

  • 3105.
    Zabramski, Stanislaw
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Creative drawing with computers2012In: CHI EA '12: Proceedings of the 2012 ACM annual conference extended abstracts on Human Factors in Computing Systems - Extended Abstracts, 2012, p. 963-966Conference paper (Refereed)
    Abstract [en]

    The output of creative drawing is negatively influenced by any constrains imposed on the artist. That may be the case especially in computer-based environments. In my research I focus on the identification and assessment of the influence computer input methods (i.e. mouse, stylus-, and touch-input) might have on the results of free-hand drawing tasks in terms of user's creativity and drawing performance.

  • 3106.
    Zabramski, Stanislaw
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Quickly touched: Shape replication with use of mouse, pen- and touch-input2011In: User Interface - Kansei in practice 2011: Interfejs użytkownika - Kansei w praktyce 2011 / [ed] Leonard Bolc, Warsaw, Poland: Wydawnictwo Polsko‐Japońskiej Wyższej Szkoły Technik Komputerowych , 2011, p. 134-141Conference paper (Refereed)
    Abstract [en]

    This paper presents results of an experimental study of unconstrained line-tracing task with use of mouse, pen- and touch-input. Our results show that participants using touch input performed as good as with use of mouse in terms of similarity of reproduced shape with pen-input as the best tool for drawing. Touch-input users were also the fastest in comparison to the remaining input methods. Additionally, we have observed subjective operational biases that together with shape-related issues might have an influence on the final scores.

  • 3107.
    Zabramski, Stanislaw
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Gkouskos, Dimitrios
    Lind, Mats
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    A comparative evaluation of mouse, pen- and touch-input in computerized version of the Torrance tests of creative thinking2011In: Proceedings of the DESIRE'11 Conference - Creativity and Innovation in Design / [ed] Clare J. Hooper, Jean-Bernard Martens, Panos Markopoulos, New York, USA: The Association for Computing Machinery , 2011, p. 383-386Conference paper (Refereed)
    Abstract [en]

    This paper presents the results of an experiment comparing mouse, pen- and touch-inputs in computerized figural creativity test. The results show no statistically significant differences in creativity scores obtained by participants using mentioned devices as computer input methods. The results indicate that creativity testing can be introduced to a variety of modern computer devices with insignificant influence of the three most popular input devices tested. That also shows that the differences between the computerized and paper-based TTCT noticed in a previous research might be the result of User Interface artifacts used.

  • 3108.
    Zabramski, Stanislaw
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Gkouskos, Dimitrios
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Lind, Mats
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    A comparative evaluation of mouse, stylus and finger input in shape tracing2011In: Proceedings of the 1st European Workshop on HCI Design and Evaluation: The inuence of domain on Human Computer Interaction design and evaluation / [ed] Georgios Christou, Panayiotis Zaphiris, Ee Lai-Chong Law, Toulouse, France: IRIT Press , 2011, p. 57-61Conference paper (Refereed)
    Abstract [en]

    A comparison of the aggregated performance measurements for three input methods in a line-tracing task is presented. Results indicate that users perform best using touch input, both in tasks with and without visual feedback, therefore we recommend touch input as the preferred input method for simple drawing tasks.

  • 3109.
    Zabramski, Stanislaw
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Ivanova, Vita
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Yang, Guo
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Gadima, Nur
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Leepraphantkul, Rathakan
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    The Effects of GUI on Users’ Creative Performance in Computerized Drawing2013In: Proceedings of MIDI '13: Proceedings of the International Conference on Multimedia, Interaction, Design and Innovation, New York, NY, USA: Association for Computing Machinery (ACM), 2013, p. 142-151Conference paper (Refereed)
    Abstract [en]

    This paper presents the results of an empirical comparative study investigating how the outcomes of a computerized figural creativity test are affected when the participants use two different versions of the Graphical User Interface (GUI) on a mouse-operated desktop PC. The results show that participants get insignificantly lower creativity scores with the elaborated GUI, contrary to the GUI that has no visual artifacts available and offers more similar user experience to pen and paper, even though they spend significantly more time on drawing with the elaborated one. That phenomenon is expected to contribute to the cumulative effect of GUI and input method noticed by previous research. That implies that creative drawing and testing should be carefully introduced into computer-based environments.

  • 3110.
    Zabramski, Stanislaw
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Neelakannan, Sarathkumar
    Paper equals screen: A comparison of a pen-based figural creativity test in computerized and paper form2011In: Proceedings of the DESIRE'11 Conference - Creativity and Innovation in Design / [ed] Clare J. Hooper, Jean-Bernard Martens, Panos Markopoulos, New York, USA: The Association for Computing Machinery , 2011, p. 47-50Conference paper (Refereed)
    Abstract [en]

    In this paper, we present the results of an experiment investigating how the results of a figural creativity test are affected when paper and pen or tablet PC and stylus are used to test participants. The results show no effect of the testing method on creativity scores obtained by participants. The results indicate that the differences between computerized and paper-based figural creativity tests noticed by previous research might be limited to the influence of User Interface artifacts used. That implies that creativity testing can be introduced to a variety of stylus based computer devices with insignificant influence of the transition from regular pen and paper to screen and stylus as a computer input device.

  • 3111.
    Zabramski, Stanislaw
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Shrestha, Suman
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Stuerzlinger, Wolfgang
    York University, Toronto, Canada.
    Easy vs. Tricky: The Shape Effect in Tracing, Selecting, and Steering With Mouse, Stylus, and Touch2013In: Academic MindTrek '13: Proceedings of International Conference on Making Sense of Converging Media / [ed] Artur Lugmayr, New York, NY, USA: Association for Computing Machinery (ACM), 2013, p. 99-103Conference paper (Refereed)
    Abstract [en]

    This paper is a work-in-progress report on an experimental comparison and evaluation of users' performance in four line-tracing tasks based on two shapes and performed with three input methods (mouse, stylus, and touch-input). The shapes' properties used in the study created the two classes of shapes: easy and hard to replicate. As expected these two classes had different impact on user's performance in each task tested (tracing, lasso selection, steering through narrow and wide tunnel). The results show that participants replicating the shapes using touch-input were the least accurate but were the fastest in comparison to the remaining input methods. The stylus was the least error-prone method and the mouse was the slowest device in drawing tasks (tracing and selection). The differences in error distances between the input methods were less pronounced in steering tasks but timing data showed that mouse was still the slowest one. While the time of replication did not differ between the two shapes tested, the differences between the errors participants made were significant for all tasks and input devices, and patterns of these differences were consistent between the shapes. These results confirm predictions from a previous study and show which shapes' properties can make their replication more difficult. The results can be used to design shapes that are easy to replicate, e.g., in surface-based gestural interaction.

