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  • 1.
    Aare, Kätlin
    et al.
    Stockholm University, Faculty of Humanities, Department of Linguistics, Phonetics.
    Włodarczak, Marcin
    Stockholm University, Faculty of Humanities, Department of Linguistics, Phonetics.
    Heldner, Mattias
    Stockholm University, Faculty of Humanities, Department of Linguistics, Phonetics.
    Backchannels and breathing2014In: Proceedings from FONETIK 2014: Stockholm, June 9-11, 2014 / [ed] Mattias Heldner, Stockholm: Department of Linguistics, Stockholm University , 2014, p. 47-52Conference paper (Other academic)
    Abstract [en]

    The present study investigated the timing of backchannel onsets within speaker’s own and dialogue partner’s breathing cycle in two spontaneous conversations in Estonian. Results indicate that backchannels are mainly produced near the beginning, but also in the second half of the speaker’s exhalation phase. A similar tendency was observed in short non-backchannel utterances, indicating that timing of backchannels might be determined by their duration rather than their pragmatic function. By contrast, longer non-backchannel utterances were initiated almost exclusively right at the beginning of the exhalation. As expected, backchannels in the conversation partner’s breathing cycle occurred predominantly towards the end of the exhalation or at the beginning of the inhalation. 

  • 2.
    Abdlbari, Abdulbari
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Product registration in e-commerce for small and medium companies (SMEs): Usability aspects2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    People these days are able to buy almost anything online. With a continuously increased E-commerce, small and medium sized companies (SMEs) feel obligated to enter the competitive E-commerce market. Moreover, for small companies with little or no experience in e-commerce it could become overwhelming to get a web-shop up and running. One important tasks in managing a web-shop is to register products into the system. This must be easy and efficient. The focus of this thesis is to answer the question "How can user-centered design principles improve productregistration, particularly in the SME context?". At the start of this study, surveys and interviews were conducted, which showed that product registration is very time consuming at the moment. User tests were conducted to measure the efficiency and the general usability of a system maintaining over 100 active web-shops. Based on the results of the first iteration of the user test conducted, design changes were proposed and implemented. A second iteration of the user test showed improved efficiency and substantially less errors. The most important new design elements were related to navigation, workflow and adjustment of input fields to the data sources. Thus it has been shown that the threshold for SME web-shops to go online can be lowered by a systematic application of user-centered design of the user interface.

  • 3.
    Abedan Kondori, Farid
    et al.
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Yousefi, Shahrouz
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Li, Haibo
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Real 3D Interaction Behind Mobile Phones for Augmented Environments2011In: 2011 IEEE International Conference on Multimedia and Expo (ICME), IEEE conference proceedings, 2011, p. 1-6Conference paper (Refereed)
    Abstract [en]

    Number of mobile devices such as mobile phones or PDAs has been dramatically increased over the recent years. New mobile devices are equipped with integrated cameras and large displays which make the interaction with device easier and more efficient. Although most of the previous works on interaction between humans and mobile devices are based on 2D touch-screen displays, camera-based interaction opens a new way to manipulate in 3D space behind the device in the camera's field of view. This paper suggests the use of particular patterns from local orientation of the image called Rotational Symmetries to detect and localize human gesture. Relative rotation and translation of human gesture between consecutive frames are estimated by means of extracting stable features. Consequently, this information can be used to facilitate the 3D manipulation of virtual objects in various applications in mobile devices.

  • 4.
    Abril, Daniel
    et al.
    IIIA, Institut d'Investigació en Intel·ligència Artificial, CSIC, Consejo Superior de Investigaciones Científicas, Campus UAB s/n, Bellaterra, Spain / UAB, Universitat Autònoma de Barcelona, Campus UAB s/n, Bellaterra, Spain.
    Torra, Vicenç
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. IIIA, Institut d'Investigació en Intel·ligència Artificial, CSIC, Consejo Superior de Investigaciones Científicas, Campus UAB s/n, Bellaterra, Spain.
    Navarro-Arribas, Guillermo
    DEIC, Dep. Enginyeria de la Informació i de les Comunicacions, UAB, Universitat Autònoma de Barcelona, Campus UAB s/n, Bellaterra, Spain.
    Supervised Learning Using a Symmetric Bilinear Form for Record Linkage2015In: Information Fusion, ISSN 1566-2535, E-ISSN 1872-6305, Vol. 26, p. 144-153Article in journal (Refereed)
    Abstract [en]

    Record Linkage is used to link records of two different files corresponding to the same individuals. These algorithms are used for database integration. In data privacy, these algorithms are used to evaluate the disclosure risk of a protected data set by linking records that belong to the same individual. The degree of success when linking the original (unprotected data) with the protected data gives an estimation of the disclosure risk.

    In this paper we propose a new parameterized aggregation operator and a supervised learning method for disclosure risk assessment. The parameterized operator is a symmetric bilinear form and the supervised learning method is formalized as an optimization problem. The target of the optimization problem is to find the values of the aggregation parameters that maximize the number of re-identification (or correct links). We evaluate and compare our proposal with other non-parametrized variations of record linkage, such as those using the Mahalanobis distance and the Euclidean distance (one of the most used approaches for this purpose). Additionally, we also compare it with other previously presented parameterized aggregation operators for record linkage such as the weighted mean and the Choquet integral. From these comparisons we show how the proposed aggregation operator is able to overcome or at least achieve similar results than the other parameterized operators. We also study which are the necessary optimization problem conditions to consider the described aggregation functions as metric functions.

  • 5.
    Adam, Jonathan
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Analyzing Function and Potential in Cuba's El Paquete: A Postcolonial Approach2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The dire state of Cuban internet connectivity has inspired local informal innovations. One such innovation is El Paquete, a weekly distribution of downloaded content spread through an informal network. Taking a postcolonial approach, I investigate through user experiences how this network operates in a resource-poor environment. This investigation articulates a model of El Paquete centered on social interactions, which inform the system’s function but also shape El Paquete’s design and role in society. Based on this model, a set of speculative design exercises probe possibilities to streamline El Paquete’s compilation, involve consumer preferences in its design directions, or act as a disruption tolerant network. In uncovering the technical possibilities of El Paquete, these designs illuminate how its current design serves Cuban communities by embodying realities and limitations of Cuban society. El Paquete’s embodiment of informal innovation serves as a call to designers to continuously rethink development design processes, centering communities and their knowledge and technical practices.

  • 6.
    Adell, Emeli
    et al.
    Trivector Sweden.
    Nilsson, Lena
    Swedish National Road and Transport Research Institute, Traffic and road users.
    Várhelyi, András
    Lund University.
    How Is Acceptance Measured?: Overview of Measurement Issues, Methods and Tools2014In: Driver Acceptance of New Technology: Theory, Measurement and Optimisation / [ed] Michael A. Regan, Tim Horberry and Alan Stevens, Farnham, Surrey, England: Ashgate, 2014, p. 74-88Chapter in book (Refereed)
    Abstract [en]

    This chapter describes how acceptance has been measured and identifies various measurement categories. The relationship between these measurement methods and the different definitions of acceptance appearing in the literature is described and the lack of correspondence between definition and measurement is highlighted. The chapter illustrates the different outcomes of acceptance measurements depending on choice of assessment method and gives some guidance that could be used depending on the purpose of the assessment.

