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  • 51.
    Andersen, Kristina
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Making Magic Machines2017Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    How can we design experiences that explore ideas and notions of the unknown? The aim of the work outlined here is to create short, intense, workshop-like experiences that generate strong commitments, and expose underlying personal desires as drivers for new ideas. I would like to propose a material practice, which uses open-ended making to engage in the imagination of new things. Informed by a concern or a longing, this exploration employs familiar yet mundane materials - such as candy and cardboard - through which several planes collide: the possible, the unknown, the feared and the desired. The process is aimed at allowing a broad range of knowledge to materialise - through ways that are less normative, and less constrained by commercial and technological concerns, and to emerge instead as far-fetched ideas that offer a kind of knowledge, which belongs to no one. The format has evolved over time, from relatively elaborate workshops for technology prototyping, towards the point where they are now focussed on the making of work that is about technology, rather than of technology.

  • 52. Andersen, Kristina
    Making Magic Machines2013In: 10th European Academy of Design Conference  - Crafting the Future, Gothenburg, Sweden, 17 – 19 April 2013: Crafting the Future, 2013Conference paper (Refereed)
    Abstract [en]

    It is becoming increasingly common to include design methodology into innovation processes, but this is still mostly done to problem-solve or user-test technologies that are already at a late stage of innovation. This paper describes an attempt to use a fine art sculptural process to access unspoken desires and fears of the new and unknown: an exploratory children's workshops aimed at uncovering new technological objects and needs using craft and embodied making. The workshop uses the notion of magic and machine as substitute for technology to allow a broader range of response. We ask questions like: How do we design magic? What is magical to you? If you could make anything at all, what would it be? The responses are low-fi objects built from paper, cardboard, wood, string and plastic. These objects are in turn treated as props in a process of enacting a future scenario-of-use. The paper describes the process itself as well as a small selection of the resulting objects and suggests some tentative guidelines for using this type of workshop format.

  • 53. Andersen, Kristina
    The deliberate cargo cult2014In: Proceedings of the 2014 conference on Designing interactive systems (DIS '14), New York, USA: ACM Press, 2014, p. 627-636Conference paper (Refereed)
    Abstract [en]

    Taking it’s origin from the notion of the cargo cult as anelaborate misunderstanding, this paper suggests a series ofexploratory design methods to support users in generatingrequirements and scenarios-of-use for technological objectsthat do not yet exist. Strategies from fields such as art andperformance are used to create experiences of userinvolvementcentered on the making of non-functionalmock-ups. These can then act as props through which theparticipant can express their intuitions and concerns with agiven technological notion. The processes described makesuse of a broad range of cultural drivers to engage users inplayful misunderstandings that facilitate new, out of theordinary, interpretations of objects. The paper outlines thebasis of three projects, discusses the drivers behind eachproject and suggests guidelines for creating these kinds ofexploratory embodied experiences.

  • 54. Andersen, Kristina
    et al.
    Gibson, Dan
    The Instrument as the Source of New in New Music2017In: Design Issues, ISSN 0747-9360, E-ISSN 1531-4790, Vol. 33, no 3, p. 37-55Article in journal (Refereed)
    Abstract [en]

    How can we treat technological matter as yet another material from which our notions of possible future instruments can be constructed, intrinsically intertwined with, and informed by a practice of performance? We strive to develop musical-performance instruments not only by creating technology, but also in developing them as aesthetic and cultural objects. A musical instrument is not an interface and should not be designed as such; instead, new instruments are the source of new in new music. Like any traditional instrument, a new instrument's potential for producing quality musical sound can only be revealed when it is played. We present an instrument-design process conducted by a visionary and an agenda-setting musician. The resulting objects are experimental prototypes of technological matter, which allow analysis and meaning to be specified through physical and tactile interaction with the objects themselves. As the instruments evolve through various stages, their capability is continually enhanced, making them all the more desirable for musicians to play.

  • 55. Andersen, Kristina
    et al.
    Knees, Peter
    Johannes Kepler University.
    The Dial: Exploring Computational Strangeness2016In: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA '16), New York, USA: ACM Press, 2016Conference paper (Refereed)
    Abstract [en]

    This paper describes the process of a computational ideaemerging from a process of user engagement: algorithmicrecommendations as artistic obstructions in creativework. Through a collaboration between HCI and Music InformationRetrieval, we conducted open-ended interviewswith professional makers of Electronic Dance Music. Wedescribe how the idea emerged from this process, and considerhow algorithmic recommendation systems could bere-considered as tools for artistic inspiration. We proposethe concept of a “Strangeness Dial,” which allows the gradualadjustment of the degree of desired otherness, which istested through the use of a non-functional prop and a seriesof interviews.

  • 56.
    Andersson, Adam
    et al.
    Blekinge Institute of Technology, School of Engineering, Department of Systems and Software Engineering.
    Watti, Alan
    Blekinge Institute of Technology, School of Engineering, Department of Systems and Software Engineering.
    Cupsystemet: En kvalitativ fallstudie av en mobil webbtjänst2004Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    The thesis describes the following main question: Will the administrative labour during football tournaments be made easier with the help from a mobile web service or will it convey to unnecessary extra work? To be able to give a good and qualified answer to this question, the thesis will in the beginning describe how the technique for such a system might look like and also describe the existing administrative moments during a football tournament, this is too give the reader a deeper understanding for further reading. The thesis then goes on to describe a concrete system which is tested on three football tournaments. On the basis of the tests, interviews and through analysis of these the thesis will be able to answer our questions. The result which we present in the thesis have unfolded through testing of the system on three chosen football tournaments. The differences in way of labour pre and post the system have been analyzed and through interviews the value of these changes have been assessed. The results achieved in the thesis are as follows, the presented mobile web service does not only decrease the total work effort made by the tournament officials it also speeds up their work. With that information emerged we can conclude that the administrative work which occurs during a football tournament is made easier and it does not lead to any unnecessary extra work.

  • 57.
    Andersson, Arne W.
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Jansson, Anders
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Sandblad, Bengt
    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.
    Tschirner, Simon
    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.
    Recognizing complexity: Visualization for skilled professionals in complex work situations2013In: Building Bridges: HCI, Visualization, and Cognitive Ergonomics, Springer Berlin/Heidelberg, 2013Conference paper (Refereed)
  • 58.
    Andersson, Ellen
    Linköping University, Department of Computer and Information Science.
    Cognitive Workload, Game Experience, and Intrinsic Motivation2017Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [en]

    When it comes to game design, two features that have been linked to the success of a game are playability and the subjective game experience. This is perhaps not surprising, as the main purpose of a game is to entertain. What cognitive factors that may underlie these features has, however, not been explored. This study examines the relationship between both workload and cognitive workload and player experience. The results suggest that an increase in workload, including cognitive workload, positively affect the player experience of the game as well as the player’s intrinsic motivation.