  • 3112.
    Zabramski, Stanislaw
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Stuerzlinger, Wolfgang
    York University, Toronto, Canada.
    Activity or Product?: Drawing and HCI2013In: Proceedings of MIDI '13: Proceedings of the International Conference on Multimedia, Interaction, Design and Innovation, New York, NY, USA: Association for Computing Machinery (ACM), 2013, p. 29-38Conference paper (Refereed)
    Abstract [en]

    Drawing tasks are rarely addressed experimentally by the HCI community, and even then pointing, steering, or gesturing is promoted as an approach towards drawing. We critically analyze the status quo, propose an improved framework for task analysis, and give suggestions on how to perceive drawing task at a meta-level.

  • 3113.
    Zabramski, Stanislaw
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Stuerzlinger, Wolfgang
    York University, Toronto, Canada.
    Did We Miss Something? Correspondence Analysis of Usability Data2013In: Human-Computer Interaction – INTERACT 2013: 14th IFIP TC 13 International Conference, Cape Town, South Africa, September 2-6, 2013, Proceedings, Part IV / [ed] Paula Kotzé, Gary Marsden, Gitte Lindgaard, Janet Wesson, Marco Winckler, Berlin/Heidelberg: Springer Berlin/Heidelberg, 2013, p. 272-279Conference paper (Refereed)
    Abstract [en]

    We have applied a multivariate exploratory technique called Correspondence Analysis (CA) to create and analyze a model of the dataset of experiment results. The dataset originates from a comparative usability study of tracing with the use of mouse, pen, and touch input and contains both categorical and continuous data – i.e. results of questionnaires and task measurements. CA allowed to visually and numerically assess the main variables in the dataset and how they interact with each other. In our study, pen input had the best measured performance and was preferred by the users. Touch input was the least accurate of all input methods tested but it was preferred by users over mouse especially in the conditions lacking of visual feedback of drawing. CA helped to detect that secondary effect even though it cannot be explained by the performance results alone. The importance of the influence of user’s previous experience is also noted. We conclude that CA helped to identify all major phenomena known from previous studies but also was sensitive to minor and secondary effects, what makes it a well suited method to quickly evaluate usability data.

  • 3114.
    Zabramski, Stanislaw
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Stuerzlinger, Wolfgang
    York University, Toronto, Canada.
    The Effect of Shape Properties on Ad-hoc Shape Replication with Mouse, Pen, and Touch Input2012In: MindTrek '12 Proceeding of the 16th International Academic MindTrek Conference / [ed] Artur Lugmayr, New York, NY, USA: ACM Press, 2012, p. 275-278Conference paper (Refereed)
    Abstract [en]

    This paper summarizes observations from four empirical studies focusing on shape replication with three input methods. The aim was to identify and assess how the components of several semirandomly generated shapes influence how accurately untrained users can replicate each of these components. We found that the pen is the least and touch the most error-prone method when used for drawing. Additionally, the distribution of errors was analyzed. The results may be used to predict which shape properties make shape replication more difficult. Additionally, the results may be used to design shapes that are easy to replicate.

  • 3115.
    Zapico, Jorge Luis
    et al.
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    Maja, Söderberg
    Nybrukarna, Sweden.
    Transparent farmers: how farmers are using technology for new ways of selling and communicating with consumers2018In: ICT4S2018, 5th International Conference on Information and Communication Technology for Sustainability / [ed] Birgit Penzenstadler, Steve Easterbrook, Colin Venters & Syed Ishtiaque Ahmed, EasyChair Publications , 2018, Vol. 52, p. 398-409Conference paper (Refereed)
    Abstract [en]

    There is a growing number of farmers embracing information and communication technologies (ICT) as a way of enabling direct sales to consumers and creating added value through involving the consumers and making food production more transparent. This article presents the case of Nybrukarna, a community supported agriculture (CSA) cooperative in the south of Sweden, and explores how social media is used in their operation. The social media posts during a growing season were analyzed and used to identify different cases. Three main themes were identified: (1) practical communication and feedback from customers; (2) increasing transparency of crop production and values; (3) marketing and direct sales. These results were combined with information from a survey with feedback of the CSA customers, and a survey with growers in similar context, for identifying and discussing challenges, drivers, and opportunities for future development and research.

  • 3116.
    Zaremba, Anja
    et al.
    Linnaeus University, Faculty of Science and Engineering, Kalmar Maritime Academy.
    Petersson, Jem
    Linnaeus University, Faculty of Science and Engineering, Kalmar Maritime Academy.
    Alarm på bryggan: trygghet och irritation2011Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Work on a navigational bridge consists to a great extent of control tasks. Control and alarm systems are available to facilitate this work. The interaction between humans and systems depends partly on the  user's knowledge and experience and partly on bridge design and technologies’ usability. The topic of this thesis is the handling of alarms and alarm systems on  navigational  bridges.  The aim was to  study  whether there are strategies for this and if so, to illustrate how these strategies work. For this reason seven officers’  experiences were examined with  qualitative methods, semi-structured interviews and content analysis.

    The investigation led among other things to the following conclusions:  

    Alarm handling is often done according to unwritten rules and agreements. It is seen as part of the profession and is done on the side.

    Officers follow a scheme when an alarm calls for their attention.

    Officers construct their own tools and methods to deal with ergonomic problems and malfunctions.

  • 3117.
    Zarin, Rouien
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Faster. Stronger. Better?: designing for enhanced engagement of extreme sports2017Doctoral thesis, monograph (Other academic)
    Abstract [en]

    The human body is capable of very rich and complex movements and gestures which we use in everyday life to manipulate, navigate and negotiate the world around us—it is our interface for human experience. However, as technology advances it simultaneously shrinks, moving closer to our bodies, intertwining with the many facets of our lives and positions itself between our experiences of the physical environments around us. When utilizing these technological systems in the context of intense sporting activities this competition for our focus leads to problematic scenarios—in the best case altering the aesthetic qualities of physical activity and in the worst case leaving us vulnerable to perilous situations. 

    This constructive design research thesis aims to understand how design may be used in relation to the body as part of an informative research approach to generate knowledge about how people actively engage with technology. This is deemed increasingly important as the advancements in technological connectivity and its corresponding trend in miniaturization create a pervasive effect that beckons closer examination and attention as these elements influence how we move. This is achieved by investigations conducted through studies in the area of extreme sports—specifically mountain biking and climbing activities— with the purpose of deepening understanding about human engagement with digital technologies situated within particular contexts. This research explores how the body’s movements can be considered a material to be worked with, designed and assessed in order to influence performance behaviour.