  • 7.
    Adell, Emeli
    et al.
    Trivector Sweden.
    Várhelyi, András
    Lund University.
    Nilsson, Lena
    Swedish National Road and Transport Research Institute, Traffic and road users.
    Modelling Acceptance of Driver Assistance Systems: Application of the Unified Theory of Acceptance and Use of Technology2014In: Driver Acceptance of new technology: Theory, Measurement and Optimisation / [ed] Michael A. Regan, Tim Horberry and Alan Stevens, Farnham, Surrey, England: Ashgate, 2014, p. 23-34Chapter in book (Refereed)
    Abstract [en]

    This chapter provides a brief overview of acceptance models used within the area of information technology.  One particular model, the Unified Theory of Acceptance and Use of Technology (UTAUT), is then discussed, and a study is reported in which the model was used to assess driver acceptance of a particular driver assistance system. The key findings of that study are reported, and suggestions are made for refining UTAUT to make it more suitable for assessing acceptance of driver assistance systems.

     

  • 8.
    Adell, Emeli
    et al.
    Trivector Sweden.
    Várhelyi, András
    Lunds Universitet.
    Nilsson, Lena
    Swedish National Road and Transport Research Institute, Traffic and road users.
    The Definition of Acceptance and Acceptability2014In: Driver Acceptance of New Technology: Theory, Measurement and Optimisation / [ed] Michael A. Regan, Tim Horberry and Alan Stevens, Farnham, Surrey, England: Ashgate, 2014, p. 11-21Chapter in book (Refereed)
    Abstract [en]

    Despite the recognised importance of the concept of acceptance, how and why new technologies are actually accepted by drivers is not well understood. While many studies claim to have measured acceptance, few have explicitly defined what it is. This chapter points out the importance of defining acceptance and categorises definitions that have been used according to their “essence”. Distinctions between different types of acceptance as well as between acceptance and acceptability are also described. A proposal for a common definition of acceptance is then presented and discussed.

  • 9.
    Agaeus, Catharina
    University of Skövde, School of Humanities and Informatics.
    Sociala kognitiva arbetsmiljöproblem (SKAMP) inom datorstött samarbete2012Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Delar av dagens samhälle fortsätter att datoriseras och nya möjligheter för interaktion med datoriserade produkter som stödjer social interaktion introduceras i ökad takt. Själva grunden för hur organisationer ser ut förändras och pekar mot ett allt mer distribuerat sätt där människor kan interagera med varandra utan att vara på samma plats, vid samma tidpunkt. Samtidigt visar forskning att det finns brister i användbarhet hos gruppverktyg. Kognitiva arbetsmiljöproblem (KAMP) kan uppstå när användbarhet brister men har hittills främst studerats ur ett enanvändarperspektiv. Syftet med den här rapporten är att identifiera samt klassificera socio-kognitiva arbetsmiljöproblem (SKAMP) inom datorstött samarbete för att bidra med kunskap som i förlängningen kan leda till en tydligare förståelse kring SKAMP. En arbetsplatsstudie utfördes där distribuerad kognition användes som analysverktyg. Studien genomfördes på en avdelning inom en organisation där förutsättningarna för att finna SKAMP ansågs som gynnsamma. Genom att anta ett distribuerat synsätt där observationer av avbrott och ”mismatches” i informationsflödet beaktats samt hur kognitiva processer implementeras i en grupp mynnade det analyserade materialet ut i fem kategorier av SKAMP: Problem med informationskoordinering, ”Bristande kommunikation”, ”gemensam lägesbildsaknas”, ”Brister i medierad kommunikation”, ”Otillräcklig kontroll och överblick”och ”Oklar holistisk helhetsmodell”. Dessa skall ses som komplement till de redan idag identifierade KAMP.

  • 10.
    Ainamo, Antti
    University of Borås, Faculty of Textiles, Engineering and Business.
    Rethinking textile fashion: A research agenda2015Other (Other academic)
  • 11.
    Akram, Asif
    et al.
    Halmstad University, School of Information Technology, Halmstad Embedded and Intelligent Systems Research (EIS), Man and Information technology laboratory (MI-lab).
    Åkesson, Maria
    Halmstad University, School of Information Technology, Halmstad Embedded and Intelligent Systems Research (EIS), Man and Information technology laboratory (MI-lab).
    A Research Framework to Study how Digital Service Innovation Transforms Value Networks2011In: Proceedings of IRIS 2011 / [ed] Leino, Timo, Turku, Finland: Turku Center for Computer Science , 2011, p. 29-40Conference paper (Refereed)
    Abstract [en]

    This paper reports from preparations in an ongoing research study concerning how digital service innovation transforms value networks in manufacturing industries. The research study is in the context of the vehicle industry and concerns digital e-maintenance services based on remote diagnostics systems. This digital service innovation in particular is of great importance since manufacturing industries have great potential to expand their business and found new and extended boundaries and relationships with other stakeholder in a network they are attached to. Core challenges and opportunities for digital service innovation will lead us to the study of its influence on the business and innovation environment i.e. the value network. This paper presents a framework to study how digital service innovation transforms value networks based on literature reviews on value network, digital innovation and transformation of value networks.

  • 12.
    Al Moubayed, Samer
    et al.
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH.
    Heylen, D.
    Bohus, D.
    Koutsombogera, Maria
    Papageorgiou, H.
    Esposito, A.
    Skantze, Gabriel
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH.
    UM3I 2014: International workshop on understanding and modeling multiparty, multimodal interactions2014In: ICMI 2014 - Proceedings of the 2014 International Conference on Multimodal Interaction, Association for Computing Machinery (ACM), 2014, p. 537-538Conference paper (Refereed)
    Abstract [en]

    In this paper, we present a brief summary of the international workshop on Modeling Multiparty, Multimodal Interactions. The UM3I 2014 workshop is held in conjunction with the ICMI 2014 conference. The workshop will highlight recent developments and adopted methodologies in the analysis and modeling of multiparty and multimodal interactions, the design and implementation principles of related human-machine interfaces, as well as the identification of potential limitations and ways of overcoming them.

  • 13.
    Albihn, Hampus
    University of Skövde, School of Informatics.
    Steg mot Informationsvisualisering med Augmented Reality2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Som en del av forskningsprojektet Young Operator 2020 så syftar den här studien till att vara ett första steg mot en produkt, som med hjälp av av tekniken augmented reality ska vara en del av framtidens tillverkningsindustri. Studien utgår från kognitionsvetenskap och människa-datorinteraktion för att ha användaren och användarens interaktion med prototypen i fokus. Eftersom olika typer av användare kan behöva olika saker av ett system, kommer den här studien också att utgå från teorier om kompetensnivåer. Ett system som är användbart för exempelvis en novis behöver inte nödvändigtvis vara användbart för en expert. En prototyp har skapats som en del av ett annat projekt och den utgår från det arbetssätt som operatörer på Volvo GTO i Skövde har idag. Prototypen använder sig av augmented reality för att visualisera instruktioner. Det är tänkt att prototypen bland annat ska hjälpa noviser att närma sig expertanvändare. Ett kompetitivt användbarhetstest har gjorts där prototypen jämförts med nuvarande system på Volvo GTO. Resultatet av studien visar att prototypen i dagsläget inte kan anses vara användbar. Flera rekommendationer har dock presenterats som ett bidrag till vidareutveckling av prototypen.

  • 14.
    Alenljung, Beatrice
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Lindblom, Jessica
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    User Experience of Socially Interactive Robots: Its Role and Relevance2015In: Handbook of Research on Synthesizing Human Emotion in Intelligent Systems and Robotics / [ed] Jordi Vallverdú, Hershey, Pennsylvania, USA: IGI Global, 2015, p. 352-364Chapter in book (Refereed)
    Abstract [en]

    Socially interactive robots are expected to have an increasing importance in everyday life for a growing number of people, but negative user experience (UX) can entail reluctance to use robots. Positive user experience underpins proliferation of socially interactive robots. Therefore, it is essential for robot developers to put serious efforts to attain social robots that the users experience as positive. In current human-robot interaction (HRI) research, user experience is reckoned to be important and is used as an argument for stating that something is positive. However, the notion of user experience is noticeably often taken for granted and is neither described nor problematized. By recognizing the complexity of user experience the intended contributions can be even more valuable. Another trend in HRI research is to focus on user experience evaluation and examination of user experience. The current research paths of user experience of socially interactive robots are not enough. This chapter suggests that additional research directions are needed in order accomplish long-term, wide-spread success of socially interactive robots.