  • 59.
    Andersson, Helena
    et al.
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    Nilsson, Anna
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    Nilsson, Johan
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    Trouble Ticket "Kommunikationen gav oss vind i seglen"2002Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Rapporten huvudsyfte är att beskriva hur vi genom användning av språk och kommunikation har kunnat tillgodose våra användares krav på ett ärendehanteringssystem, samt på vilket sätt vi har använt artefakter för att kommunicera. Vi kommer att beskriva olika delar av projektet där språk och kommunikation har haft centrala "roller" och visat sig ha olika betydelse beroende på de personer som medverkar och i vilken miljö situationen har utspelat sig. Rapporten behandlar även hur resultatet av ovanstående har lett oss in i en utvecklingsprocess där vi försökt tillgodose användarens krav på bästa sätt. Vi kommer också att beskriva de kända och tidigare okända metoder som vi använt oss av för att uppnå vår målsättning, att överlämna en första prototyp av ett ärendehanteringssystem.

  • 60.
    Andersson, Henrik
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Event scenes in role-playing games: A study about focus during event scenes versus gameplay2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis investigates the level of focus a player is displaying while playing a role-playing game. The thesis tries to answer the questions if the level of focus is different while a player is watching an event scene versus during gameplay and if there is a difference in the level of focus displayed by new players versus experience ones. To answer this question a playtest was performed in the role-playing game Final Fantasy XIII and the player’s reaction was recorded and documented. The result suggests that the level of focus a player is displaying is lower during event scenes than during gameplay.

  • 61.
    Andersson, Jennie
    et al.
    Mälardalen University, School of Innovation, Design and Engineering, Innovation and Product Realisation.
    Palmgren, Marianne
    Mälardalen University, School of Innovation, Design and Engineering, Innovation and Product Realisation.
    Visionary Expectations and Novice Designers: Prototyping in Design Education2017In: Design and Technology Education: An International Journal, ISSN 1360-1431, E-ISSN 2040-8633, Vol. 22, no 1, p. 1-16Article in journal (Refereed)
    Abstract [en]

    In information design education, we strive to find methods that provide students with opportunities to explore different ways of learning and designing. We seek to support development of contextual competences that will be helpful in navigating an unknown future of design in society. A challenge in today's design education is to formulate and use methods that support design students in developing competencies in the space between basic form training and context-rich training. The aim of this study was to evaluate prototyping exercises in design education where the focus was in that in-between space. The study is based on 33 prototyping workshops done between 2008 and 2015 and involving 160 students and two design teachers. Four different approaches to prototyping exercises are described, examined and evaluated: "spatial prototyping," "multi-material prototyping," "physical prototyping," and a mix between the latter two, "physical multi-material prototyping." The results show that the prototyping exercises did support the learning of diverse competencies in the in-between space of basic form training and context training. However, the exercises were also counterproductive and met with different kinds of resistance. The results of the study invite to a dialogue on how different prototyping techniques can stimulate learning in relation to future design competences.

  • 62.
    Andersson, Jim
    Dalarna University, School of Technology and Business Studies, Information Systems.
    Hur viktigt är det att följariktlinjer för användbarhet vidutveckling av en webbplatsmed ett bokningssystem?2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Usability is a concept that exists to make it easier for visitors to find the right information efficiently, with goodsatisfaction and widely used. There are various guidelines to achieve good usability on websites that have theirown criteria that need to be met before the site can develop to be seen as useful. I have explored andevaluated a web site that contains an online system, based on previous research on usability of web sites anddata collection of user testing and surveys. I have tried to analyze the results I have gathered to try to answerHow important is it to follow the utility in the development of a website with a reservation system? My researchhas shown that guidelines are something that one should follow to the best of our ability, but only if theguidelines are relevant to the product objectives and one can speculate for the need for guidelines for usabilitytargeting sites with specific purposes.

  • 63.
    Andersson, Johan
    University of Skövde, Department of Computer Science.
    Expertkunskap och metakognition: experters förmåga till metakognitiv övervakning2001Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Metakognitiva processer och förmågor innefattar bland annat människans förmåga att reflektera över sin egen kunskapsnivå och minneskapacitet, och att utifrån detta till exempel kunna reglera tid och inlärningsstrategier vid inlärningssituationer. Kännetecknande för en person som räknas till att vara expert inom en viss domän är bland annat att denne anses kunna övervaka sin kunskapsnivå på ett korrekt sätt. Denna studie undersöker om personer med stor domänkunskap uppvisar en större förmåga till metakognitiv övervakning än vad personer med sämre domänkunskap gör. Aktuell kunskapsdomän i denna studie är deklarativ kunskap kring fotboll, och fotbollsspelare och ledare rekryterades som försöksdeltagare. Förmågan till metakognitiv övervakning mättes med hjälp av mätteknikerna Assessment of Cognitive Monitoring Effectiveness (ACME) och Metacognitive Knowledge Monitoring Assessment (KMA), där försöksdeltagarna i samband med att ett kunskapstest genomförs får avgöra vilka frågor de tror sig kunna eller inte kunna svaret på. Resultatet visar att personer med expertkunskap uppvisar en signifikant bättre förmåga till metakognitiv övervakning än personer med sämre domänkunskap.

  • 64.
    Andersson, Johanna
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    The Heart Companion:: Designing an empowering application for heart failure patients2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Healthcare practices are changing as focus shifts fromtreating acute illnesses to chronic diseases. Theresponsibility of managing the treatment has shifted fromhealthcare providers to the individual in a higher degree. Toachieve good treatment the patients need to be empoweredso that they understand their condition and can makeinformed choices throughout their self-care. A researchthrough design approach was used to investigate how todesign a personalized empowering application for heartfailure patients. Aside from information relating to thecondition, the themes of physical activity, dieting and socialconnectedness were identified as central to address for theempowerment of this group. Patients, partners andhealthcare providers contributed with different perspectivesthroughout the design process. As a result five personas,representing potential users, were developed. Based on thepersonas and knowledge of the domain, user scenarios incurrent- and preferred state were constructed in order toguide the design of the empowering application called ‘TheHeart Companion’. It is a tablet application catering to thedifferent needs of the personas that also addresses the threethemes relevant for empowerment. The purpose of theapplication is to facilitate better understanding, a feeling ofsafety and a more active empowered life for the patient.The application enables personalization of the content byproviding bookmarking and addresses empowerment ofphysical activity by enabling various guided exercisesessions, personalized feedback, the possibility of reflectionand construction of personalized exercise sessions.

  • 65.
    Andersson, Jonas E.
    KTH.
    Standardizing Human Abilities and Capabilities Swedish Standardization with a Design for All Approach2019In: Proceedings of the 20th Congress of the International Ergonomics Association (IEA 2018), Springer, 2019, Vol. 825, p. 459-468Conference paper (Refereed)
    Abstract [en]

    Several standard works in Sweden from the period 2000–2017 have been focused on converting visionary welfare political goals into down-to-earth-oriented guidelines for subsequent realization and implementation. The present paper is focused on the conversion of general welfare goals into standards that apply to areas that require a trans-disciplinary approach to address accessibility issues in built environment, services and transportation. The study suggests that standardization with a design for all perspective becomes an interpretive work in which words and phrases are contemplated in relation to the ethical stance of the national disability policy. This framework is situated at the very interface between real-life settings and visionary thinking. Consequently, participants in standardization works revolving around design for all activate several individual knowledge fields of ethical, ideological, practical and theoretical nature. In communal discussions between the participants, the development of standards proceeds through an analytical work that is like an iterative creative process that uses concepts, phrases and words as instruments. The overall conclusion is that standardization with a design for all approach has left the strict focus on products and started to target the design process in view of a built environment, products or services that are centered on the fit between the design and a wide range of human abilities.