    Overall, the thesis undertakes a mixed methods approach to addressing interaction design issues within the context of movement. By advocating making as a generative activity, this research produces a series of artifacts drawing from notions of embodiment that is used to ‘tease out’ knowledge, which is then reflected upon and iterated. These corresponding artifacts embody and imbue designerly intention, subsequently raising pertinent questions of what it means to be connected in an ever evolving digital world, and how we can distinguish, address and begin to design for/with information realities relating to the natural and artificial.

    Ultimately the thesis offers three main contributions to designers and researchers: (1) the Stages of Performativity framework that serves to increase awareness of the temporal aspects when designing for activities (2) A proposed model of the makers prototyping process and its corresponding seduction loop phenomenon (3) a series of non-prescriptive artifacts intended to be aspirational such as the Blackbox, Heel hook, Morpheel, Griptile and Climbing Sleeve prototypes. These contributions could be of particular interest to those intent on utilizing a maker driven prototyping practice by primarily proposing a comprehensive account of the transactions occurred during my prototyping process that is conducive to heightening awareness and cognition towards athletes engaged in extreme sports. The hope is to inspire an active role in designing experiences that enhance or support physical activities rather than impeding them.

    In addition, this research approach advocates the unpacking or engagement with technological materials as a means for extending understanding and defining their functions in for the sake of employing them for thought provoking, prototyping endeavors to challenge complex and seemingly established systems while simultaneously providing a discourse in regards to the advancements of connected technologies towards a more humanizing experience.  

    Finally, it is suggested that the probing of alternate realities by means of constructive design exploration is an essential step towards sketching meaningful engagement when considering the role that we desire technology to play in our lives.

  • 3118.
    Zarin, Rouien
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design. Interactive Institute.
    Trollskogen: A Framework for Enhancing Communication for Cognitively Disabled Children2009Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    All people need to communicate - but not all people have the same preconditions. Some are limited in their ability to speak, read and write, for example, people with severe learning difficulties.To help support this communities it is apparent that new tools need to be created to help enhance communication by providing alternative means.

    Promoting independence

    Communicative technologies can potentially increase independence amongst a group of people who rely on caregivers and assistance on a daily basis and provide opportunities of enhancing community and safety through social connectedness.

    Multi-Touch Devices

    The technology for multitouch tables and devices has existed for a few years and is continually improving. This opens new doors for interaction and can be a potential asset for people with Cognitive Disabilities.

  • 3119.
    Zarin, Rouien
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design. Interactive Institute.
    Trollskogen: A Multitouch Platform for Kids with Cognitive Disabilities2009In: In proceedings of Interactive Tabletops and Surfaces in Banff, Canada, ACM Press, 2009Conference paper (Refereed)
  • 3120.
    Zarin, Rouien
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design. Interactive Institute.
    Trollskogen: Enhancing Communication for Cognitively Disabled Children using a Multi-touch Tabletop System2009In: In Proceedings of STELLAR Alipine Rendez-vous December 2 – 3, 2009, Garmisch-Partenkirchen (Germany)., stellar , 2009Conference paper (Refereed)
    Abstract [en]

    Few examples exist of applying multi-touch tabletop computing to particular groups of users and tasks. In this abstract, we provide such an example by describing a project that focuses on enhancing communication skills among cognitively disabled children. In carrying out this project, we have come to realize that to successfully implement such a system it takes inclusion or ‘real’ users at early stages in the design process as well as numerous rounds of testing and iteration to overcome the substantial amount of experiential differences between designers and users. We also argue that such a user group cannot naively be regarded as a homogeneous group, expected to provide a unanimous response to particular designs. Rather, we have come to regard these users as making up a heterogeneous group where each individual is vital in contributing and inspiring the design process in his or her own, unique ways.

  • 3121.
    Zarin, Rouien
    et al.
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Fällman, Daniel
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    The woodbot pilots: exploring no-handsinteraction for interactive public installations2011In: Diversity and unity: Proceedings of IASDR2011, the 4th World Conference on Design Research / [ed] N.F.M. Roozenburg, L.L. Chen & P.J. stappers, IASDR , 2011Conference paper (Refereed)
    Abstract [en]

    We present and discuss the Woodbot Pilots, an interactive experience in the form of a gesture-based game that runs on a large-scale interactive installation designed to be placed in an airport terminal and used by the general public. The background of the project is described, as well as the installation itself and a scenario of its use. To end the paper, we discuss some of the issues it raises in relation to public installations as well as some of the lessons we have learnt in conceiving, designing, implementing, and studying its use.

  • 3122.
    Zarin, Rouien
    et al.
    Umeå University, Faculty of Science and Technology, Umeå School of Architecture. Interactive Institute.
    Fällman, Daniel
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Through the troll forest: exploring tabletop interaction design for children with special cognitive needs2011In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems, ACM Press, 2011Conference paper (Refereed)
    Abstract [en]

    We describe the interaction design process of conceiving, designing, implementing, and testing Trollskogen, a purpose-built tabletop multitouch system featuring a range of small software applications, termed ‘micro applications’. Each micro application is devised as a tool intended to improve or allow for exercise of social communication skills. Throughout the project, we have worked closely with a group of six children diagnosed with Autism Spectrum Disorder (ASD) or Down’s syndrome, all in the age range of 5-8. The system has been designed together with the users, their teachers, and various experts as a complement to the current curricula. In this paper, the three main phases of our design process are described and we conclude the paper by reporting on and discussing some preliminary findings and observations from a small user study

  • 3123.
    Zarin, Rouien
    et al.
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    True, Nicholas
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Papworth, Nigel
    Interactive Institute Swedish ICT.
    Lindbergh, Kent
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Fällman, Daniel
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Be Green: implementing an Interactive,Cylindrical Display in the Real World2013In: Proceedings of the 2nd ACM International Symposium on Pervasive Displays (PerDis '13): , ACM Press, 2013, p. 55-60Conference paper (Refereed)
    Abstract [en]

    Many studies in Human-Computer Interaction and related fields,such as pervasive displays, have historically centered around userevaluation and knowledge production, focusing on usability issuesand on creating a more efficient user experience. As the trajectoryof HCI moves toward the so-called ‘third wave’, new values arebeing emphasized and explored. These include concepts such asembodiment and engagement, complementing usability as theprimary metric of evaluation. This paper explores the ideation,iteration, design, and real-world deployment of such a ‘thirdwave’ interactive pervasive installation in the form of aninteractive, large cylindrical display. The purpose was to displaythe air quality data in a manner that would inspire elevatedenvironmental consciousness and discussion among Umeåcitizens, especially with regard to the environmental impact ofdifferent methods of transportation.