  • 15.
    Alenljung, Beatrice
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Lindblom, Jessica
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Andreasson, Rebecca
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Department of Information Technology, Visual Information & Interaction. Uppsala University, Uppsala, Sweden.
    Ziemke, Tom
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Department of Computer & Information Science, Linköping University, Linköping, Sweden.
    User Experience in Social Human-Robot Interaction2017In: International Journal of Ambient Computing and Intelligence (IJACI), ISSN 1941-6237, E-ISSN 1941-6245, Vol. 8, no 2, p. 12-31Article in journal (Refereed)
    Abstract [en]

    Socially interactive robots are expected to have an increasing importance in human society. For social robots to provide long-term added value to people’s lives, it is of major importance to stressthe need for positive user experience (UX) of such robots. The human-centered view emphasizes various aspects that emerge in the interaction between humans and robots. However, a positive UX does not appear by itself but has to be designed for and evaluated systematically. In this paper, the focus is on the role and relevance of UX in human-robot interaction (HRI) and four trends concerning the role and relevance of UX related to socially interactive robots are identified, and three challenges related to its evaluation are also presented. It is argued that current research efforts and directions are not sufficient in HRI research, and that future research needs to further address interdisciplinary research in order to achieve long-term success of socially interactive robots.

  • 16.
    Alenljung, Beatrice
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Maurin Söderholm, Hanna
    Högskolan i Borås.
    Designing Simulation-Based Training for Prehospital Emergency Care: Participation from a Participants Perspective2015In: Human-Computer Interaction: Designing and Evaluation: 17th International Conference, HCI International 2015, Los Angeles, CA, USA, August 2-7, 2015, Proceedings, Part I / [ed] Masaaki Kurosu, Springer Berlin/Heidelberg, 2015, Vol. 9169, p. 297-306Conference paper (Refereed)
    Abstract [en]

    Simulation-based training for prehospital emergency care is characterized by high degrees of complexity. Thorough knowledge of both the work and the setting is crucial and it is therefore important to involve both end-users and other stakeholders during the whole design process. This paper investigates a design process by focusing on how project participants experience the work process and participation of a multi-disciplinary, research-practitioner design team. This case study focuses on the work within a development project of a new prehospital emergency training facility. Open-ended interviews were conducted with the project participants halfway through the project. Strikingly, the results show that while there are problems and tensions that potentially could overturn the project, all participants express strong satisfaction with their participation in the project. This implies that the accumulated positive experiences are so strong that they overshadow tensions and problems that under other circumstances could have caused a project breakdown.

  • 17.
    Al-Humadi, Rasha (current name Lisa Edisen)
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    3D Virtual Shopping Mall: Towards Transformation of levels from 2D to 3D2012Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This research examines the effects of using 3D virtual shopping malls and shows the user interaction and experience in this type of virtual environments. Technology developments and the use of the Internet made users to expect more services, which help to improve the user's life. Using a 3D virtual environment and adding a shopping idea to it is considered as very interesting, especially if it reflects the real world in a virtual reality that make its users attached to it. Furthermore, the possibility of having an avatar to represent themselves in computer-mediated virtual environment help users to explore the virtual environment. Another advantage is that users have the possibility to invite friends and to navigate inside a 3D Virtual-shopping mall not alone but together, which gives the user the capability to socialise inside the mall. Besides, changing of the customer's profile and chatting with friends is supported, too. Moreover, the transformation process from a two-dimensional environment to a three-dimensional environment is considered to be convenient for both, customers and mall owners.

     

    I have used phenomenology to investigate this new phenomenon. In addition the data was gathered by interviewing several participants from different educational levels as well as business owners of 3D virtual malls. The research will show the potential of using a 3D virtual shopping mall from the user's perspective as well as from the business' owners and having a 3D virtual shopping mall is not only considered entertaining, but also convenient.

     

    As a future work I recommend to interview the merchants in this research to grasp this idea completely.

  • 18.
    Alkberg, Johanna
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Information Technology and Media.
    Samarbete i distribuerade team: En analys av möjligheter och metoder för att arbeta distribuerat inom Sandvik IT med stöd av Kanban2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Many companies face the fact that the work must be adapted to the globalization so competitiveness can be maintained. One way to do it is to work geographically distributed and reach competence personnel and more customers while 24/7-work becomes possible. But to effectively work distributed over space and time, a consciousness about the limitations that this entails and how to overcome them are necessary. Sandvik IT is facing changes and the trend is toward more geographically distributed teams. The purpose of this study was therefore focused on the key factors for distributed work and how Kanban can contribute to effective distributed work. How Sandvik IT's supporting group, Service Development Office (SDO) should support the distributed work has also been evaluated. The basic theory is a compilation of literary works such as books and above all scientific articles. From the theory four key areas of distributed work was identified; working methods and coordination, communication, leadership and team spirit. A fifth point was also added, which was about the teamstart. Based on these five areas the interview - and survey questions was formed. SDO selected three teams with informants, and the team leaders/coordinators were interviewed and other staff received the survey. The results were then compared with the initial theory and via analysis 16 key factors for distributed work (at Sandvik IT) could be found. E.g. leader's consciousness, a well-established work method, shared knowledge and social interaction. The factors were also categorized into: Set-up, teams start and finally maintenance and development. To a large extent the key factors and the needs could be met by Kanban, but the recommendation is that SDO complements with (in particular) an education for team leaders/coordinators. It came to be seen as a prerequisite for the distributed work. The survey's response rate and the interviews outcome were good and the result was coherent. Hence the report can be seen as a report with high validity and reliability in an inter-organizational view.

  • 19.
    Allard, Olof
    Linköping University, Department of Computer and Information Science. Linköping University, Faculty of Arts and Sciences.
    Katastrofisk design: Ett designförslag för en digital scenarioeditor2014Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    Målet med det här arbetet var att skapa en konceptuell designprototyp för en scenarioeditor åt en digital version av utbildningsverktyget Emergo Train System. Rapporten ämnar ta upp och presentera den arbetsprocess som lett fram till designprototypen och dess utvärdering. I rapporten tillkommer även en diskussion kring hur en scenarioeditor bör utformas för att stödja skapandet av ETS-scenarion samt hur ett flexibelt arbetssätt stöds i form av skapandet av scenariorepresentationer.

    Intervjuer genomfördes med instruktörer och systemansvarige för ETS, samt observationer av iordningställande av ett ETS-scenario. Datainsamlingen analyserades och resulterade i en kravspecifikation för den digitala scenarioeditorn. Den prototyp som utformades gjordes så i pappersformat och utvärderades tillsammans med personal från Katastrofmedicinskt centrum i Linköping. 

  • 20.
    Almér, Alexander
    et al.
    Göteborgs Universitet, Institutionen för tillämpad informationsteknologi.
    Lowe, RobertUniversity of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Göteborgs universitet.Billing, ErikUniversity of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Proceedings of the 2016 Swecog conference2016Conference proceedings (editor) (Refereed)
  • 21.
    Alpay, Aylin
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Untangling Road Trip Experiences with Conected Car: Planning and bringing it to the car2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    With developing technologies and growing infrastructures, connected experiences are expanding their realms towards various devices and scenarios in our lives. One of the areas, which is going under a big change due to this connectivity is the car related experiences. As connectivity is intrinsically enabler of different experiences and services, it is foreseen that it will bring a different dimension to car and driving related experiences as well.By investigating the future trends and possibilities that connectivity can provide to car and driving related experiences, this thesis aims for imagining the near future scenarios with an explorative approach, focusing on one and addressing to the rising issues with a design proposal that is meaningful to both users and the industry.The result, Tripcloud, contributes to the future scenario of having a road trip with the car, with a new digital platform that aims for supporting the users throughout the planning and bringing the plans into the car experience seamlessly and safely. It aims for reducing today’s existing complexity in terms of interaction and cognition to provide a better experience and avoid driver distraction. With providing organised information pieces, information exchange between people and automated links with mobile devices and car, Tripcloud offers easier an more convenient alternative for road trip planing and bringing the plans into car experiences for the near future.