  • 66.
    Andersson, Jonatan
    Linköping University, Department of Computer and Information Science, Human-Centered systems.
    Assessment and Improvement of Initial Learnability in Complex Systems: A Qualitative Study to Promote Intuitive Software Development2016Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This Master’s Thesis aimed to assess and propose improvements for initial learnability in Sectra AB’s Picture Archiving Communication System (PACS) by integrating usability engineering and agile software development. Assessing initial learnability and re-designing complex systems is difficult as they have a high skill cap and take longer time to learn in comparison to simpler ones. Further, companies that use agile methodologies often focus on completing small items which might hide the overarching vision of a product that can lead to usability problems. While there are several methods for assessing usability, no research has specifically focused on assessing initial learnability in complex systems. This study however investigates how this may be achieved by combining current methodologies for measuring learnability with usability engineering and agile software development. Initial learnability issues and needs were assessed after evaluating Sectra PACS using 5 participants and analysed using impact mapping as well as conducting a focus group within the organisation that owns the product.

  • 67.
    Andersson, Jonatan
    Linköping University, Department of Computer and Information Science. Linköping University, Faculty of Arts and Sciences.
    Design och utkast av ett informationssystem för akutkliniken vid Karolinska Sjukhuset: Design samt utvärdering av prototyp för akutpatienter i väntan på vård2014Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    På Karolinska Sjukhusets akutklinik i Solna har man upplevt problem med att personalen får lägga mycket tid på att besvara på patienters frågor som man många gånger tror beror på brist av information. Syftet med studien var att visa på hur ett informationssystem skulle kunna öka den s.k. informationssystems-framgången för Karolinska Sjukhuset med fokus på kopplingen mellan organisationen och patienterna. Detta gjordes genom att skapa två prototyper med hjälp av Adobe Photoshop, Illustrator samt Axure RP som sedan kördes via          en iPhone. Studien ämnade även utvärdera dessa produkter för att hitta eventuella användbarhetsproblem som kan komma att sänka en potentiell användarens nöjdhet. Detta gjorde med hjälp av ett tänka-högt-protokoll som kompletterades av en SUS-enkät.

     

    Studien resulterade i en klargörande analys om vad som var bra- respektive dåligt med de olika prototyperna samt hur de bör tillämpas och vilka resultat det kan få för patienterna, personalen samt Karolinska Sjukhuset som organisation. Det visade sig att en mobilapplikation var något som försöksdeltagarna uppskattade samt tyckte var nödvändigt för att bidra till ett förbättrat informationsflöde på akutkliniken. Vidare bör man dock fortsätta att användbarhetstesta produkten samt experimentera med olika typer med informationspresentation för att optimera gränssnittet samt göra produkten uppdaterad och intressant. 

  • 68.
    Andersson, Karl
    KTH, School of Computer Science and Communication (CSC).
    Manipulating Control-Display Ratios in Room-Scale Virtual Reality2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This study examined how reduced control-display ratios on motion-tracked handheld controllers in virtual reality affected user immersion and sense of control. 24 participants played a puzzle game in virtual reality using one of three control-display ratios: one normal, and two that were reduced using the “Go-Go” technique. Results indicate that the control-display ratio can be reduced drastically while retaining user immersion and sense of control, but that the effectiveness of this seems to differ between individuals and is heavily influenced by previous experiences. Even so, these results could be of use for future virtual reality interaction designers as well as researchers studying the senses of vision and proprioception. 

  • 69.
    Andersson, Karl
    et al.
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    Dackemyr, Elisabeth
    Blekinge Institute of Technology, Department of Human Work Science and Media Technology.
    Teknikens Under: En problemrapport över arbetet på diariet, Regionens Hus i Mariestad2002Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Att en dator hänger sig, inte gör som man vill eller bara är obegriplig är inget nytt fenomen. Dock är detta en del av vardagen på diariet i Regionens Hus i Mariestad, där de tre registratorernas arbetsprocesser innehåller ett antal problem som bland annat är datorrelaterade. Rapporten beskriver arbetet på diariet, de problem som finns, vem som äger problemen, och innehåller också en diskussion runt de befintliga problemen. Rapporten tar upp allt från postöppning till sökfel i programmet Diabas och mycket annat som ingår i arbetet som registrator. De problem som finns i arbetet på diariet har hopat sig över registratorerna som känner att det inte finns någon självklar part som de kan vända sig till för att få hjälp. Känslan av maktlöshet är alltid närvarande i arbetet när registratorernas datoriserade hjälpmedel inte gör som de vill. Rapporten är ett steg i att kartlägga problemen och vem som äger dem, och avsedd att bli en hjälp för registratorerna.

  • 70.
    Andersson, Lisa
    KTH, School of Computer Science and Communication (CSC).
    EquumTemp: A palpation aid that document and detect temperature changes on the surface of horse’s forelimbs2016Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    At the moment, in the daily health care for horses there is a lack of technical aids for private use. As a horse owner you need to physically palpate the horse’s limbs to detect signs of injury and lameness. It is difficult and the signs are usually vague and hard to distinguish. Technology and interaction design could be the solution to this problem. The related research this paper builds on are: clinical complementary diagnostic methods for lameness diagnosis, wearable health monitor systems for humans and smart textiles on horses. The question this paper tries to answer is:

    How to develop and design a prototype of a product that is an aid for horse owners to document and better understand changes in surface temperature of the horse’s fetlock?

    To answer this question a user-centered design process was used. A survey, expert domain interview, design and development of a prototype, two different user testings’ and a design workshop. The result is a prototype of a palpating aid called EquumTemp. It is used by the horse owner as a second opinion on the status of their horse fetlock temperature. EquumTemp measures, stores and documents surface temperature of the fetlock. The prototype was tested by the author for 2 weeks and by three different potential users. The knowledge gained from the project resulted in defined product requirements.

  • 71.
    Andersson, Maja
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Enhancing content discovery in Video on Demand services for children2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The media landscape is changing and Internet-based streaming services for children are becoming increasingly popular. The concept of online streaming extends freedom and control over content selection but discovering new content is often experienced as troublesome. The objective of this thesis is to identify parameters to make it easier for users of streaming services for children to discover and watch unfamiliar programs. Guidelines are formed based on literature studies, interviews, observations, a survey, a benchmark, data analysis with Adobe Analytics, a workshop and finally user tests with prototypes. These guidelines conclude that content should be categorized, dynamicized, highlighted and socially engaging. Categorization based on age is primarily important but interests and genres can also be used to make children more interested in a title. Content should be dynamic, customizable and personal to each user to give more accurate recommendations based on age and interests. Making one alternative more visually prominent will make this alternative more interesting especially for younger children and social features with information about other users opinions can motivate a decision to discover new content among older children. 