  • 3124.
    Zeb, Falak
    et al.
    Blekinge Institute of Technology, School of Computing.
    Naseem, Sajid
    Blekinge Institute of Technology, School of Computing.
    Guidelines for the Deployment of Biometrics Technology in Blekinge Health Care System with the Focus on Human Perceptions and Cost Factor2010Independent thesis Advanced level (degree of Master (Two Years))Student thesis
    Abstract [en]

    Biometrics Technology is an authentication technology that identifies the individuals from their physical and behavioral characteristics. Despite the fact that biometrics technology provides robust authentication and enhanced security, it has not yet been implemented in many parts of the world due to certain issues i.e. human perceptions of the biometrics technology and cost factor, involved in the deployment of biometrics technology. As the biometrics technology involves identity management of individuals that’s why the humans perceptions of biometrics technology i.e. privacy concerns, security concerns and user acceptance issue play a very important role in the deployment of biometrics technology. There for the human perceptions and cost factor need to be considered before any deployment of biometrics technology. The aim of this thesis work is to study and analyze how the people’s perceptions and cost factor can be solved for the deployment of biometrics technology in Blekinge health care system. Literature study, interviews and survey are performed by authors for the identification and understanding of the human perceptions and cost factor. Based on these, solutions in form of guidelines to the issues involved in the biometrics technology deployment in Blekinge health care system Sweden are given.

  • 3125. Zhang, B.
    et al.
    Kreitz, Gunnar
    KTH, School of Computer Science and Communication (CSC), Theoretical Computer Science, TCS.
    Isaksson, Marcus
    Ubillos, Javier
    Urdaneta, G.
    Pouwelse, J. A.
    Epema, D.
    Understanding user behavior in Spotify2013In: 2013 Proceedings - IEEE INFOCOM, 2013, p. 220-224Conference paper (Refereed)
    Abstract [en]

    Spotify is a peer-assisted music streaming service that has gained worldwide popularity in the past few years. Until now, little has been published about user behavior in such services. In this paper, we study the user behavior in Spotify by analyzing a massive dataset collected between 2010 and 2011. Firstly, we investigate the system dynamics including session arrival patterns, playback arrival patterns, and daily variation of session length. Secondly, we analyze individual user behavior on both multiple and single devices. Our analysis reveals the favorite times of day for Spotify users. We also show the correlations between both the length and the downtime of successive user sessions on single devices. In particular, we conduct the first analysis of the device-switching behavior of a massive user base.

  • 3126.
    Zhang, Yiran
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Liu, Xiaohui
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science and Engineering.
    Design of Eco-Smart Homes For Elderly Independent Living2015Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [en]

    The aging of the world population has increased dramatically during the past century. The rapid increase of elderly population is putting a heavy strain on healthcare and social welfare. Living conditions and service provision for elderly people have thus become an increasingly hot topic worldwide. In this paper, we address this problem by presenting a conceptual model of an integrated and personalized system for an eco-smart home for elderly independent living. This approach was inspired by an on-going European project, INNOVAGE, which researchers at Blekinge Institute of Technology are currently participating in, and which focuses on regional knowledge clusters for promoting eco-smart homes for elderly independent living. Contrasting the social situation of elderly in China and Europe, we have chosen to focus on a solution for a Swedish context, which takes technical, environmental, social and human-computer interaction aspects into consideration in the design of eco-smart homes for elderly people in Sweden. Three studies have been carried out in order to clarify and explore the main issues at stake. A literature review gave an overview of on-going research and the current state-of-the-art concerning smart homes. The literature review, along with an interview of an expert on solar energy, also gave insights into additional design challenges which are introduced when focusing specifically on eco-smart building solutions. In order to explore and gain a better understanding of the perceived needs and requests of the target group, i.e. the elderly population, we carried out interviews with three experts in healthcare and homecare for the elderly, and also carried out interviews among the elderly in Karlskrona and interviews and a web survey among the elderly in China. As a way of addressing the design challenges of integrating a multitude of diverse, complicated technical systems in a home environment while at the same time high-lighting the need for comprehensive personalized service provision for elderly people, we designed a conceptual model – an exemplar – of an eco-smart home for elderly independent living. The eco-smart home exemplar aims to inspire interdisciplinary and multi-stakeholder discussions around innovative design and development of environmentally friendly, comfortable, safe and supportive living for the elderly in the future. Finally, we did an evaluation of the model in two workshops with elderly people in two different towns in Blekinge.

  • 3127.
    Zheng, Shaoqing
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    The human-computer interaction design of self-operated mobile telemedicine devices2015Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Human-computer interaction (HCI) is an important issue in the area of medicine, for example, the operation of surgical simulators, virtual rehabilitation systems, telemedicine treatments, and so on. In this thesis, the human-computer interaction of a self-operated mobile telemedicine device is designed. The mobile telemedicine device (i.e. intelligent Medication Box or iMedBox) is used for remotely monitoring patient health and activity information such as ECG (electrocardiogram) signals, home medication, patient movements, etc., through a wearable bio-patch and a touch screen on the device, thus creating interaction between patient and doctor via the internet. The telemedicine device also has a reminder function for the time of medication. Two aspects have mainly been addressed in designing the HCI. The first one is about the user interface of the telemedicine device and the second one is about the interaction between patients and the wearable device. Scenario design, user participation and interview were applied as the design methodology of this work. Literature study of relevant background information and interviews with experts were also used for scenario design. After the first version of the prototype was developed, interviews were conducted with some typical users, whose feedback and user data were collected and analysed. The thesis includes envisionment and evaluation as two parts. The study revealed that HCI is an important issue for telemedicine, particularly when it is used for elderly-care. A simple and user-friendly interface, proper physical size of devices, better and bio-compatible materials for the bio-patch etc. are to be considered important for a better HCI for telemedicine devices.

  • 3128.
    Zhong, Jinyun
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    A Case Study: The Impact on Usability of PRINCE2 Project Management Method2011Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In order to take a look at the relationship between PRINCE2 (one of the most popular project management methods) and the degree of usability of the produced system, a case study was conducted in a company.

    During the case study, participants were recruited for a brainstorming section, during which they brainstormed some issues and features regarding PRINCE2 framework. These ideas were later summarized by the researcher as the preparation of a Card Sorting section. The same participants were invited again for a Card Sorting, during which they sorted the summarized issues and features into different categories labeled with different aspect of PRINCE2. An analysis was then carried out to find the most commonly agreed issues/features in a certain aspect of PRINCE2.

    The result of the study shows some strength that PRINCE2 has such as clear definition of authority and accountability, good support for planning, but there’re some concerns in tailoring/embedding of the method and etc.