  • 22.
    Alvarado, Oscar
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Towards algorithmic Experience: Redesigning Facebook’s News Feed2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Algorithms currently have direct implications in our democracies and societies, but they also define mostly all our daily activities as users, defining our decisions and promoting different behaviors. In this context, it is necessary to define and think about how to design the different implications that these algorithms have from a user centered perspective, particularly in social media platforms that have such relevance in our information sources and flow. Therefore, the current thesis provides an introduction to the concept of algorithmic experience, trying to study how to implement it for social media services in cellphone devices. Using a Research through Design methodology supported by interface analysis, document analysis and user design workshops, the present paper provides results grouped in five different areas: algorithmic profiling transparency, algorithmic profiling management, algorithmic awareness, algorithmic user-control and selective algorithmic remembering. These five areas provide a framework capable of promoting requirements and guide the evaluation of algorithmic experience in social media contexts.

  • 23.
    Alvarez, Claudio
    et al.
    University of Los Andes, Chile .
    Milrad, Marcelo
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Borie, Francisco
    University of Los Andes, Chile .
    Luna, Martín
    University of Los Andes, Chile .
    CollPhoto: A Paper + Smartphone Problem Solving Environment for Science and Engineering Lectures2014In: Collaboration Technologies and Social Computing: 7th International Conference, CollabTech 2014, Santiago, Chile, September 8-10, 2014. Proceedings / [ed] Takaya Yuizono; Gustavo Zurita ;Nelson Baloian ;Tomoo Inoue; Hiroaki Ogata et al. (Eds):, Springer, 2014, p. 1-15Conference paper (Refereed)
    Abstract [en]

    Recent studies in science and engineering education support that inductive learning activities encouraging active student involvement may improve students’ motivation, development of soft skills and academic performance, compared to traditional lectures. Until recently, several technology-enhanced learning environments have been proposed to facilitate such activities in classrooms. However, these commonly depend on dedicated hardware devices, such as clickers or tablet PCs. Contrastingly, smartphones are being massively adopted by society as these become increasingly powerful and inexpensive. Even so, the use of smartphones as learning tools in lecture halls has still not been widely adopted. In this paper we present CollPhoto, a paper-plus-smartphone environment that supports face-to-face problem solving activities in the classroom. CollPhoto provides the instructor with instant visibility of students’ work, and facilitates him/her conducting discussions, based on a selection of students’ responses. We report on the design and initial validation of CollPhoto in the context of two computer science courses.

  • 24.
    Alvarez Díaz, María Guadalupe
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Wilhelmsson, Ulf
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Lebram, Mikael
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Toftedahl, Marcus
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Your Answer Will Make an Impression: Using Quiz Game Mechanics for the Collection of Visitor Data in a Museum2015In: VS-Games 2015: 7th International Conference on Games and Virtual Worlds for Serious Applications / [ed] Per Backlund, Skövde: IEEE Computer Society, 2015, p. 1-4Conference paper (Refereed)
    Abstract [en]

    This paper presents the initial results from a project that aimed to collect visitor data at a traveling exhibition starting at the Regional Museum in Kristianstad, Sweden during 2014-2016. The project was intended also to contribute to the creation of an atmosphere “About time”, which was the subject of the exhibit. We built a system that was integrated as an interactable part of the exhibition by using elements of quiz game mechanics in combination with elements of data based tracking applications and elements of visual art installations. The data provides statistics which are used to visualize the current status of the visitors’ attitude toward specific questions about time, imprinting the visitors themselves an integral part of the exhibition. Visitors build a visual Game Ego when answering questions and at the same time provided statistical data that can be monitored and extracted from the system. The results show that we succeeded to some degree but more can be done towards incorporating game design elements to engage the user, such as feedback and challenge.

  • 25.
    Alves, Thiago
    University of Skövde, School of Informatics.
    Exploring Underrepresented Narratives: Social Anxiety in Games2018Independent thesis Advanced level (degree of Master (One Year)), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    This research focuses on pushing forward the understanding of mental disorders portrayals in games, more specifically social anxiety, which still lies as a marginalized topic in this medium. In order to understand honest manifestations of social anxiety in games, the first step is to conduct a close reading of games made by people who suffer from this mental disorder. A collection of five indie games, all of autobiographical nature and featuring social anxiety as an important part of their text, was put together for this analysis. This was done embracing the need to address the representational complexity, in order to tap into such a nuanced and elusive topic as social anxiety, not to identify rights or wrongs, but to engage in a discussion of how experiences are represented in games by people directly affected by this mental disorder. Individual experiences also contribute to expand interpretations and to identify additional keys of social anxiety representation. This is done by reaching informants, people living with a comorbid mental illnesses or disorders, that face or had faced social anxiety, and assess their perspectives through an experiential workshop. This work intends to further explore the practice of game design as mediator of experiences, contributing to both deepen the knowledge of game design and explore nuances of individual experiences present in autobiographical games and how this relates to perspectives of other people living with social anxiety. By combining the games and informants perspectives it is possible to structure a debate about game design patterns based on the findings of the game analysis and further elaborated with the nuanced perceptions gathered from informants. The knowledge acquired through this work is a step towards understanding of how games can represent, in an honest and non-stereotypical way, mental disorders, starting with social anxiety and, hopefully, contribute to spark other studies to broaden the spectrum of how the complexity of adverse mental conditions can be more respectfully addressed in games.

  • 26.
    Amundin, Mats
    et al.
    Kolmården Wildlife Park.
    Hållsten, Henrik
    Filosofiska institutionen, Stockholms universitet.
    Eklund, Robert
    Linköping University, Department of Culture and Communication, Language and Culture. Linköping University, Faculty of Arts and Sciences.
    Karlgren, Jussi
    Kungliga Tekniska Högskolan.
    Molinder, Lars
    Carnegie Investment Bank, Swedden.
    A proposal to use distributional models to analyse dolphin vocalisation2017In: Proceedings of the 1st International Workshop on Vocal Interactivity in-and-between Humans, Animals and Robots, VIHAR 2017 / [ed] Angela Dassow, Ricard Marxer & Roger K. Moore, 2017, p. 31-32Conference paper (Refereed)
    Abstract [en]

    This paper gives a brief introduction to the starting points of an experimental project to study dolphin communicative behaviour using distributional semantics, with methods implemented for the large scale study of human language.

  • 27.
    ANDERSSON, ALEXANDER
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Industrial Economics and Management (Dept.).
    ESSUNGER, KARL
    KTH, School of Industrial Engineering and Management (ITM), Industrial Economics and Management (Dept.).
    Physical or Digital Payments: Towards a Dominant Design?2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Rapid digitalisation development has been stampeding widely across today’s societies, and not least in the payment industry. Though, the digitalisation in the payment industry has been very deviating, even between similar well-developed countries, and while there are positive and negative effects with both digital- and physical payment means, there is little knowledge that highlights the influencing factors and accompanied problems. This study therefore explore swhich, and how, different factors influence a country’s degree of digital payments, and creates further understanding of where the payment markets are heading in the future. It is done through a case study of four different industrialised countries, Sweden, Italy, Canada, and Switzerland which involves mapping the countries’ payment markets, as well as potential factors influencing a population’s payment habits, through a perspective of innovation theory in terms of dominant designs and technological discontinuities. Theory of network externalities and two-sided platforms are further used to explain and discuss how a two-sided market, likethe payment market, is affected by changes and other circumstances in different ways.Conclusions are then drawn from the used theories together with a comparison of the findings,and identifies certain influencers to a country’s distribution of payments, as well as provides indications of where the different payments markets are heading in the future. Data is mainly gathered through written material and credible databases, but also from semi-structured interviews.

