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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, 47-52 p.Conference 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, 1-6 p.Conference 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, 144-153 p.Article 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.
    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, 74-88 p.Chapter 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.

  • 6.
    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, 23-34 p.Chapter 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.

     

  • 7.
    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, 11-21 p.Chapter 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.

  • 8.
    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.

  • 9.
    Ainamo, Antti
    University of Borås, Faculty of Textiles, Engineering and Business.
    Rethinking textile fashion: A research agenda2015Other (Other academic)
  • 10.
    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, 29-40 p.Conference 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.

  • 11.
    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, 537-538 p.Conference 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.

  • 12.
    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.

  • 13.
    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, 352-364 p.Chapter 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.

  • 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.
    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, 12-31 p.Article 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.

  • 15.
    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, 297-306 p.Conference 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.

  • 16.
    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.

  • 17.
    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.

  • 18.
    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. 

  • 19.
    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)
  • 20.
    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.

  • 21.
    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.

  • 22.
    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, 1-15 p.Conference 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.

  • 23.
    Alvarez Diaz, Maria 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, 1-4 p.Conference 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.

  • 24.
    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, 31-32 p.Conference 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.

  • 25.
    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

  • 26.
    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.

  • 27.
    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, 21-38 p.Chapter 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.

  • 28.
    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, 24-24 p.Conference 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.

  • 29.
    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.

  • 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, 406-412 p.Conference 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 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, 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.

  • 32. 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.

  • 33.
    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. 

  • 34.
    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.

  • 35.
    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.

  • 36.
    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.

  • 37.
    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, 5- p.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.

  • 38.
    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, 5739-5746 p.Article 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.

  • 39.
    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, 132-138 p.Conference 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.

  • 40.
    Annerbrink, Totte
    et al.
    Linnaeus University, Faculty of Technology, Department of Informatics.
    Talovic, Nizar
    Linnaeus University, Faculty of Technology, Department of Informatics.
    Den avskalade effekten: Om effekten av ett minimalistiskt skrivverktyg och hur det upplevs i en interaktiv användningssituation2017Student paper second term, 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis and report has addressed and focused on identifying the interaction effect that occurs when an information system's interface is scaled off and is minimalistic. This case study is based on a web-based writing tool called Writer. The purpose of the research has been to clarify the personal interaction effect in an interactive usage situation and how it in turn affects the user experience. The theoretical field and framework of the study is Actability , focusing on the interactive action level in connection with The Elementary InterAction Loop . The Elementary InterAction Loop consists of four steps where the user asks, does, gets an answer and then evaluates. In conjunction with the theory, five interaction criteria have been incorporated, which are; Clear Action Repertoire , Intelligible Vocabulary , Action Transparency , Clear Feedback , and Amendability . These five criteria have been the thematization of the empirical work.

    Through both targeted selection and snowball sampling, six journalists/writers have been involved in collecting data. In the method work, user test was performed on the writing tool with tasks formulated in accordance to the five interaction criteria. In the method work, user tests was performed on the writing tool. Thereafter the tasks was formed according to the five interaction criteria from the theoretical framework. All informants evaluated their experience and made thirteen statements based on a user experience questionnaire where concepts such as easy to learn/not easy to learn and effective/ineffective were asked for. Following these two steps in the empirical study, semi-structured interviews were conducted with fifteen questions based on the five interaction qualities. In order to analyze the collected data, the content analysis method was applied which resulted in 25 categories with descriptions and quotes. Based on a content analysis and its results, the categories were then analyzed using the D.EU.PS model and its 18 classes. The analysis resulted in ten interaction effects placed in seven different classes. The result and the ten interaction effects are: Security, Previous references, Terminology, Recognition, Understanding of sequence/action, Perception, Simplicity, Efficiency Availability and Grouping (proximity). Based on personal behavior as a perspective, these effects are the result of a minimalistic writing tool that contributes to a good user experience.

  • 41. Arkenson, Caroline
    et al.
    Chou, Y. -Y
    Huang, C. -Y
    Lee, Y. -C
    Tag and seek a location-based game in tainan city2014In: CHI PLAY 2014 - Proceedings of the 2014 Annual Symposium on Computer-Human Interaction in Play, Association for Computing Machinery (ACM), 2014, 315-318 p.Conference paper (Refereed)
    Abstract [en]

    Tag and Seek is a location-based game which leads a traveler through Tainan City in Taiwan. The traveler's task is to find Harry's friends who are hiding at different sites in the city. Once at the site, the traveler has to scan a Near Field Communication (NFC) tag placed on a board looking like Harry's friend. When the NFC tag is scanned the lost friend is found, information about the site is presented and instructions to the next site will be available. The game lets the traveler experience culture, gain knowledge about sites in the city and meet local citizens - without the traveler having to plan the trip ahead. By implementing NFC technology as check points the interaction with the game differs from regular tourist guides and the threat of privacy which comes with location-based services is greatly lowered as the traveler is not being tracked by GPS. From our user evaluation we found that both the interface and interaction with the boards could use some improvements to increase the usability.