  • 72.
    Andersson, Matilda
    Linköping University, Department of Computer and Information Science. Linköping University, Faculty of Arts and Sciences.
    Vägen mot en guideapplikation: Designförslag till en guide i kulturhistorisk miljö2012Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    Detta projekt har skapat en design till en applikation, vars mål är att få människor i närnatur och samtidigt möjliggöra för dem att lära sig mer om den kulturhistoria denna natur har att bjuda.I projektet har designen till en guideapplikation för användning i miljö med kulturhistoriska arv undersökts och tagits fram. Projektet är en fallstudie och använder ramverket Minnesmark som en grund för designen.Designen är framtagen genom att använda en målinriktad designmetod och designprocess av Goodwin(2009). Med detta menas att personor och scenarier har varit de främsta verktygen för att generera krav till designen. Krav baseras även på ramverket Minnesmarks möjligheter och begränsningar. Vidare krav kommer även från intervjuer med två olika guider.En första design; en prototyp, utvärderades av åtta personer för att förbättra designen. Utifrån dessa förbättringar togs den slutgiltiga designen fram som består av fem olika delar vilka tillsammans skapar en applikation att använda i miljö med kulturhistoriska arv.

  • 73.
    Andersson, Niklas
    University of Skövde, School of Humanities and Informatics.
    DAISY-formatets påverkan på läsning: En studie på barn i och utanför läs- och skrivsvårigheter2007Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    I grundskolan skiljer det sig mycket från elev till elev när det gäller konsten att behärska läsning. Då läsning är något som tränas genom övning är det oftast de som tycker det är svårt som håller sig borta från läsandet. DAISY är ett format som erbjuder läsare att, samtidigt som de läser en text, få den uppläst. Genom att presentera text både visuellt och auditivt kan fokus tas bort från själva ordavkodningen, vilket är det som de flesta i läs- och skrivsvårigheter har problem med. I detta arbete undersöktes läshastighet, läsförståelse och läseffektivitet på 18 åttondeklassare, varav sju uppvisade olika grader av läs- och skrivsvårigheter. Resultaten mellan när de läste en text med DAISY och när de läste en text utan DAISY jämfördes. Resultatet visade att deltagarna läste långsammare med DAISY än utan. De i läs- och skrivsvårigheter hade dock både en större läsförståelse och läseffektivitet när de använde DAISY.

  • 74.
    Andersson, Patrik
    et al.
    Blekinge Institute of Technology, School of Computing.
    Johansson, Sakarias
    Blekinge Institute of Technology, School of Computing.
    Rendering with Marching Cubes, looking at Hybrid Solutions2012Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [en]

    Marching Cubes is a rendering technique that has many advantages for a lot of areas. It is a technique for representing scalar fields as a three-dimensional mesh. It is used for geographical applications as well as scientific ones, mainly in the medical industry to visually render medical data of the human body. But it's also an interesting technique to explore for the usage in computer games or other real-time applications since it can create some really interesting rendering. The main focus in this paper is to present a novel hybrid solution using marching cubes and heightmaps to render terrain; moreover, to find if it’s suitable for real-time applications. The paper will follow a theoretical approach as well as an implementational one on the hybrid solution. The results across several tests for different scenarios show that the hybrid solution works well for today's real-time applications using a modern graphics card and CPU (Central Processing Unit).

  • 75. Andersson, Robin
    et al.
    Berglund, Jonas
    Coşkun, Aykut
    Fjeld, Morten
    Obaid, Mohammad
    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.
    Defining gestural interactions for large vertical touch displays2017In: Human-Computer Interaction – INTERACT 2017: Part I, Springer, 2017, p. 36-55Conference paper (Refereed)
  • 76.
    Andersson, Sofie
    Linköping University, Department of Computer and Information Science.
    Kvalitativa skillnader mellan olika grupper av utvärderare i en användbarhetsinspektion.2010Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Denna studie syftar till att undersöka om det framkommer kvalitativa skillnader i de förväntade användbarhetsproblem som kommenteras på av olika grupper av utvärderare i en användbarhetsinspektion. Metoden som används för användbarhetsinspektionen är heuristik utvärdering, dock utan en sedvanlig problembedömning. De olika utvärderargrupperna som har undersökts är användbarhetsexperter och utvecklare. Den heuristiska utvärderingen har utförts på ett system utvecklat för att medborgare i Sverige ska kunna ansöka om tjänster hos socialtjänsten, administrera sina ärenden och kontakta socialtjänsten. Utvärderarna har innan utvärderingen påbörjats informerats om användargrupper, användarscenarion och Nielsens tio heuristiker. Kommentarerna kring användbarhetsproblem har analyserats för att undersöka om de två grupperna av utvärderare fokuserar på olika aspekter i systemet, om de hittar olika slags användbarhetsproblem och om de tar olika användargruppers perspektiv i utvärderingen. Resultatet som har funnits är att utvärderarna till stor del fokuserar på olika delar av systemet. Det finns också en tendens till att grupperna hittar olika slags användbarhetsproblem i form av allvarlighetsgrad och de tar till stor del olika användargruppers perspektiv vid utvärderingen.

  • 77.
    Andersson, Torbjörn
    et al.
    Linköping University, Department of Management and Engineering, Machine Design. Linköping University, The Institute of Technology.
    Warell, Anders
    Division of Industrial Design, Dept of Design Sciences, Lund University,.
    Holmlid, Stefan
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, The Institute of Technology.
    Ölvander, Johan
    Linköping University, Department of Management and Engineering, Machine Design. Linköping University, The Institute of Technology.
    Desirability in the development of In-Car Infotainment Systems2011In: Workshop: User Experience in Cars / [ed] David Wilfinger, 2011Conference paper (Other academic)
    Abstract [en]

    This paper describes a workflow for designing experiences whileinteracting with an advanced driver assistant system. Future driver assistancesystems that utilize sensors and Car2X-communication in order to detect threatsin the car environment can help the driver to avoid collisions. To increase theacceptance of such a system, the interaction between the driver and the systemshould be able to generate positive experiences. To generate those experiences,a story-based design workflow was used. Concepts created with this workflowshould be able to address specific psychological needs of the driver. Theimplementation of this workflow revealed different schemes of positiveexperiences during driver interaction in critical situations.

  • 78.
    Andersson, Ulrika
    KTH, School of Computer Science and Communication (CSC).
    Effect of depth cues on visual search in a web-based environment2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In recent years, 3D graphics has become more available for web development with low-level access to graphics hardware and increased power of web browsers. With core browsing tasks for users being to quickly scan a website and find what they are looking for, can 3D graphics – or depth cues – be used to facilitate these tasks? Therefore, the main focus of this work was to examine user performance on websites in terms of visual attention. Previous research on the use of 3D graphics in web design and other graphical interfaces has yielded mixed results, but some suggest depth cues might be used to segment a visual scene and improve visual attention. In this work, the main question asked was:  How do depth cues affect visual search in a web-based environment? To examine the question, a user study was conducted where participants performed a visual search task on four different web-based prototypes with varying depth cues. The findings suggest depth cues might have a negative effect by increasing reaction time, but certain cues can improve task completion (hit rate) in text-rich web environments. It is further elaborated that it might be useful to look at the problem from a more holistic perspective, also emphasizing other factors such as visual complexity and prototypicality of websites.