  • 28.
    Andersson, Anders Tobias
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Facial Feature Tracking and Head Pose Tracking as Input for Platform Games2016Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Modern facial feature tracking techniques can automatically extract and accurately track multiple facial landmark points from faces in video streams in real time. Facial landmark points are defined as points distributed on a face in regards to certain facial features, such as eye corners and face contour. This opens up for using facial feature movements as a handsfree human-computer interaction technique. These alternatives to traditional input devices can give a more interesting gaming experience. They also open up for more intuitive controls and can possibly give greater access to computers and video game consoles for certain disabled users with difficulties using their arms and/or fingers.

    This research explores using facial feature tracking to control a character's movements in a platform game. The aim is to interpret facial feature tracker data and convert facial feature movements to game input controls. The facial feature input is compared with other handsfree inputmethods, as well as traditional keyboard input. The other handsfree input methods that are explored are head pose estimation and a hybrid between the facial feature and head pose estimation input. Head pose estimation is a method where the application is extracting the angles in which the user's head is tilted. The hybrid input method utilises both head pose estimation and facial feature tracking.

    The input methods are evaluated by user performance and subjective ratings from voluntary participants playing a platform game using the input methods. Performance is measured by the time, the amount of jumps and the amount of turns it takes for a user to complete a platform level. Jumping is an essential part of platform games. To reach the goal, the player has to jump between platforms. An inefficient input method might make this a difficult task. Turning is the action of changing the direction of the player character from facing left to facing right or vice versa. This measurement is intended to pick up difficulties in controling the character's movements. If the player makes many turns, it is an indication that it is difficult to use the input method to control the character movements efficiently.

    The results suggest that keyboard input is the most effective input method, while it is also the least entertaining of the input methods. There is no significant difference in performance between facial feature input and head pose input. The hybrid input version has the best results overall of the alternative input methods. The hybrid input method got significantly better performance results than the head pose input and facial feature input methods, while it got results that were of no statistically significant difference from the keyboard input method.

    Keywords: Computer Vision, Facial Feature Tracking, Head Pose Tracking, Game Control

  • 29.
    Andersson, Anders-Petter
    Kristianstad University, School of Health and Society.
    Interaktiv musikkomposition2012Doctoral thesis, monograph (Other academic)
    Abstract [en]

    This dissertation, titled Interactive Music Composition, is a practice based Ph.D. thesis in the field of Musicology. The purpose is to explore if and how one can compose computer based interactive music, that is musically satisfying for an interacting audience, consisting of both laymen and skilled musicians. The text describes the design and reflection in two interactive music installations: Do-Be-DJ, open-air installation in a public park, and, Mufi, with modular and moveable interface. Based on methods and per­spectives in Musicology and Interaction Design, a composition model for interactive music is developed. The model investigates the experience di­mensions listen, explore, compose and collaborate. It also investigates the design dimensions of interaction, narrative structure, composition rule and sound node. The conceptual approach is to apply improvisation and composition methods from jazz, pop and groove based music on interactive music. It also uses the concepts of openess in musical structures and interpretation, musical mediation of actions and meaning and everyday use of music, when composing interactive music. The dissertation contributes to an understanding of how to create composition techniques for interactive music, such as: Direct, varied and shifting response. It reflects on the change in meaning of the musicological terms composition, improvisation, musical work, listener, musician and audience. And on the interaction design terms interaction, gameplay, system and user. The term co-creator is used to describe an actively, interacting and collaborating person, to complement traditional terms like audience, performer and user.

  • 30.
    Andersson, Anders-Petter
    et al.
    The Oslo School of Architecture and Design.
    Cappelen, Birgitta
    The Oslo School of Architecture and Design.
    Designing empowering vocal and tangible interaction: 2013In: The International conference on new interfaces for musical expression / [ed] Kyogu Lee, Kaejeon, Korea: Seoul National University , 2013, p. 406-412Conference paper (Refereed)
    Abstract [en]

    Our voice and body are important parts of our self-experience, and our communication and relational possibilities. They gradually become more important for Interaction Design due to increased development of tangible interaction and mobile communication. In this paper we present and discuss our work with voice and tangible interaction in our ongoing research project RHYME. The goal is to improve health for families, adults and children with disabilities through use of collaborative, musical, tangible media. We build on the use of voice in Music Therapy and on a humanistic health approach. Our challenge is to design vocal and tangible interactive media that through use reduce isolation and passivity and increase empowerment for the users. We use sound recognition, generative sound synthesis, vibrations and cross-media techniques to create rhythms, melodies and harmonic chords to stimulate voice-body connections, positive emotions and structures for actions.

  • 31.
    Andersson, Anders-Petter
    et al.
    Institute of Design, The Oslo School of Architecture and Design.
    Cappelen, Birgitta
    Institute of Design, The Oslo School of Architecture and Design.
    Vocal and tangible interaction crossing borders2013In: Include Asia 2013 Proceedings: global challenges and local solutions in inclusive design, Conference on inclusive design / [ed] Jeremy Myerson, London: Helen Hamlyn Centre of Design, The Royal College of Art in London, The Hong Kong Design Centre , 2013Conference paper (Refereed)
    Abstract [en]

    Our voice and body are important parts of our self-expression and self-experience for all of us. They are also essential for our way to communicate and build relations cross borders such as abilities, ages, locations and backgrounds. Voice, body and tangibility gradually become more important for ICT, due to increased development of tangible interaction and mobile communication. The voice and tangible interaction therefore also become more important for the Universal Design field. In this paper we present and discuss our work with voice and tangible interaction in our ongoing research project RHYME. The goal is to improve health for families, adults and children with disabilities through use of collaborative, musical, tangible and sensorial media. We build on use of voice in Music Therapy, knowledge from multi-sensory stimulation and on a humanistic health approach. Our challenge is to design vocal and tangible interactive media that are sensorially stimulating. Interactive media that through use reduce isolation and passivity and increase empowerment for all the users. We use sound recognition, generative sound synthesis, vibrations and cross-media techniques, to create rhythms, melodies and harmonic chords to stimulate voice-body connections, positive emotions and structures for actions.

  • 32.
    Andersson, Anders-Petter
    et al.
    Kristianstad University, School of Health and Society, Avdelningen för Hälsovetenskap II. Kristianstad University, Research Platform for Collaboration for Health.
    Cappelen, Birgitta
    Oslo School of Architecture and Design.
    Vocal and tangible interaction in RHYME2014In: Music, Health, Technology and Design / [ed] Stensæth, Karette, Oslo: Norwegian Academy of Music , 2014, p. 21-38Chapter in book (Refereed)
    Abstract [en]

    Our voice and body are important parts of our self-expression and self-experience for all of us. They are also essential for our way to communicate and build relations cross borders such as abilities, ages, locations and backgrounds. Voice, body and tangibility gradually become more important for Information and Communication Technology (ICT), due to increased development of tangible interaction and mobile communication. The voice and tangible interaction therefore also become more important for the fields of Assistive Technology, Health Technology and Universal Design. In this paper we present and discuss our work with voice and tangible interaction in our on-going research project RHYME. The goal is to improve health for families, adults and children with disabilities through use of collaborative, musical, tangible and sensorial media. We build on use of voice in Music Therapy, knowledge from multi-sensory stimulation and on a humanistic health approach. Our challenge is to design vocal and tangible interactive media that are sensorially stimulating. Interactive media that through use, can reduce isolation and passivity and increase empowerment for all the users. We use sound recognition, generative sound synthesis, vibrations and cross-media techniques, to create rhythms, melodies and harmonic chords to stimulate voice-body connections, positive emotions and structures for actions.