  • 3129.
    Zhu, Bin
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID. Hubei Univ.
    Li, Haibo
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Designing finger movement on mobile phone touch screen for rich emotional expression2014In: 2014 Asia-Pacific Signal and Information Processing Association Annual Summit and Conference, APSIPA 2014, IEEE conference proceedings, 2014Conference paper (Refereed)
    Abstract [en]

    Emotional expression is significant as an essential part in our daily life. Ubiquitous presence of mobile technology-mediated communication creates various affective occasions and affords rich emotional expressions with lower complexity of input. In this paper, we aim to design a simple way of emotional expression through finger movements on mobile phone touch screen allowing for richer affective expressivities. We categorize the visual representations into four types according to their modality and then raised a schema that including three core properties of touch-screen based finger movement dynamics. From design practice, we find the form and property of visual representation shapes the experience of expression and the way finger moves. Kinesthetic representation with its dynamic property can reflect the core properties of finger movement and thus afford the rich expressivity in presenting emotional experience. Thus, we indicate that simple finger movements based on mobile phone touch screens can express rich emotional experience. Moreover, we suggest designing appropriate and corresponding properties of visual representation regarding to the properties of finger movement as a meaningful and expressive material. © 2014 Asia-Pacific Signal and Information Processing Ass.

  • 3130.
    Ziemke, Tom
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    On the role of emotion in biological and robotic autonomy2008In: Biosystems (Amsterdam. Print), ISSN 0303-2647, E-ISSN 1872-8324, Vol. 91, no 2, p. 401-408Article in journal (Refereed)
    Abstract [en]

    This paper reviews some of the differences between notions of biological and robotic autonomy, and how these differences have been reflected in discussions of embodiment, grounding and other concepts in AI and autonomous robotics. Furthermore, the relations between homeostasis, emotion and embodied cognition are discussed as well as recent proposals to model their interplay in robots, which reflects a commitment to a multi-tiered affectively/emotionally embodied view of mind that takes organismic embodiment more serious than usually done in biologically inspired robotics.

  • 3131.
    Ziemke, Tom
    et al.
    Linköping University, Sweden.
    Arvola, MattiasLinköpings Universitet, Sweden.Dahlbäck, NilsLinköpings Universitet, Sweden.Billing, ErikUniversity of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Proceedings of the 14th SweCog Conference2018Conference proceedings (editor) (Refereed)
  • 3132.
    Ziemke, Tom
    et al.
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, Faculty of Science & Engineering.
    Arvola, MattiasLinköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, Faculty of Arts and Sciences.Dahlbäck, NilsLinköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, Faculty of Arts and Sciences.Billing, ErikInstitutionen för informationsteknologi, Högskolan i Skövde.
    Proceedings of the 14th SweCog Conference: Linköping 2018, 11-12 October2018Conference proceedings (editor) (Refereed)
    Abstract [en]

    Welcome to SweCog 2018 in Linköping!

    This booklet contains the program and short papers for oral and poster presentations at SweCog 2018, this year’s edition of the annual conference of the Swedish Cognitive Science Society. Following the SweCog tradition and its aim to support networking among researchers in cognitive science and related areas, contributions cover a wide spectrum of research.

    A trend in recent years, also reflected in this year’s conference program, is an increasing number of contributions that deal with different types of autonomous technologies, such as social robots, virtual agents or automated vehicles, and in particular people’s interaction with such systems. This clearly is a growing research area of high societal relevance, where cognitive science - with its interdisciplinary and human-centered approach - can make significant contributions.

    We look forward to two exciting days in Linköping, and we thank the many people who have contributed to the organization of this year’s SweCog conference, in particular of course all authors and reviewers! The organization of SweCog 2018 has been supported by the Faculty of Arts and Sciences, the Department of Culture Communication (IKK), and the Department of Computer Information Science (IDA) at Linköpping University, as well as Cambio Healthcare Systems and Visual Sweden.

    Tom Ziemke, Mattias Arvola, Nils Dahlbäc and Erik Billing

  • 3133.
    Ziemke, Tom
    et al.
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, Faculty of Science & Engineering. University of Skövde, Sweden.
    Schaefer, Kristin E.
    US Army, MD USA.
    Endsley, Mica
    SA Technologies, CA USA.
    Situation awareness in human-machine interactive systems2017In: Cognitive Systems Research, ISSN 2214-4366, E-ISSN 1389-0417, Vol. 46Article in journal (Other academic)
    Abstract [en]

    This special issue brings together six papers on situation awareness in human-machine interactive systems, in particular in teams of collaborating humans and artificial agents. The editorial provides a brief introduction and overviews the contributions, addressing issues such as team and shared situation awareness, trust, transparency, timing, engagement, and ethical aspects. (C) 2017 Published by Elsevier B.V.

  • 3134.
    Ziemke, Tom
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Human-Centered Systems, Department of Computer and Information Science, Linköping University, Sweden.
    Thill, Serge
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Robots are not embodied!: Conceptions of embodiment and their implications for social human-robot interaction2014In: Sociable Robots and the Future of Social Relations: Proceedings of Robo-Philosophy 2014 / [ed] Johanna Seibt, Raul Hakli & Marco Nørskov, Amsterdam: IOS Press, 2014, p. 49-53Conference paper (Refereed)
  • 3135.
    Ziemke, Tom
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Thill, Serge
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Vernon, David
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Embodiment is a Double-Edged Sword in Human-Robot Interaction: Ascribed vs. Intrinsic Intentionality2015In: Proc. Workshop on Cognition: A Bridge between Robotics and Interaction, 2015, p. 9-10Conference paper (Refereed)
  • 3136.
    Zimmer, Björn
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    Guided Interaction and Collaborative Exploration in Heterogeneous Network Visualizations2019Doctoral thesis, monograph (Other academic)
    Abstract [en]

    The visual exploration of large and complex network structures remains a challenge for many application fields, such as systems biology or social sciences. Often, various domain experts would like to work together to improve the analysis time or the quality of the analysis results. Collaborative visualization tools can facilitate the analysis process in such situations. Moreover, a growing number of real world networks are multivariate and often interconnected with each other. Entities in a network may have relationships with elements of other related data sets, which do not necessarily have to be networks themselves, and these relationships may be defined by attributes that can vary greatly. A challenge is to correctly assign the attributes and relations between different data sets and graphs in order to be able to analyze them visually afterwards. The navigation between the resulting visualizations is also difficult. How can users be guided to other interesting data points relevant to their current view and how can this information be additionally displayed in a graph without losing the overview of the data?

    In this dissertation, we propose our new web-based visualization environment OnGraX, which supports distributed, synchronous and asynchronous collaboration of networks and related multivariate data sets. In addition to standard collaboration features like event tracking or synchronizing, our client/server-based system provides a rich set of visualization and interaction techniques for better navigation and overview of the input network. Changes made by specific analysts or even just visited network elements can be highlighted by heat maps, which enable us to visualize user behavior data without affecting the original graph visualization. We evaluate the usability of the heat map approach against two alternatives in a user experiment.