  • 42.
    Artman, Henrik
    et al.
    Totalförsvarets forskningsinstitut (FOI).
    Brynielsson, Joel
    Totalförsvarets forskningsinstitut (FOI).
    Johansson, Björn JE
    Totalförsvarets forskningsinstitut (FOI).
    Trnka, Jiri
    Totalförsvarets forskningsinstitut (FOI).
    Dialogical Emergency Management and StrategicAwareness in Emergency Communication2011In: Proceedings of the 8th International ISCRAM Conference, 2011Conference paper (Refereed)
    Abstract [en]

    This paper introduces two concepts—dialogical emergency management and strategic awareness—as means touse and understand the content of social media for the purpose of emergency communication. Dialogicalemergency management denotes that the emergency management organizations follow what people publish invarious social media on emergencies and ongoing emergency response, and then adjust their informationstrategies in a way that matches the expectations and needs for emergency information of the public. Theconcept of strategic awareness suggests that it is essential to have an understanding of the receiver (public) ofemergency information but also to have an understanding of the receivers’ idea about the emergency andemergency response. Hence, the notion of strategic awareness incorporates structured awareness of how peopleinterpret, value, and reacts on communication based on what they think about the sender’s (emergencymanagement organization’s) actual intentions and motives.

  • 43.
    Artman, Henrik
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Ramberg, Robert
    Tholander, Jakob
    Klas, Karlgren
    Rollen hos representationer och agerande inom interaktionsdesign2014In: Resultatdialog, Vetenskapsrådet , 2014, , 8 p.156-163 p.Conference paper (Other (popular science, discussion, etc.))
  • 44.
    Arvola, Mattias
    et al.
    Linköping University, Department of Computer and Information Science, MDALAB - Human Computer Interfaces. Linköping University, The Institute of Technology.
    Karsvall, Arvid
    Södertörns Högskola, Institutionen för kommunikation, medier och IT, Medieteknik.
    Tholander, Jakob
    Stockholms universitet, Mobile Life.
    Values and qualities in interaction design meetings2011In: The Endless End: The 9th International European Academy of Design Conference. Porto, Portugal, May 4-7, 2011., 2011Conference paper (Refereed)
    Abstract [en]

    How are values and qualities expressed in interaction design? Previous research into this topic has largely been conceptual. How interaction designers and clients actually reason has only been touched upon in empirical studies. The research question for this paper is how interaction designers, as a collective and in an unfolding design process, concretize values and qualities in meetings with clients. By way of video recordings, we have analyzed two interaction design workshops. The analysis indicated that values were concretized top-down, from general conceptions and the design brief given, while also explored bottom-up. Several kinds of communicative means (e.g. talk, gestures, whiteboards, post-it notes) were used to animate values and design visions. Mixing a top-down and bottom-up approach allowed the designers to be both prescriptive and sensitive the uniqueness of the design situation. Thedifferences in communicative means did not really matter for how values and qualities weremade concrete. What mattered was that people really started talking with each other.

  • 45.
    Asplund, Ragnar
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Analys av gränssnittet påWebDB3.02013Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Webhotellsföretaget Vildmarksdata har haft för avsikt att uppdatera den kontrollpanel somderas kunder använder för att göra inställningar relaterade till saker som zoner, domäner ochepost. Kontrollpanelen har utvärderas efter webdesignprinciper, samtidigt som dess användarehar undersökts med hjälp av telefonintervjuer och webenkäter. Studien har resulterati en rad designförslag för en ny version av kontrollpanelen, en kartläggning av användarnaoch insikten att en stor del av kunderna inte känt till att kontrollpanelen funnits.

  • 46.
    Assim Jalal, Mustafa
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Mobile Service Design: The effect of platform on the use of online services: A case study exploring uses of Facebook on desktop and a mobile environment.2012Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Many studies looked at mobile information needs of users and how to support those needs in the mobile platform and the challenges it holds. In this study I tried to take a different approach in arguing that the uses of the services available on the stationary set up are used with different motivations and goals on the various mobile platform context and therefore designing the mobile versions of those require careful considerations of that. I present the results of a study conducted to investigate how the use of Facebook mobile differ over the stationary and mobile platform and use that as an example to elaborate on the design considerations of similar services.