  • 33.
    Andersson, Anders-Petter
    et al.
    Kristianstad University, School of Health and Society. Kristianstad University, Forskningsplattformen Hälsa i samverkan.
    Cappelen, Birgitta
    The Oslo School of Architecture and Design.
    Vocal and tangible technology for music and health2013In: Book of abstracts: setting the tone: cultures of relating and reflecting in music therapy / [ed] Gro Trondalen, Oslo: The Norwegian Academy of Music , 2013, p. 24-24Conference paper (Refereed)
    Abstract [en]

    Our voice and body are important parts of our self-expression and self-experience. They are also essential for our way to communicate and build relations cross borders like abilities, ages, locations, backgrounds and cultures. Voice and tangibility gradually become more important when developing new music technology for the Music Therapy and the Music and Health fields, due to new technology possibilities that have recently arisen. For example smartphones, computer games and networked, social media services like Skype. In this paper we present and discuss our work with voice and tangible interaction in our ongoing research project. The goal is to improve health for families, adults and children with severe disabilities through use of collaborative, musical, tangible sensorial media. We build on use of voice in Music Therapy and studies by Lisa Sokolov, Diane Austin, Kenneth Bruscia and Joanne Loewy. Further we build on knowledge from Multi-sensory stimulation and on a humanistic health approach. Our challenge is to design vocal and tangible, sensorially stimulating interactive media, that through use reduce isolation and passivity and increase empowerment for all the users. We use sound recognition, generative sound synthesis, vibrations and cross- media techniques, to create rhythms, melodies and harmonic chords to stimulate body- voice connections, positive emotions and structures for actions. The reflections in this paper build on action research methods, video observations and research-by-design methods. We reflect on observations of families and close others with children with severe disabilities, interacting in three vocal and tangible installations.

  • 34.
    Andersson Hagiwara, Magnus
    et al.
    Centre for Prehospital Research, Faculty of Caring Science, Work Life and Social Welfare, University of Borås, Borås, Sweden.
    Backlund, Per
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Maurin Söderholm, Hanna
    Centre for Prehospital Research, Swedish School of Library and Information Science, Faculty of Librarianship, Information, Education and IT, University of Borås, Borås, Sweden.
    Lundberg, Lars
    Centre for Prehospital Research, Faculty of Caring Science, Work Life and Social Welfare, University of Borås, Borås, Sweden / Swedish Armed Forces Centre for Defence Medicine, Västra Frölunda, Sweden.
    Lebram, Mikael
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Engström, Henrik
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Measuring participants’ immersion in healthcare simulation: the development of an instrument2016In: Advances in Simulation, ISSN 2059-0628, Vol. 2016, no 1, article id 17Article in journal (Refereed)
    Abstract [en]

    Background

    Immersion is important for simulation-based education; however, questionnaire-based instruments to measure immersion have some limitations. The aim of the present work is to develop a new instrument to measure immersion among participants in healthcare simulation scenarios.

    Methods

    The instrument was developed in four phases: trigger identification, content validity scores, inter-rater reliability analysis and comparison with an existing immersion measure instrument. A modified Delphi process was used to develop the instrument and to establish validity and reliability. The expert panel consisted of 10 researchers. All the researchers in the team had previous experience of simulation in the health and/or fire and rescue services as researchers and/or educators and simulation designers. To identify triggers, the panel members independently screened video recordings from simulation scenarios. Here, a trigger is an event in a simulation that is considered a sign of reduced or enhanced immersion among simulation participants.

    Results

    The result consists of the Immersion Score Rating Instrument (ISRI). It contains 10 triggers, of which seven indicate reduced and three enhanced immersion. When using ISRI, a rater identifies trigger occurrences and assigns them strength between 1 and 3. The content validity analysis shows that all the 10 triggers meet an acceptable content validity index for items (I-CVI) standard. The inter-rater reliability (IRR) among raters was assessed using a two-way mixed, consistency, average-measures intra-class correlation (ICC). The ICC for the difference between weighted positive and negative triggers was 0.92, which indicates that the raters are in agreement. Comparison with results from an immersion questionnaire mirrors the ISRI results.

    Conclusions

    In conclusion, we present a novel and non-intrusive instrument for identifying and rating the level of immersion among participants in healthcare simulation scenarios.

  • 35.
    Andersson, Isabel
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Our body body as an expressive tool2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Humans were made to move. Many hours in front of a screen leads to stiff bodies and a diminished bodily awareness. The aim of this project was to explore how technology can serve to increase our body awareness and adapt to our physical conditions in everyday life with focus on office spaces.

    The study is explorative with a user-centered approach and a focus on embodied prototyping, where the user is a subject of design. Data was collected with recordings, interviews, and workshops. Reflexion-on-action, prototyping and iterations lead to the final outcome.

    The final concept is a wearable that encourage people to move and stretch out more often and spontaneously throughout the day. It does so by vibration patterns along your spine and shoulders.

    The idea of this concepts is to make people move often and regularly during the day; to react spontaneously to a reminder from the body, mediated by the vibrations. The system is thought to be self-awarding; if it feels good to stretch out, to extend the arms, to move – then you will want to do it again.

  • 36. Andersson, Jakob
    et al.
    Myrgren, Dennis
    Rahme, John
    LinX Software Toolsuite for Mobile Devices2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The project has shown that it is possible to create applications for different mobile operating systems and linking the devices to the signal handler Data Engine . Using Qt as a framework and development environment allows doing this with only one code base, which can be made to work on different platforms. This creates great opportunity to save time and to reach a wider audience. The creation of a demonstrator application, a tutorial and a template for new projects has been the main goals for this project. These will serve as examples and guides for applications to come on how to deploy to mobile devices and connect to Data Engine using Wi-Fi. Though support for Windows Phone was not achieved, due to both development-wise difficulties and choices made during the project's course, the project was considered a success.

  • 37.
    Andersson, Jonas
    et al.
    Research Institutes of Sweden, RISE Viktoria, Gothenburg, Sweden.
    Habibovic, Azra
    Research Institutes of Sweden, RISE Viktoria, Gothenburg, Sweden.
    Klingegård, Maria
    Research Institutes of Sweden, RISE Viktoria, Gothenburg, Sweden.
    Englund, Cristofer
    Research Institutes of Sweden, RISE Viktoria, Gothenburg, Sweden.
    Malmsten-Lundgren, Victor
    Research Institutes of Sweden, RISE Viktoria, Gothenburg, Sweden.
    Hello human, can you read my mind?2017In: ERCIM News, ISSN 0926-4981, E-ISSN 1564-0094, no 109, p. 36-37Article, review/survey (Refereed)
    Abstract [en]

    For safety reasons, autonomous vehicles should communicate their intent rather than explicitly invite people to act. At RISE Viktoria in Sweden, we believe this simple design principle will impact how autonomous vehicles are experienced in the future.

  • 38.
    Andersson, Karl
    et al.
    Pervasive and Mobile Computing Laboratory, Luleå University of Technology.
    Rondeau, Eric
    Université de Lorraine.
    Kor, Ah-Lian
    School of Computing, Creative Technologies and Engineering, Leeds Beckett University.
    Johansson, Dan
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Sustainable Mobile Computing and Communications2017In: Mobile information systems, ISSN 1574-017X, , p. 2article id 1098264Article in journal (Refereed)
  • 39.
    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. 