    Additional features of OnGraX include a comprehensive visual analytics approach that supports researchers to specify and subsequently explore attribute-based relationships across networks, text documents, and derived secondary data. Our approach provides an individual search functionality based on keywords and semantically similar terms over an entire text corpus to find related network nodes. For examining these nodes in the interconnected network views, we introduce a new interaction technique, called Hub2Go, which facilitates the navigation by guiding the user to the information of interest. To showcase these features, we use a large text corpus collected from papers listed in the IEEE VIS publications data set (1990--2015) that consists of 2,752 documents. We analyze relationships between various heterogeneous networks, a Bag-of-Words index, and a word similarity matrix, all derived from the initial corpus and metadata. We also propose a design for the interactive specification of degree-of-interest functions, which can be used to provide and evaluate configurations for guidance based on network attributes and logged user data in heterogeneous networks.

  • 3137.
    Zimmer, Björn
    et al.
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Computer Science.
    Kerren, Andreas
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Computer Science.
    Applying Heat Maps in a Web-Based Collaborative Graph Visualization2014In: Poster Abstracts of IEEE VIS 2014, 2014Conference paper (Refereed)
    Abstract [en]

    The visual analysis of large and complex networks is a challenging task in many fields, such as systems biology or social sciences. Often, various domain experts work together to improve the analysis time or the quality of the analysis results. Collaborative visualization tools can facilitate this process. We propose a new web-based visualization environment which supports distributed, synchronous and asynchronous collaboration for graphs with up to 10,000 nodes and edges. In addition to standard collaboration features like event tracking or synchronizing, our client/server-based system provides visualization and interaction techniques for better navigation, guidance and overview of the overall data set. During asynchronous collaborations, network changes made by specific analysts or even just visited elements are highlighted on demand by heat maps. These heat map representations are user-sensitive in a sense that the current analyst is able to perceive which changes were made by others. 

  • 3138.
    Zimmer, Björn
    et al.
    Linnaeus University, Faculty of Technology, Department of Computer Science.
    Kerren, Andreas
    Linnaeus University, Faculty of Technology, Department of Computer Science.
    Displaying User Behavior in the Collaborative Graph Visualization System OnGraX2015In: Graph Drawing and Network Visualization: 23rd International Symposium on Graph Drawing and Network Visualization, GD 2015, Los Angeles, CA, USA, September 24-26, 2015, Revised Selected Papers / [ed] Emilio Di Giacomo; Anna Lubiw, Springer, 2015, p. 247-259Chapter in book (Refereed)
    Abstract [en]

    The visual analysis of complex networks is a challenging task in many fields, such as systems biology or social sciences. Often, various domain experts work together to improve the analysis time or the quality of the analysis results. Collaborative visualization tools can facilitate the analysis process in such situations. We propose a new web-based visualization environment which supports distributed, synchronous and asynchronous collaboration. In addition to standard collaboration features like event tracking or synchronizing, our client/server-based system provides a rich set of visualization and interaction techniques for better navigation and overview of the input network. Changes made by specific analysts or even just visited network elements are highlighted on demand by heat maps. They enable us to visualize user behavior data without affecting the original graph visualization. We evaluate the usability of the heat map approach against two alternatives in a user experiment.

  • 3139.
    Zimmer, Björn
    et al.
    Linnaeus University, Faculty of Technology, Department of Computer Science.
    Kerren, Andreas
    Linnaeus University, Faculty of Technology, Department of Computer Science.
    Sensemaking and Provenance in Distributed Collaborative Node-Link Visualizations2014Conference paper (Refereed)
    Abstract [en]

    Various experts often work together during the analysis of large and complex data sets in order to minimize the required time and to improve the quality of the analysis results. Keeping track of the reasoning involved during a collaborative process and using this information later to review and reflect upon it can be a challenging task. For instance, analysts should have the possibility to quickly review changes performed on a graph and get an idea of the most interesting regions according to the user history without the need to replay every single action that was performed by prior users. This paper focuses on challenges during the collection and visualization of the sensemaking process in distributed collaborative node-link visualizations. We raise five challenges that we think need discussion among researchers in this domain and present our tool OnGraX—a web-based collaborative tool for analyzing networks—that addresses some of those challenges.

  • 3140. Zulkafli, Zed
    et al.
    Perez, Katya
    Vitolo, Claudia
    Buytaert, Wouter
    Karpouzoglou, Timothy
    Public Administration and Policy Group, Wageningen University, Netherlands.
    Dewulf, Art
    De Bièvre, Bert
    Clark, Julian
    Hannah, David M.
    Shaheed, Simrita
    User-driven design of decision support systems for polycentric environmental resources management2017In: Environmental Modelling & Software, ISSN 1364-8152, E-ISSN 1873-6726, Vol. 88, p. 58-73Article in journal (Refereed)
    Abstract [en]

    Open and decentralized technologies such as the Internet provide increasing opportunities to create knowledge and deliver computer-based decision support for multiple types of users across scales. However, environmental decision support systems/tools (henceforth EDSS) are often strongly science-driven and assuming single types of decision makers, and hence poorly suited for more decentralized and polycentric decision making contexts. In such contexts, EDSS need to be tailored to meet diverse user requirements to ensure that it provides useful (relevant), usable (intuitive), and exchangeable (institutionally unobstructed) information for decision support for different types of actors. To address these issues, we present a participatory framework for designing EDSS that emphasizes a more complete understanding of the decision making structures and iterative design of the user interface. We illustrate the application of the framework through a case study within the context of water-stressed upstream/downstream communities in Lima, Peru.

  • 3141.
    Älvenstrand, Daniel
    et al.
    KTH, School of Education and Communication in Engineering Science (ECE).
    Horna, Joakim
    KTH, School of Education and Communication in Engineering Science (ECE).
    Lärande inom vården – Ett digitalt frö: En pilotstudie i att designa ett nätbaserat lärverktyg för att effektivisera introduktionsutbildningen för sjuksköterskor inom hematologi.2015Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Today, the introductory training for the nurses of the clinic for hematology at the Karolinska University hospital is insufficient which could jeopardize the patient safety. The clinic is hoping, by using an interactive net based learning tool, to be able to streamline the nurses’ internal education, make their learning material more easily learnt and motivate them to continue learning.

     

    This thesis examined whether the clinic’s desired results could be achieved. This was examined by creating and evaluate a prototype of a learning tool. By combining theories and research about net based education, user centered design, interaction design and learning perspectives a prototype was developed for net based learning.

     

    In order to identify the nurses’ needs and situation, a pre-study was conducted in the form of surveys and interviews with the clinic’s personnel followed by an interview study with responsible staff at the clinic and the hospital. A prototype was developed and its usability was evaluated together with the nurses. The tool was also evaluated by its ability to streamline the learning of the educational material regarding Cytostatic which was given by the county council; this by designing and testing of a course.