  • 79.
    Andreasson, Rebecca
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction. School of Informatics, University of Skövde, Skövde, Sweden.
    Alenljung, Beatrice
    School of Informatics, University of Skövde, Skövde, Sweden.
    Billing, Erik
    School of Informatics, University of Skövde, Skövde, Sweden.
    Lowe, Robert
    Department of Applied ITUniversity of Gothenburg, Gothenburg, Sweden.
    Affective touch in human–robot interaction: Conveying emotion to the Nao robot2018In: International Journal of Social Robotics, ISSN 1875-4791, E-ISSN 1875-4805, Vol. 10, p. 473-491Article in journal (Refereed)
    Abstract [en]

    Affective touch has a fundamental role in human development, social bonding, and for providing emotional support in interpersonal relationships. We present, what is to our knowledge, the first HRI study of tactile conveyance of both positive and negative emotions (affective touch) on the Nao robot, and based on an experimental set-up from a study of human–human tactile communication. In the present work, participants conveyed eight emotions to a small humanoid robot via touch. We found that female participants conveyed emotions for a longer time, using more varied interaction and touching more regions on the robot’s body, compared to male participants. Several differences between emotions were found such that emotions could be classified by the valence of the emotion conveyed, by combining touch amount and duration. Overall, these results show high agreement with those reported for human–human affective tactile communication and could also have impact on the design and placement of tactile sensors on humanoid robots.

  • 80.
    Andreasson, Rebecca
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Department of Information Technology, Uppsala University, Uppsala, Sweden.
    Alenljung, Beatrice
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Billing, Erik
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Lowe, Robert
    Department of Applied IT, University of Gothenburg, Gothenburg, Sweden.
    Affective Touch in Human–Robot Interaction: Conveying Emotion to the Nao Robot2018In: International Journal of Social Robotics, ISSN 1875-4791, E-ISSN 1875-4805, Vol. 10, no 4, p. 473-491Article in journal (Refereed)
    Abstract [en]

    Affective touch has a fundamental role in human development, social bonding, and for providing emotional support in interpersonal relationships. We present, what is to our knowledge, the first HRI study of tactile conveyance of both positive and negative emotions (affective touch) on the Nao robot, and based on an experimental set-up from a study of human–human tactile communication. In the present work, participants conveyed eight emotions to a small humanoid robot via touch. We found that female participants conveyed emotions for a longer time, using more varied interaction and touching more regions on the robot’s body, compared to male participants. Several differences between emotions were found such that emotions could be classified by the valence of the emotion conveyed, by combining touch amount and duration. Overall, these results show high agreement with those reported for human–human affective tactile communication and could also have impact on the design and placement of tactile sensors on humanoid robots.

  • 81.
    Andreasson, Rebecca
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Arweström Jansson, Anders
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Towards a distributed cognition perspective of the Swedish train traffic system2017In: Proceedings of the 13th SweCog Conference, Högskolan i Skövde , 2017, p. 37-39Conference paper (Refereed)
  • 82.
    Andreasson, Rebecca
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Riveiro, Maria
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Effects of Visualizing Missing Data: An Empirical Evaluation2014In: 18th International Conference on Information Visualisation (IV) / [ed] Ebad Banissi, Mark W. McK. Bannatyne, Francis T. Marchese, Muhammad Sarfraz, Anna Ursyn, Gilles Venturini, Theodor G. Wyeld, Urska Cvek, Marjan Trutschl, Georges Grinstein, Vladimir Geroimenko, Sarah Kenderdine & Fatma Bouali, IEEE conference proceedings, 2014, p. 132-138Conference paper (Refereed)
    Abstract [en]

    This paper presents an empirical study that evaluates the effects of visualizing missing data on decision-making tasks. A comparison between three visualization techniques: (1) emptiness, (2) fuzziness, and (3) emptiness plus explanation, revealed that the latter technique induced significantly higher degree of decision-confidence than the visualization technique fuzziness. Moreover, emptiness plus explanation yield the highest number of risky choices of the three. This result suggests that uncertainty visualization techniques affect the decision-maker and the decisionconfidence. Additionally, the results indicate a possible relation between the degree of decision-confidence and the decision-maker's displayed risk behavior.

  • 83.
    Andrieux, Alexandre
    KTH, School of Computer Science and Communication (CSC).
    Improving HSL Recognition Skills with a Color Game2016Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Improving color matching skills requires a specifically designed interface as much as well-calculated feedback on the underlying color model. This thesis relates to the production of a game for learning HSL and elaborates on learning patterns with regard to hue and game progression. A quantification of learning based on performance variation is proposed. In an effort to balance data quantity and relevance, several variables of pure analysis interest are defined. Results on learning inhomogeneities are presented through Hue Learning Curves with streamgraphs and detailed bar charts. The consequences of design choices and gameplay on performance and learning are discussed.

  • 84.
    André, Johannes
    Linköping University, Department of Computer and Information Science.
    Mötesplatser och odling i framtidens städer2018Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    Detta är ett examensarbete av undersökande karaktär för att se i vilken riktning man kan gå när man utformar mötesplatser i det offentliga rummet i nya stadsdelar. Utgångspunkten för detta arbete är den nya stadsdelen Ebbepark som håller på att byggas i Linköping i Östergötland. I Ebbepark kommer människor båda att bo och jobba. I studien undersöks om det finns några gemensamma nämnare mellan dessa två grupper (boende och anställda på företag i Linköping) och hur de idag träffar andra människor i sin närhet. Vad som även undersöks är hur de tänker kring hur dessa mötesplatser skulle kunna utformas och vad man skulle kunna göra på en sådan mötesplats. De två undersökta grupperna får även möjligheten att reflektera över om urbana odlingar skulle kunna vara ett inslag i dessa mötesplatser och vad de tror att urbana odlingar skulle kunna bidra med för dem. Från resultaten av den enkätundersökning som har genomförts har det visat sig att det inte återfinns någon signifikant skillnad på någon av frågorna mellan de två olika grupperna i studien. Att det inte finns någon signifikant skillnad mellan grupperna leder till att man enklare kan se i vilken riktning som mötesplatserna kan utformas. Detta kan man då göra genom att studera medelvärden för respektive kvantitativ fråga i enkäten. Det blir även intressant att studera de identifierade teman från en tematisk analys på den kvalitativa delen av enkäten. Detta för att erhålla en djupare förståelse för hur respektive enskild individ resonerar. Från de kvantitativa resultaten ser man att deltagarna överlag ställer sig positivt till växter i närheten av där de jobbar och bor. Det framkommer även att det redan finns några mötesplatser där deltagarna jobbar respektive bor men att de skulle kunna tänka sig fler. Vidare anser de att det finns en poäng med att boende och de arbetande i samma område beblandas och umgås med varandra. Från den tematiska analysen framkom att en mötesplats för de tillfrågade försöksdeltagarna antingen var en plats där man bara kunde vara, umgås och prata med andra människor. Det andra identifierade temat var att man på en mötesplats samlas kring någon form av aktivitet. Dessa två identifierade teman pekar antingen på lågintensiva eller högintensiva mötesplatser. När man vidare studerar fler av de teman som uppkom i analysen så träffades människor ofta i samband med måltider. När de tillfrågades vad man kunde göra på en mötesplats så menade flera personer att de ville prata med andra människor och ville gärna fika. Detta är mer i linje med de lågintensiva mötesplatserna där man inte behöver träffas kring en given aktivitet. Denna kandidatuppsats är ett examensarbete som har genomförts tillsammans med Vissheim och Sankt Kors Fastighets AB. Vissheim är ett nystartat företag som har tagit fram en lösning för autonom odling. Sankt Kors är det företag som driver byggnationen av den nya stadsdelen Ebbepark i Linköping, Östergötland.