  • 47.
    Axelsson, Anton
    et al.
    Uppsala University, Sweden.
    Andersson, Richard
    IT University of Copenhagen, Denmark; Lund University, Sweden.
    Gulz, Agneta
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, Faculty of Arts and Sciences. Lund University, Sweden.
    Scaffolding Executive Function Capabilities via Play-&-Learn Software for Preschoolers2016In: Journal of Educational Psychology, ISSN 0022-0663, E-ISSN 1939-2176, Vol. 108, no 7, 969-981 p.Article in journal (Refereed)
    Abstract [en]

    Educational software in the form of games or so called "computer assisted intervention" for young children has become increasingly common receiving a growing interest and support. Currently there are, for instance, more than 1,000 iPad apps tagged for preschool. Thus, it has become increasingly important to empirically investigate whether these kinds of software actually provide educational benefits for such young children. The study presented in the present article investigated whether preschoolers have the cognitive capabilities necessary to benefit from a teachable-agent-based game of which pedagogical benefits have been shown for older children. The role of executive functions in childrens attention was explored by letting 36 preschoolers (3;9-6;3 years) play a teachable-agent-based educational game and measure their capabilities to maintain focus on pedagogically relevant screen events in the presence of competing visual stimuli. Even though the participants did not succeed very well in an inhibition pretest, results showed that they nonetheless managed to inhibit distractions during game-play. It is suggested that the game context acts as a motivator that scaffolds more mature cognitive capabilities in young children than they exhibit during a noncontextual standardized test. The results further indicate gender differences in the development of these capabilities.

  • 48.
    Ayob, Kibret
    Linnaeus University, Faculty of Technology, Department of Informatics.
    Varumärkesstrategi på webben: Tillämpning av användarcentrerad design för positionering på webben2015Independent thesis Basic level (degree of Bachelor), 180 HE creditsStudent thesis
    Abstract [en]

    Purpose: Corporations experience difficulties positioning themselves on the web as a result of not developing their websites in a way that is inline with their overall business strategy. The purpose of this study is to explore how corporations should apply design strategy, based on a user-centered design perspective, to support their overall business strategy on the web.

    Originality/value: This study has identified a knowledge gap in terms of how corporations define and apply design strategy in order to support their overall business strategy on the web.

    Methodology: This study aims to research the application of design strategy by creating a prototype through the use of a user-centered design process. This was done by interviewing experts as well as evaluating websites, in order to explore the domain of a car manufacturers retailers, which was based on the corresponding strategy of leading the visitor to the car manufacturers offerings that are represented by the retailers and their websites. This data collection was the foundation in the creation of a persona and context scenarios that was translated into identified needs that represented the products design strategy. The design strategy in turn was the foundation for the creating phase of the user-centered design process, where iterative design lead to refining framework sketches and an interactive prototype.

    Findings and conclusion: The study which resulted in an interactive prototype shows that user-centered design, which applies design strategy by defining the corporations and the users goals and needs, is an alternative that allows for structured refinement to the point that the website fulfills its design strategy. The results also show that depending on how well the domain exploration is executed as well as how well the design strategy is defined will affect the resulting website and to what extent it fulfills its purpose, whether it’s is still a prototype or if it’s the end result.

  • 49.
    Back, Jon
    et al.
    Mobile Life @ Stockholm University.
    Waern, Annika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    "We are two strong women": Designing Empowerment in a Pervasive Game2013In: Defragging game studies: Proceedings of DIGRA 2013, DIGRA , 2013Conference paper (Refereed)
    Abstract [en]

    Gender-aware design is important in computer games in general, and perhaps even more so in the design of pervasive games, as these are played in the ordinary world. As pervasive games blur the distinction between game and non-game situations, they influence the everyday lives of their players.

    We discuss the design process for the game ‘Codename Heroes’ from a gender-aware perspective. The focus is on how players reacted to the experience of playing the game during a sequence of design workshops. We found that playing the game made people less sensitive to ‘fear of the outside’. The participants were aware they ‘should’ feel unsafe in unknown neighbourhoods, but mostly did not. Furthermore, a combination of collaboration with internal competition fostered a sense of empowerment. Finally, we could confirm what previous researchers have seen, that women participants tended to blame themselves, rather than the technology or the situation, for errors.

  • 50.
    Backlund, Per
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Engström, HenrikUniversity of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.Liarokapis, FotisMasaryk University, Czech Republic.
    VS-Games 2015: 7th International Conference on Games and Virtual Worlds for Serious Applications2015Conference proceedings (editor) (Refereed)
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