     

    The results of the thesis identifies the factors which contributes to making a net based learning tool usable for the clinics staff. These factors, together with identifying the factors that affect their learning process, contributes to streamline the nurses’ introductory training. In conclusion, a learning tool which has been developed with affected personnel through a combination of design and learning perspectives can be made usable and education in order to ensure the nurses’ competence and contribute to an increased patient safety.

  • 3142.
    Åberg, Adam
    Blekinge Institute of Technology, School of Planning and Media Design.
    Vehicle Design2013Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Abstrakt Denna uppsats syftar till att utforska hur begreppet recontextualisering kan användas i samband med design koncept av krigsfordon skapade för antingen spel eller film produktioner. Dessa krigsfordon placeras i olika miljöer och anpassas för tjänst i dessa miljöer med hjälp av grafiska koncept. Dessa grafiska koncept skapas med hjälp av begreppet rekontextualisering. Uppsatsen undersöker hur vida man kan gå tillväga för att skapa dessa grafiska koncept och vilken betydelse det har för skapandet av ett spel eller en film. Med denna uppsats undersöks även industriell design som Feng Zhu (2012) förklarar det i kombination med illustration och skillnaden däremellan samt hur bägge är relevanta för denna uppsatsen samt dess produktion eller liknande produktioner. Sammanfattningsvis skapas dessa konceptuella prototyper och därefter analyseras samt dokumenteras resultaten och slutsatserna i en diskussion. Nyckelord: Recontextualisering, prototyp, koncept, idustriell design, illustration, vehicle, design. Abstract This thesis intends to explore how the concept of recontextualisation can be used in conjunction with design based concepts of war vehicles created for either game or movie productions. These vehicles of war are placed in different environments and adapted for services in these environments via graphic concepts. These graphic concepts are in turn created using the concept of recontextualization. This essay examines how far one can go about creating these graphic concepts and what relevance it has on the creation of a game or a movie. With this essay the difference between industrial design as Feng Zhu (2012) addresses it and illustration is also examined, and how both are relevant to this thesis and its production or similar productions. In summary, the conceptual prototypes were created and thereafter the results and conclusions were analyzed and documented in a discussion. Keywords: Recontexualizing, prototype, concept, industrial design, illustration, vehicle, design.

  • 3143.
    Åberg, Anna Cristina
    et al.
    Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Public Health and Caring Sciences, Geriatrics.
    Halvorsen, Kjartan
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Systems and Control. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Automatic control.
    From, Ingrid
    Dalarna Univ, Sch Educ Hlth & Social Studies, SE-79188 Falun, Sweden.
    Bergman Bruhn, Åsa
    Dalarna Univ, Sch Educ Hlth & Social Studies, SE-79188 Falun, Sweden.
    Oestreicher, Lars
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Melander-Wikman, Anita
    Lulea Univ Technol, Div Hlth & Rehab, Dept Hlth Sci, SE-97187 Lulea, Sweden.
    A study protocol for applying user participation and co-learning: Lessons learned from the eBalance project2017In: International Journal of Environmental Research and Public Health, ISSN 1661-7827, E-ISSN 1660-4601, Vol. 14, no 5, article id 512Article in journal (Refereed)
    Abstract [en]

    The eBalance project is based on the idea that serious exergames-i.e., computer gaming systems with an interface that requires physical exertion to play-that are well adapted to users, can become a substantial part of a solution to recognized problems of insufficient engagement in fall-prevention exercise and the high levels of fall-related injuries among older people. This project is carried out as a collaboration between eight older people who have an interest in balance training and met the inclusion criteria of independence in personal activities of daily living, access to and basic knowledge of a computer, four staff working with the rehabilitation of older adults, and an interdisciplinary group of six research coordinators covering the areas of geriatric care and rehabilitation, as well as information technology and computer science. This paper describes the study protocol of the project's initial phase which aims to develop a working partnership with potential users of fall-prevention exergames, including its conceptual underpinnings. The qualitative methodology was inspired by an ethnographical approach implying combining methods that allowed the design to evolve through the study based on the participants' reflections. A participatory and appreciative action and reflection (PAAR) approach, accompanied by inquiries inspired by the Normalization Process Theory (NPT) was used in interactive workshops, including exergame testing, and between workshop activities. Data were collected through audio recordings, photos, and different types of written documentation. The findings provide a description of the methodology thus developed and applied. They display a methodology that can be useful for the design and development of care service and innovations for older persons where user participation is in focus.

  • 3144.
    Åbom, Karl
    Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
    Comparison of effectiveness in using 3D-audio and visual aids in identifying objects in a three-dimensional environment2014Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Context: Modern commercial computer games use a number of different stimuli to assist players in locating key objects in the presented Virtual Environment (VE). These stimuli range from visual to auditory, and are employed in VEs depending on several factors such as gameplay design and aesthetics. Objectives: This study compares three different localization aids in order to evaluate their effectiveness in VEs. Method: An experiment is carried out in which testplayers are tasked with using audio signals, visual input, as well as a combination of both to correctly identify objects in a virtual scene. Results: Results gained from the experiment show how long testplayers spent on tests which made use of different stimuli. Upon analyzing the data, it was found that that audio stimulus was the slowest localization aid, and that visual stimulus and the combination of visual and auditory stimulus were tied for the fastest localization aid. Conclusions: The study concludes that there is a significant difference in efficiency among different localization aids and VEs of varied visual complexity, under the condition that the testplayer is familiar with each stimuli.

  • 3145.
    Åborg, Carl
    et al.
    Uppsala Universitet.
    Gulliksen, Jan
    Uppsala Universitet.
    Arbetsmiljö och IT i ett Användarperspektiv2001In: Användarperspektiv: Människa, Teknik, Organisation / [ed] Bertil Olsson, Stockholm: VINNOVA , 2001, p. 83-90Chapter in book (Refereed)
  • 3146.
    Åhlin, Maja
    Linköping University, Department of Computer and Information Science.
    En undersökning av hur personor kan skapa en gemensam grund och bli en kommunikationsartefakt i utvecklingsprojekt: Utvecklingsprocessen hos ett industriföretag som använder XLPM som grund för sitt utvecklingsarbete2016Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [en]

    Project communication can be difficult and ineffective in development projects. Moreover, there are often a lack of a common ground for the communication and the knowledge among members in large project groups. This thesis is an explorative study how personas can be used in a XLPM version to improve and make the communication more effective between the individuals in technical development projects. The theories behind field of research are focused on personas, common ground, boundary object, awareness, attention and XLPM. In the study nine informal interviews were made with nine different developers, two semi- structured interviews was performed with a project leader and 29 interviews were made with the end users of the product that the outsourcer for this thesis manufacture. Finally, an analyse of existing development method at the outsourcer were made. The result of this study is an expanded project model that integrates a persona method in a version of XLPM. The model is expected to improve the communication and the solutions in development projects. The result indicates that it is possible to integrate a persona method in a XLPM version. 