  • 85.
    Andrén, Stina
    Linköping University, Department of Computer and Information Science.
    What is the Lega?: Exploring the use of a movement-based interactive artifact in an art exhibition2011Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis explores the use of an interactive artifact designed to let friends physically share their experiences with each other in an art exhibition. The device, called “the Lega” is a research prototype designed with an interest in bodily interaction and visitors' interactions in museum environments. The Lega is a handheld device which has an ovoid shape that fits in the palm of a user's hand. By moving and touching the Lega in different ways the users can create tactile traces of their experiences that can be received by their friends.The thesis presents results from a qualitative analysis of material from a user observation conducted with the Lega at the Vårsalongen exhibition at Liljevalchs in the spring 2010. The analysis investigates how the visitors used the Lega in experiencing the art and to express themselves as well as their social behavior around the Lega, and how the Lega became a part of their art hall visit. Findings on different ways that users create an understanding of and finds meaning in an ambiguous artifact are presented, as well as different ways users use the body to establish a relationship with the artifact. Among these findings are those of users inventing a language of movements to express themselves with the Lega and users who mimic art pieces with the Lega.

  • 86.
    Andén, Calle
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Moyle, Alexander
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Artem ex Machina: En undersökning av emergence som fenomen och som metod vid skapandet av posthumanistisk konst2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Detta kandidatarbete är en undersökning av begreppet emergence och hur det kan användas i skapandet av digital interaktiv konst. Vi undersöker sambandet mellan designern och datorn, och hur användaren kan interagera med båda dessa för att bidra till och utforma skapandet.

     

    För att demonstrera detta har vi skapat en simulation, som är tänkt att efterlikna tidigt mänskligt beteende på hög nivå: uppståndelsen av civilizationer, interaktion mellan folkgrupper, och utnyttjande av naturliga resurser. Vi diskuterar de etiska och politiska konsekvenserna som följer på skapandet av en sådan simulation, och vilken sorts interaktion vi främjar i vår design.

  • 87.
    Angulo, Julio
    Blekinge Institute of Technology, School of Engineering, Department of Interaction and System Design.
    The Emotional Driver: A Study of the Driving Experience and the Road Context2007Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [en]

    In modern societies the activity of driving has become almost an essential routine. Vehicles are considered by many as indispensable tools for accomplishing their daily tasks and they are the main form of transportation for millions of people. The average driver spends, voluntarily, considerable amounts of time on the road, using their vehicle to transport himself even for small distances and knowing that its use presents him with some form of comfort and convenience; yet, drivers frequently regard their road experience as tiring and fastidious, but their persistence in using their vehicle at every opportunity serves as proof of a pleasurable experience. So far car manufacturers, traffic authorities and designers of technology have been mainly concerned with aspects of the road that ensure drivers safety, increase power engine, provide more comfort, and maintain better streets, etc; however, the actual feelings of the driver as he travels through the streets has not yet been taken into a great account by the developers of the road environment. For this reason this thesis tries to create awareness on the existence and constant presence of people’s emotions as they drive, which have the mutual power to influence their action on the road and their driving patterns. In order to capture a drivers’ emotional experience this study uses three main methods. One of them is Cultural Probes, consisting of common objects specifically Postcards, Pictures, and Web-logs, to measure unknown factors about the users. The second is the use of Ethnographic studies on the driving activities through the use of observations, the popular talk-aloud-protocol and the shadow method. Finally, the Experience Sampling Method is used, which tries to captures the experience of an individual as it unfolds in its natural context. With the combined used of these three methods some of the main factors of the road’s environment that are commonly able to influence the driver’s emotions in negative or positive ways were discovered, which include the intensity and type of light, the different types and sources of sound, the perceivable landscapes and surrounding architectures and the different kinds of continuously occurring interactions. These are just some of the many factors that can influence emotions on the road, and hopefully this study will open the curiosity for a deeper study of these and other aspects of the emotional driving experience.

  • 88.
    Angulo, Julio
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Information Systems and Project Management. Karlstad University, Faculty of Economic Sciences, Communication and IT, Centre for HumanIT.
    Usable privacy for digital transactions: Exploring the usability aspects of three privacy enhancing mechanisms2012Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    The amount of personal identifiable information that people distribute over different online services has grown rapidly and considerably over the last decades. This has led to increased probabilities for identity theft, profiling and linkability attacks, which can in turn not only result in a threat to people’s personal dignity, finances, and many other aspects of their lives, but also to societies in general. Methods and tools for securing people’s online activities and protecting their privacy on the Internet, so called Privacy Enhancing Technologies (PETs), are being designed and developed. However, these technologies are often seen by ordinary users as complicated and disruptive of their primary tasks.

     

    In this licentiate thesis, I investigate the usability aspects of three main privacy and security enhancing mechanisms. These mechanisms have the goal of helping and encouraging users to protect their privacy on the Internet as they engage in some of the steps necessary to complete a digital transaction. The three mechanisms, which have been investigated within the scope of different research projects, comprise of (1) graphical visualizations of service providers’ privacy policies and user-friendly management and matching of users’ privacy preferences “on the fly”, (2) methods for helping users create appropriate mental models of the data minimization property of anonymous credentials, and (3) employing touch-screen biometrics as a method to authenticate users into mobile devices and verify their identities during a digital transaction.

     

    Results from these investigations suggest that these mechanisms can make digital transactions privacy-friendly and secure while at the same time delivering convenience and usability for ordinary users.

  • 89.
    Angulo, Julio
    et al.
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Information Systems and Project Management. Karlstad University, Faculty of Economic Sciences, Communication and IT, Centre for HumanIT.
    Fischer-Hübner, Simone
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Computer Science.
    Pulls, Tobias
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Computer Science.
    Wästlund, Erik
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Psychology.
    Towards Usable Privacy Policy Display & Management2012In: Information Management & Computer Security, ISSN 0968-5227, Vol. 20, p. 4-17Article in journal (Refereed)
    Abstract [en]

    This paper discusses the approach taken within the PrimeLife project for providing user-friendly privacy policy interfaces for the PrimeLife Policy Language (PPL).We present the requirements, design process and usability testing of the “Send Data?” prototype, a browser extension designed and developed to deal with the powerful features provided by PPL. Our interface introduces the novel features of “on the fly” privacy management, predefined levels of privacy settings, and simplified selectionof anonymous credentials. Results from usability tests showed that users understand and appreciate these features and perceive them as being privacy-friendly, and they are therefore suggested as a good approach towards usable privacy policy display and management. Additionally, we present our lessons learnt in the design process of privacy policy interfaces.