  • 40.
    Andersson, Martin
    Karlstad University, Faculty of Arts and Social Sciences (starting 2013), Department of Social and Psychological Studies.
    "Who am I now?" Sense of Gender and Place in Digital Gameplay: Affective Dimensions of gameplay in XCOM: Enemy Within2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In this essay I analyze the ways in which gender and space are shaped and made sense of through digital gameplay. Specifically in the turn based strategy game XCOM: Enemy Within for the MacBook Air with a computer mouse as the primary input device. Using a mixed methods approach consisting of gameplay sessions of XCOM and qualitative interviews with two players regarding their gameplay I argue that earlier research on space within game studies has overlooked the ways in which the shaping of space in gameplay is also gendered. Developing a theoretical framework influenced by gender studies, critical theory, affect theory, assemblage theories of space, and game theory, I argue for how the shaping of space and gender in game-play is interdependent. This in that the shaping of space and gender in digital gameplay is in constant relation and tension with societal norms and the affective capacities of bodies and digital games. In conclusion, I reflect on the possibilities to develop more empirical research based on the the theoretical framework explored in the essay.

  • 41.
    Andersson, Matilda
    Linköping University, Department of Computer and Information Science, Human-Centered systems.
    Användarbehov och kontextuella krav för val av mobil interaktionsteknik: Behovs- och användarundersökning i Scanias verkstäder2016Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Mobil informationsteknik har på senaste tiden fått mer uppmärksamhet inom industriella applikationer, inte minst inom underhåll och reparation där teknisk dokumentation förekommer i stor utsträckning. Scania har tagit fram ett nytt koncept för interaktion med teknisk dokumentation i verkstaden där en viktig del av konceptet är mobilitet. Scanias förhoppningar är att en ökad möjlighet till mobilitet ska kunna förbättra användarupplevelsen.

    I detta arbete har en observationsstudie genomförts för att identifiera användarnas behov av mobilitet vid reparation och underhållsarbete samt de kontextuella faktorer som påverkar val av mobil interaktionsteknik.

    Fyra olika behov av mobilitet kunde identifieras efter analysen och till dessa kunde olika krav knytas för att skapa ett underlag för bedömning av olika teknikers potential att uppfylla de aktuella behoven.

  • 42.
    Andersson, Mike
    et al.
    Linköping University, Department of Physics, Chemistry and Biology, Sensor and Actuator Systems. Linköping University, Faculty of Science & Engineering. University of Oulu, Finland.
    Möller, Peter
    Linköping University, Department of Physics, Chemistry and Biology, Sensor and Actuator Systems. Linköping University, Faculty of Science & Engineering.
    Fashandi, Hossein
    Linköping University, Department of Physics, Chemistry and Biology, Thin Film Physics. Linköping University, Faculty of Science & Engineering.
    Eriksson, Jens
    Linköping University, Department of Physics, Chemistry and Biology, Sensor and Actuator Systems. Linköping University, Faculty of Science & Engineering.
    Puglisi, Donatella
    Linköping University, Department of Physics, Chemistry and Biology, Sensor and Actuator Systems. Linköping University, Faculty of Science & Engineering.
    Huotari, J.
    University of Oulu, Finland.
    Puustinen, J.
    University of Oulu, Finland.
    Lappalainen, J.
    University of Oulu, Finland.
    Lloyd Spetz, Anita
    Linköping University, Department of Physics, Chemistry and Biology, Sensor and Actuator Systems. Linköping University, Faculty of Science & Engineering. University of Oulu, Finland.
    Field Effect Based Gas Sensors, from Basic Mechanisms to the Latest Commercial Device Designs2016In: SENSORS AND ELECTRONIC INSTRUMENTATION ADVANCES (SEIA), INT FREQUENCY SENSOR ASSOC-IFSA , 2016, p. 19-21Conference paper (Refereed)
    Abstract [en]

    This contribution treats the latest developments in the understanding of basic principles regarding device design, transduction mechanisms, gas-materials-interactions, and materials processing for the tailored design and fabrication of SiC FET gas sensor devices, mainly intended as products for the automotive sector.

  • 43.
    Andreasson, Rebecca
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    User experience of affective touch in human-robot interaction2015In: Proceedings of the 2015 SWECOG conference, Skövde: University of Skövde , 2015, p. 5-Conference paper (Refereed)
    Abstract [en]

    Robotic technology is quickly advancing and robots are entering both professional and domestic settings. An increased application of robots in elderly care and in therapy shows a shift towards social robots acting in human environments, designed to socially interact with humans. Socially interactive robots need to act in relation to social and emotional aspects of human life, and be able to sense and react to social cues. Touch, as one of the most fundamental aspects of human social interaction (Montagu, 1986) has lately received great interest in human-robot interaction (HRI) research (e.g. Dahiya et al., 2010; Silvera-Tawil et al., 2015) and the interpretation of touch in robotics has been presented as an unresolved research area with a crucial role in further development of HRI (Silvera-Tawil et al., 2015). It has been argued that the communicative distance between people and robots would be shortened and that the interaction would be more meaningful and intuitive if robots were able to “feel”, “understand”, and respond to touch in accordance with expectations of the human (Silvera-Tawil et al., 2015). However, this reasoning takes the notion of user experience (UX) for granted. The concept of UX embraces both pragmatic and hedonic aspects of interaction with technology in a particular context (Hartson & Pyla, 2012). In the field of human-computer interaction, UX has been acknowledged as a key term in the design of interactive products, but UX has not been emphasized in HRI. Accordingly, this research argues that it is important to study not only the robotic technology aspect of tactile interaction but also the user’s experience of the interaction, i.e. taking on the human-centered HRI approach presented by Dautenhahn (2007). Research on human-human interaction has showed that humans are able to communicate emotions via touch, and that specific emotions are associated with specific touch behaviors (Hertenstein et al., 2009). As a starting point for narrowing the distance between UX and HRI, the present research suggests a study where subjects are instructed to convey specific emotions to a humanoid robot. The study aims at investigating the role of affective touch in HRI with a focus on touch behaviors (e.g. stroking, grasping) for specific emotions, touch locations on the robot, and user experience of interacting with the robot via touch. The intended contributions of this study are an increased understanding of the necessary properties of tactile sensors enabling affective touch in human-robot interaction, the relevant placements of the sensors on the robot, and how the robot’s “look and feel” affects the user’s experience of the interaction. The proposed research embarks on a new track of HRI research and will, contrary to prior research on tactile interaction in HRI, emphasize the user experience of affective touch, highlighting that a positive user experience has to be systematically and consciously designed in order for the social robots to achieve the intended benefits of being socially interactive. Accordingly, the proposed study is believed to give new insights about the understudied dimension of UX in HRI, with the potential to enrich interaction between humans and social robots.

  • 44.
    Andreasson, Rebecca
    University of Skövde, School of Humanities and Informatics.
    Ökad grad av användbarhetsarbete i organisationer: Utveckling av rekommendationer för en ökad tillämpning av användarcentrerade designansatser2012Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Människans samspel med teknik har blivit allt mer vanligt förekommande. Detta medför en allt större vikt på användbarhet, något som lämpligen uppnås med hjälp av användarcentrerade designansatser. Forskningsfältet människa-datorinteraktion (MDI) är idag högst aktuellt och snabbt växande, men det har trots detta uppvisats ett gap mellan teori och praktik där de tekniker som vetenskapen presenterar ej tillämpas. En fallstudie med aktionsforskningsperspektiv utfördes för att få en förståelse för vilka aktiviteter från de användarcentrerade designansatserna som tillämpas, vilka som ej tillämpas, samt varför. Studien genomfördes på ett företag som arbetar med högteknologisk utveckling med hjälp av datainsamlingsteknikerna observation och intervju. Vidare studerades problemet även genom ett aktivt deltagande i en av företagets designprocesser. Resultatet tyder på ett bristande användbarhetsarbete och genom en integrering av den insamlade empirin och den teoretiska referensramen har sex rekommendationer för ökad användning av aktiviteter från de användarcentrerade designansatserna tagits fram.