  • 3147.
    Åhman, Henrik
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Conceptualizing the self: A critical analysis of the self as a discursive trend in Human-Computer Interaction research2017In: Human Technology, ISSN 1795-6889, E-ISSN 1795-6889, Vol. 13, no 2, p. 149-179Article in journal (Refereed)
    Abstract [en]

    In Human–Computer Interaction (HCI), the human often has been conceptualized as a user. Although this notion has illuminated one aspect of the human–technology relationship, some researchers have argued for the need to explore alternative notions. One such notion becoming increasingly frequent in HCI is the self. In this paper, a study of how the self is described in 88 HCI research publications is presented. Four main aspects of the self are identified: instrumental, communicative, emotional, and playful. These four aspects differ, yet they present the self as stable, coherent, and individual. However, these characteristics have been criticized by several contemporary philosophers. This paper presents arguments from poststructuralist writers as a foundation for advocating the need to develop further these positions within HCI. The theories of Mark C. Taylor, who combines poststructuralism with complexity theory, provide a framework for viewing the self as relational to the extent that interaction becomes an existential process and thus interactive technology constitutes an existential arena.

  • 3148.
    Åhman, Henrik
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Interaction as existential practice: An explorative study of Mark C. Taylor’s philosophical project and its potential consequences for Human-Computer Interaction2016Doctoral thesis, monograph (Other academic)
    Abstract [en]

    This thesis discusses the potential consequences of applying the philosophy of Mark C. Taylor to the field of Human-Computer Interaction (HCI).

    The first part of the thesis comprises a study focusing on two discursive trends in contemporary HCI, materiality and the self, and how these discourses describe interaction. Through a qualitative, inductive content analysis of 171 HCI research articles, a number of themes are identified in the literature and, it is argued, construct a dominant perspective of materiality, the self, and interaction. Examples that differ from the dominant discourse are also discussed as alternative perspectives for each of the three focal areas.

    The second part of the thesis comprises an analysis of Mark C. Taylor’s philosophical project which enables a number of philosophical positions on materiality, the self, and interaction to be identified. These positions are suggested to be variations and rereadings of themes found in Friedrich Nietzsche’s philosophy. These variations emerge as Taylor approaches Nietzsche through poststructuralism and complexity theory, and it is argued that the apparent heterogeneity of Taylor’s project can be understood as a more coherent position when interpreted in relation to Nietzsche’s philosophy.

    Based on the findings of the two literature studies, the thesis then discusses the possible consequences for HCI, if Taylor’s philosophy were to be applied as a theoretical framework. The thesis argues that Taylor’s philosophy describes the interaction between humans and computers  as an existential process, which contrasts with the dominant HCI discourse; that this view can be related to and provide a theoretical foundation for the alternative discourses in HCI; and that it can contribute to developing HCI.

  • 3149.
    Åhman, Henrik
    KTH, Medieteknik och interaktionsdesign, MID.
    Interaction as existential practice: An explorative study of Mark C. Taylor’s philosophical project and its potential consequences for Human-Computer Interaction2016Doctoral thesis, monograph (Other academic)
    Abstract [en]

    This thesis discusses the potential consequences of applying the philosophy of Mark C. Taylor to the field of Human-Computer Interaction (HCI).

    The first part of the thesis comprises a study focusing on two discursive trends in contemporary HCI, materiality and the self, and how these discourses describe interaction. Through a qualitative, inductive content analysis of 171 HCI research articles, a number of themes are identified in the literature and, it is argued, construct a dominant perspective of materiality, the self, and interaction. Examples that differ from the dominant discourse are also discussed as alternative perspectives for each of the three focal areas.

    The second part of the thesis comprises an analysis of Mark C. Taylor’s philosophical project which enables a number of philosophical positions on materiality, the self, and interaction to be identified. These positions are suggested to be variations and rereadings of themes found in Friedrich Nietzsche’s philosophy. These variations emerge as Taylor approaches Nietzsche through poststructuralism and complexity theory, and it is argued that the apparent heterogeneity of Taylor’s project can be understood as a more coherent position when interpreted in relation to Nietzsche’s philosophy.

    Based on the findings of the two literature studies, the thesis then discusses the possible consequences for HCI, if Taylor’s philosophy were to be applied as a theoretical framework. The thesis argues that Taylor’s philosophy describes the interaction between humans and computers  as an existential process, which contrasts with the dominant HCI discourse; that this view can be related to and provide a theoretical foundation for the alternative discourses in HCI; and that it can contribute to developing HCI.

  • 3150.
    Åhman, Henrik
    KTH, Medieteknik och interaktionsdesign, MID.
    The aesthetic turn: Exploring the religious dimensions of digital technology2016In: Approaching Religion, ISSN 1799-3121, E-ISSN 1799-3121, Vol. 6, no 2, p. 156-163Article in journal (Refereed)
    Abstract [en]

    The arena for developing digital technology has undergone an aesthetic turn, broadening the focus from a functionalist approach producing centralized systems in the 1970s and 1980s to an increased awareness of the aesthetic aspects of the individual user’s interaction with technology in the 1990s and 2000s. Within the academic research fields studying digital technology (e.g. Human-Computer Interaction and Interaction Design) the aesthetic turn has resulted in a shift from a strong emphasis on user behaviour to an increased interest in aesthetic perspectives on the role of the designer, the design process, and the design material. Within these fields, aesthetics has often been interpreted as belonging to the realm of the individual; personal experiences such as pleasure, engagement, and emotions have been emphasized in both technology development and technology research. Aesthetics is not, however, only an individual phenomenon but also has relational and structural components that need to be acknowledged. Structural aspects of aesthetics condition the possibilities for individuals interacting with digital technology. Thus, the tension between individual and relational aspects of aesthetics in digital technology also reflects a tension between freedom and limitation; between change and permanence; between destabilizing and stabilizing forces. Such a broadened understanding of aesthetics offers a model of digital technology that roughly corresponds to Mark C. Taylor’s definition of religion. Taylor argues that religion is constituted by, on the one hand, a figuring moment characterized by structural stability and universality, and, on the other hand, a disfiguring moment characterized by disruption, particularity, and change. The purpose of this paper is to discuss the aesthetic turn and Taylor’s definition of religion to illustrate similarities between the two, suggesting possible religious dimensions of digital technology and how that can inform our understanding of people’s interaction with digital technology.

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