  • 90.
    Angulo, Julio
    et al.
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Information Systems and Project Management. Karlstad University, Faculty of Economic Sciences, Communication and IT, Centre for HumanIT.
    Wästlund, Erik
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Psychology.
    Exploring Touch-Screen Biometrics for User Identification on Smart Phones2011In: Privacy and Identity Managementfor Life: Proceedings of the 7th IFIP WG 9.2, 9.6/11.7, 11.4, 11.6 International Summer School 2011 / [ed] an Camenisch, Bruno Crispo, Simone Fischer-Hübner, Ronald Leenes, and Giovanni Russello, Springer, 2011, p. 130-143Conference paper (Refereed)
    Abstract [en]

    The use of mobile smart devices for storing sensitive informationand accessing online services is increasing. At the same time, methods for authenticating users into their devices and online services that are not only secure, but also privacy and user-friendly are needed. In this paper, we present our initial explorations of the use of lock pattern dynamics as a secure and user-friendly two-factor authentication method. We developed an application for the Android mobile platform to collect data on the way individuals draw lock patterns on a touchscreen. Using a Random Forest machine learning classier this method achieves an average Equal Error Rate (EER) of approximately 10.39%, meaning that lock patterns biometrics can be used for identifying users towards their device, but could also pose a threat to privacy if the users' biometric information is handled outside their control.

  • 91.
    Angulo, Julio
    et al.
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Information Systems and Project Management. Karlstad University, Faculty of Economic Sciences, Communication and IT, Centre for HumanIT.
    Wästlund, Erik
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Psychology.
    Identity Management for online transactions - Using ‘Profiles’ to segregate personal information2012Manuscript (preprint) (Other academic)
  • 92.
    Angulo, Julio
    et al.
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Information Systems and Project Management. Karlstad University, Faculty of Economic Sciences, Communication and IT, Centre for HumanIT.
    Wästlund, Erik
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Psychology.
    Gullberg, Peter
    Gemalto, Gothenburg.
    Kling, Daniel
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Information Systems and Project Management.
    Tavemark, Daniel
    Karlstad University, Faculty of Economic Sciences, Communication and IT, Department of Information Systems and Project Management.
    Fischer-Hübner, Simone
    Karlstad University, Division for Information Technology.
    Understanding the user experience of secure mobile online transactions in realistic contexts of use2012In: Symposium on Usable Privacy and Security (SOUPS) 2012, Washington D.C.,USA: ACM Digital Library, 2012, p. 8-Conference paper (Refereed)
    Abstract [en]

    Possible attacks on mobile smart devices demand higher security for applications handling payments or sensitive information. The introduction of a tamper-proof area on future generations of mobile devices, called Trusted Execution Environment (TEE), is being implemented. Before devices with embedded TEEs can be deployed to the public, investigations on usability aspects of Trusted User Interfaces (TUI) are needed. This article describes the process we have followed at gathering requirements, prototyping and testing suitable designs for TUIs in combination with a touch-screen biometric system. At the end, we present relevant findings of a pilot study that we have conducted using an Experience Sampling Method (ESM) as part of our ongoing work.

  • 93.
    Angélison, Johan
    et al.
    Blekinge Institute of Technology, School of Planning and Media Design.
    Angélison, Filip
    Blekinge Institute of Technology, School of Planning and Media Design.
    Monsterdesign2012Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Monster fyller en väldigt viktig roll i dagens skräckfilm och skräckspel där en av deras största uppgifter är att vara skrämmande. Denna uppsats är en studie som fokuserar på hur man designar skrämmande monster inom spel och film. Vi har, med hjälp av teoretiska tolkningar, tagit reda på faktorer som kan påverka vad människor ser som monster samt hur man kan göra monstret skrämmande på en kognitiv nivå. Exempel på sådana här faktorer är kultur, etnicitet, religion. Även sexism och rasism har en betydelse i detta samband. Med hjälp av tidigare forskning och analys av skräckfilmer och skräckspel har vi samlat in tips och idéer över hur man designar skrämmande monster. Dessa tips och idéer tillhandahåller vi i den resulterande bok om monsterdesign som vi skrivit i anslutning till denna studie.

  • 94. Annebäck, Jesper
    et al.
    Bratt, Jesper
    Huanca Montes, Connie
    Jernström, Erik
    Stenseth, Viggo
    OMNES, "All trafik kan vara kollektivtrafik": Ett projekt av gruppen Omnes2014Report (Other academic)
    Abstract [sv]

    I kurserna DH2655: Kooperativ IT-design och DH2460: Programvarudesign, ekonomi och ledarskap är det traditionsenligt att utföra en projektuppgift i grupper, som kursledare satt ihop med hänsyn till elevernas egenskaper. Temat för årets projekt var Framtidens kollektiv- trafik. I denna rapport beskrivs projektgruppen Omnes hela designprocess från att uppgiften blev tilldelad till slutredovisningen, en utställning på Spårvägsmuséet i Stockholm.

    Vid projektstarten började samtliga medlemmar att definiera sin roll och individuella mål för kursen. I påföljande process utvecklas en frågeställning baserat olika litterära undersökning- ar och metoder för omvärldsanalys. Stor tyngd av projektet ligger på själva dokumentationen och utförandet av designprocessen. I designprocessen använder projektgruppen de metoder som kursen tagit upp i dess första del. Att kunna välja rätt metod för det rätta syftet samt uppföljande analys på utfallet är någon som visar sig vara signifikant för att lyckas gå vidare i processen. Detta är något som görs i omvärldsanalysen och genom den insamlade datan från momentet kan projektgruppen kristallisera sin idé. Idén är ett sammansatt system som ligger mellan 15-20 år framåt i tiden, beroende på hur bra det måste vara. En installation av idén görs i samtal med Spårvägsmuséets utställningsansvarig och projektgruppens representant. Detta är en parallellt löpande process som projektgruppen hanterar samtidigt som de ska fullfölja själva projektet. Allt som gjort i projektet från start till utställning tas upp i en diskussion som reflekterar över de problem vi stött på likväl som framtida planer för ytterligare utveckling. Slutligen knyts allt ihop av en slutsats som konfirmerar några av de teorier som framkommit under projektets gång, genom jämförelse med de andra projektgrupperna i kursen. 

  • 95.
    Annerhult, Adam
    Linköping University, Department of Computer and Information Science. Linköping University, Faculty of Arts and Sciences.
    Distribuerad kognition i cockpit Nu och Då2014Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    Denna studie replikerar Hutchins studie 1995 ”How a cockpit remember its speed”, för att undersöka skillnader och likheter i dagens cockpits.

    Syftet med studien är att ta reda på ifall dagens cockpit distribuerar kognitionen på samma sätt som förr det vill säga används till exempel fartbuggar och andra artefakter på liknande sätt. Samt att ta reda på om det har ändrats mycket hur detta då påverkar cockpit kommer ihåg hastighet inför landning.

    För att få reda på detta så har observationer gjorts i cockpit under landning. Sammanlagt så observerades sex landningar. Under dessa observationer intervjuades också piloterna om hur de hade beskrivit cockpits minne av hastigheter.

    Resultatet i studien visar att det finns mycket som fortfarande fungerar på liknande sätt som tidigare. Mycket har digitaliserats och man kan spekulera i att det ha minskat piloternas kognitiva belastning då de inte behöver utföra lika många handlingar som förr, medan andra saker är nästintill identiska med hur det såg tidigare.