  • 45.
    Andreasson, Rebecca
    et al.
    Uppsala universitet.
    Jansson, Anders A.
    Uppsala universitet.
    Lindblom, Jessica
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Past and Future Challenges for Railway Research and the Role of a Systems Perspective2019In: Proceedings of the 20th Congress of the International Ergonomics Association (IEA 2018): Volume VII: Ergonomics in Design, Design for All, Activity Theories for Work Analysis and Design, Affective Design / [ed] Sebastiano Bagnara, Riccardo Tartaglia, Sara Albolino, Thomas Alexander, Yushi Fujita, Cham: Springer, 2019, p. 1737-1746Chapter in book (Refereed)
    Abstract [en]

    Operational train traffic is dependent on an efficient traffic plan monitored and executed by the traffic controllers, the proficient maneuvering of the trains by the train drivers, and on the interaction, communication, and coordination between these two work roles. The railway research community, and the branch of industry itself, has called for an integrated systems perspective for the whole train traffic system to achieve an efficient performance. As human-human and human-technology interactions are natural parts of the socio-technical system of train traffic, the aim of this paper is to provide illustrative examples for why a systems perspective is needed for the future of railway research. Furthermore, we present the theoretical framework of distributed cognition (DCog) as a necessary addition to the theoretical and methodological toolbox of the Human Factors and Ergonomics (HF&E) discipline. To realize efficient and coordinated processes involved in organizing and executing operational train traffic, the paper proposes that the DCog framework should be implemented in the train traffic domain as a viable approach forward.

  • 46.
    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.
    Jansson, Anders A.
    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.
    Lindblom, Jessica
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Past and Future Challenges for Railway Research and the Role of a Systems Perspective2019In: Proceedings of the 20th Congress of the International Ergonomics Association (IEA 2018): Volume VII: Ergonomics in Design, Design for All, Activity Theories for Work Analysis and Design, Affective Design / [ed] Sebastiano Bagnara, Riccardo Tartaglia, Sara Albolino, Thomas Alexander, Yushi Fujita, Cham: Springer , 2019, p. 1737-1746Chapter in book (Refereed)
    Abstract [en]

    Operational train traffic is dependent on an efficient traffic plan monitored and executed by the traffic controllers, the proficient maneuvering of the trains by the train drivers, and on the interaction, communication, and coordination between these two work roles. The railway research community, and the branch of industry itself, has called for an integrated systems perspective for the whole train traffic system to achieve an efficient performance. As human-human and human-technology interactions are natural parts of the socio-technical system of train traffic, the aim of this paper is to provide illustrative examples for why a systems perspective is needed for the future of railway research. Furthermore, we present the theoretical framework of distributed cognition (DCog) as a necessary addition to the theoretical and methodological toolbox of the Human Factors and Ergonomics (HF&E) discipline. To realize efficient and coordinated processes involved in organizing and executing operational train traffic, the paper proposes that the DCog framework should be implemented in the train traffic domain as a viable approach forward.

  • 47.
    Andreasson, Rebecca
    et al.
    Uppsala University.
    Jansson, Anders A.
    Uppsala University.
    Lindblom, Jessica
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    The coordination between train traffic controllers and train drivers: a distributed cognition perspective on railway2018In: Cognition, Technology & Work, ISSN 1435-5558, E-ISSN 1435-5566, p. 1-27Article in journal (Refereed)
    Abstract [en]

    Although there has long been a call for a holistic systems perspective to better understand real work in the complex domain of railway traffic, prior research has not strongly emphasised the socio-technical perspective. In operational railway traffic, the successful planning and execution of the traffic are the product of the socio-technical system comprised by both train drivers and traffic controllers. This paper presents a study inspired by cognitive ethnography with the aim to characterise the coordinating activities that are conducted by train traffic controllers and train drivers in the work practices of the socio-technical system of Swedish railway. The theoretical framework of distributed cognition (DCog) is used as a conceptual and analytical tool to make sense of the complex railway domain and the best practices as they are developed and performed “in the wild”. The analysis reveals a pattern of collaboration and coordination of actions among the workers and we introduce the concept of enacted actionable practices as a key concern for understanding how a successfully executed railway traffic emerges as a property of the socio-technical system. The implications for future railway research are briefly discussed.

  • 48.
    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.
    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.
    Lindblom, Jessica
    Högskolan i Skövde, Institutionen för informationsteknologi.
    The coordination between train traffic controllers and train drivers: a distributed cognition perspective on railway2018In: Cognition, Technology & Work, ISSN 1435-5558, E-ISSN 1435-5566, p. 1-27Article in journal (Refereed)
    Abstract [en]

    Although there has long been a call for a holistic systems perspective to better understand real work in the complex domain of railway traffic, prior research has not strongly emphasised the socio-technical perspective. In operational railway traffic, the successful planning and execution of the traffic are the product of the socio-technical system comprised by both train drivers and traffic controllers. This paper presents a study inspired by cognitive ethnography with the aim to characterise the coordinating activities that are conducted by train traffic controllers and train drivers in the work practices of the socio-technical system of Swedish railway. The theoretical framework of distributed cognition (DCog) is used as a conceptual and analytical tool to make sense of the complex railway domain and the best practices as they are developed and performed “in the wild”. The analysis reveals a pattern of collaboration and coordination of actions among the workers and we introduce the concept of enacted actionable practices as a key concern for understanding how a successfully executed railway traffic emerges as a property of the socio-technical system. The implications for future railway research are briefly discussed.

  • 49.
    Andreasson, Rebecca
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Lindblom, Jessica
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Thorvald, Peter
    Högskolan i Skövde, Institutionen för ingenjörsvetenskap.
    Towards an increased degree of usability work in organizations2015In: Procedia Manufacturing, ISSN 2351-9789, Vol. 3, p. 5739-5746Article in journal (Refereed)
    Abstract [en]

    It is widely recognized that there is a substantial gap between usability research and practice where UCD approaches are rarelyapplied in practice due to arguments regarding the intricate nature of its methods and techniques. This paper presents an actionresearch study designed to investigate and analyze the potentials for an increased degree of UCD activities in the earlydevelopment phases of advanced information systems technology. The results demonstrate that there is a large interest inusability but that organizational priority and competence is often lacking. Instead one relies heavily on questionable conceptssuch as „trained professionals‟ to excuse the low effort towards usability. Based on the results, six recommendations forimproved usability work in R&D organizations are presented, focusing on the importance of prioritization of, and education inusability work.

  • 50.
    Andreasson, Rebecca
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Lindblom, Jessica
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Thorvald, Peter
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Towards an increased degree of usability work in organizations2015In: Procedia Manufacturing, ISSN 2351-9789, Vol. 3, p. 5739-5746Article in journal (Refereed)
    Abstract [en]

    It is widely recognized that there is a substantial gap between usability research and practice where UCD approaches are rarelyapplied in practice due to arguments regarding the intricate nature of its methods and techniques. This paper presents an actionresearch study designed to investigate and analyze the potentials for an increased degree of UCD activities in the earlydevelopment phases of advanced information systems technology. The results demonstrate that there is a large interest inusability but that organizational priority and competence is often lacking. Instead one relies heavily on questionable conceptssuch as „trained professionals‟ to excuse the low effort towards usability. Based on the results, six recommendations forimproved usability work in R&D organizations are presented, focusing on the importance of prioritization of, and education inusability work.

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