  • 96.
    Anundi, Daniel
    Linköping University, Department of Computer and Information Science.
    Estetiska upplevelser av interaktiva system med olika tempo och hastighet: en explorativ användarstudie2009Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    På senare år har intresset för att föra in estetik i MDI-teorin ökat kraftigt. Insikten om att användares känslor inför interaktiva artefakter spelar stor roll för tillfredställelsen och användarupplevelsen har medfört ett fokusskifte inom området och flertalet teorier om användares estetiska upplevelser av interaktion har framkommit. Detta arbete har tagit som utgångspunkt de teorier som siktar på att stödja designers arbete med att utforma estetiska interaktioner genom att identifiera manipulerbara attribut i artefakters interaktionsestetiska gestalt. En explorativ användarstudie har genomförts med målet att belysa hur upplevelsen av hastighet och tempo förändras genom införandet av animationer i ett gränssnitt. Resultaten visar på att toningsanimationer i övergångar i ett interaktivt system kan leda till ett långsammare och mjukare intryck av systemet men även att långsamma animationer i vissa fall kan leda till att systemet upplevs som snabbare. Upplevelsen av väntan har identifierats som en viktig faktor i ett systems uttryck av tempo och hastighet. Studien visar också att ett systems estetiska gestalt är en komplex konstruktion där såväl attribut i interaktionen som användarnas erfarenheter och förväntningar spelar in.

  • 97.
    Anzén, Philip
    Linköping University, Department of Computer and Information Science, Human-Centered systems.
    Design av infotainment-system styrt av ögonrörelser i bilar: En explorativ studie för att ta fram ett förslag på hur man kan designa ett infotainment-system som har ögonrörelser som huvudsakliga interaktionsmetod med fokus på den funktionella designen.2014Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    Denna studie har som syfte att ta fram ett designförslag på ett ögonrörelsestyrt infotainment-system samt utvärdera detta. Fokusen ligger på den funktionella design och dess för- och nackdelar. Studien tar upp tre olika designförslag varav ett valdes att göra en prototyp av. Prototypen skapades med hjälp av HTML5, Javascript och Python. Detta kopplades sedan samman med ett ögonrörelsesystem tillhörande Smart Eye AB. Prototypen användartestades och utvärderades med hjälp av en bilsimulator. Utvärderingen gjordes med hjälp av en enkät samt SUS-formulär. Enkäten resulterade i en kvalitativ utvärdering av prototypen medan SUS-värdet (69,88) pekar på att förbättringar bör göras för att öka den upplevda användbarheten. Studien innehåller även framtida förbättringsförslag för vidare utveckling. 

  • 98.
    Ardal, Dui
    et al.
    KTH, School of Computer Science and Communication (CSC).
    Frisk Arfvidsson, Gustav
    KTH, School of Computer Science and Communication (CSC).
    Heuristiska vs. användarinkluderande utvärderingar: En jämförelse av två MDI-metoder.2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Denna uppsats ämnar undersöka olika utvärderingsmetoder inom fältet användbarhet. Alltsedan webbteknologier har tagit en större plats i vår vardag har efterfrågan ökat för gränssnitt och design med hög användbarhet. Vi har därför utfört tester på tvåutvärderingsmetoder för att utvärdera användbarhet på en prototyp som vi har utvecklat. Användarinkluderande och heuristiska tester är två utvärderingsmetoder som vi har undersökt i denna uppsats. De är båda väldokumenterade och används ofta för att mäta aspekter inom användbarhet. Således finns det ett intresse i att studera skillnader i resultat och hur metoderna bäst kan användas. Vi utförde tester på båda dessa utvärderingsmetoder, med fem olika personer per test. De heuristiska testerna resulterade i fler användbarhetsproblem av funktionell karaktär än vad de användarinkluderande testerna gjorde, vilka resulterade i fleranvändbarhetsproblem inom kategorin layout. Likaså resulterade de heuristiska testerna i att testsubjekten identifierade en större andel likartade användbarhetsproblem än vad de användarinkluderande testerna gjorde. Vi tror att detta kan bero på själva utvärderingsmetodernas utformning, där miljön och testsubjekten är kontrollerade i olika utsträckning. De slutsatser vi har dragit är att de båda är användbara för att mäta användbarhetoch för att hitta fel/brister med ett gränssnitt i ett tidigt prototypstadie, men att den heuristiska metoden kan vara aningen bättre för en prototyp i ett tidigt stadie i utvecklingen, likt detgränssnitt vi utvärderade befann sig i. Vidare har vi konkluderat att användandet av båda dessa tester tillsammans ger optimalt resultat.

  • 99.
    Arenius, Marcus
    Linköping University, Department of Computer and Information Science.
    Getting the Feeling: “Human Error” in an educational ship-handling simulator2010Independent thesis Advanced level (degree of Master (One Year)), 30 credits / 45 HE creditsStudent thesis
    Abstract [en]

    In high-risk environments of seafaring, simulators constitute a widely used tool in preparing nauticalstudents for the challenges to be met in real-life working situations. While the technical developmentof ship bridge simulators continues at a breathtaking pace, little is known on how developments fulfiltheir intended safety critical purpose during actual simulator training exercises.In order to investigate this, a mixed-methods quasi-experimental field study (N =6) was conductedaiming at discerning the systemic causes behind committed human errors and to what extent thesecauses can be related to the technical layout of the simulator in general and a decision supportingdisplay in particular. The nautical students’ performance in terms of committed errors was analysedwhen the decision supporting display was either inactive or active during two different exercisebatches. Drawing upon eye tracking evaluation, interviews and simulator video recordings, systemiccauses leading to human errors were identified. Results indicate that all errors occur under the samekind of (stressful) interaction. Based on this design requirements aiming at promoting resilient crewbehaviour were proposed

  • 100.
    Arkenson, Caroline
    KTH, School of Computer Science and Communication (CSC).
    Music Control in the Car – Designing voice interactions between user and a music service with a focus on in-car usage2016Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Music is an important part of people’s lives and thanks to technology development music is more accessible than ever. It creates a pleasant auditory environment in many situations such as when driving, and in-car music streaming is one of the most requested features amongst drivers. Using technology such as mobile devices when driving is a major safety concern which can be addressed by implementing voice control. Said modality, if implemented successfully, puts less cognitive demand on the driver than using manual controls or looking at a monitor.

    This thesis has resulted in a set of design suggestions for voice interaction between driver and a music service for a safe and pleasant user experience where the dialogues aim at providing drivers with a feeling of familiarity and brand recognition with the music service. The design suggestions are based on design guidelines and previous research on voice interaction and in-car technology including cognitive demands on the driver. Input from drivers and music listeners have been collected first through a questionnaire on controlling music applications while driving followed by a design workshop where the participants, based on different stories, designed dialogues between driver and a music service.

    The research found that drivers are highly concerned with traffic safety, and want to be able to quickly and safely search for specific music or music that suits a current mood. In terms of familiarity, drivers should be able to use existing features from the music service when interacting through voice and be able to make actions that affect their private account - such as saving songs to a playlist.

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