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  • 1. Alenljung, Beatrice
    et al.
    Lindblom, Jessica
    Andreasson, Rebecca
    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.
    Ziemke, Tom
    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)
  • 2.
    ALI, SHUJAT
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    DESIGN AN INTERFACE PROTOTYPE FOR ELSKIFT.DK: DESIGN A WEBSITE USING ITERATIVE DESIGN PROCESS2011Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

     

    Now a day the revolution in computer technology has changed the trend of human life. Congenital methods are a being replaced by new technique. The purpose of this study was to make an interface design prototype of Elskift company website. Another aim was to find out  the  prototype  should  concentrate  on  usability  and  user  interface design  heuristic.  Main  goals  were  that  the  prototype  was  easy  to learn,  efficient  of  use  and  subjective  satisfaction.  Both Quantitative and Qualitative approaches were used in this study.  Interviews were performed with the management and developer of Elskift. Survey was conducted to collect data from the participant.  Iterative  design  was used  in  this  design  process  its  include  evaluation,  design  and prototype. Usability testing was performed in the final design option. The Elskift design prototype is not an abundant and the complete web-based prototype but it contain maximum attribute

  • 3.
    Alnebo, Carl
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Information Systems.
    Svensson, Christoffer
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Information Systems.
    Beyond the hype: A study of non-user perspectives2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Today's rapid technological development in relation with social networks create efficient information flows in everyday life. It creates conditions for so-called "hypes" that are described as an exponentially growing trend of testing a new product. What factors lies behind a hype and how does it affect people that choose to refrain from new technology?

     

    The purpose of this paper is to study the so called non-users, with a case study that concerns the Pokémon GO game and its hype in the summer of 2016. This case study has the intention to highlight the positive and negative aspects of non-users and other thoughts about hype. The study also intends to investigate what the non-users can contribute in technological development and if it's possible to distinguish between users and non-users in today's society.

     

    The case study has been carried out on the basis of two group interviews; a group that abstained from playing and a group that played Pokémon GO during the hype. A number of issues are discussed and linked against a theoretical framework which also has been used in the analysis in this paper. Based on the results of the case study it appears that nostalgia was a major factor in the hype, many had prior knowledge of the concept and was triggered by it. Nostalgia was also a factor that lead people to refrain from the hype. The game did not meet up to everyone’s expectations regarding the functionality which existed earlier in Pokémon but not now.  It also emerged that the social environment affects both users and non-users in several ways. The investigation of the case study showed that non-users often had to wait for players due to different reasons. This could be while on walks with the player or that users could completely block roads. To be able completely separating non-users and users is complex as the real world is used as the platform of the game. Both previous studies and this paper demonstrates how important it can be to understand non-users. They have the opportunity to present an overall perspective of a product that users might condone. In summary, the future will become more complex in the area, especially with new technologies that make the real world a game field.

  • 4.
    Andersson, Arne W.
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Jansson, Anders
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Sandblad, Bengt
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Tschirner, Simon
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Recognizing complexity: Visualization for skilled professionals in complex work situations2013In: Building Bridges: HCI, Visualization, and Cognitive Ergonomics, Springer Berlin/Heidelberg, 2013Conference paper (Refereed)
  • 5.
    Andersson, Henrik
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Event scenes in role-playing games: A study about focus during event scenes versus gameplay2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

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

  • 6. Andersson, Robin
    et al.
    Berglund, Jonas
    Coşkun, Aykut
    Fjeld, Morten
    Obaid, Mohammad
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Defining gestural interactions for large vertical touch displays2017In: Human-Computer Interaction – INTERACT 2017: Part I, Springer, 2017, 36-55 p.Conference paper (Refereed)
  • 7.
    Andreasson, Rebecca
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Alenljung, Beatrice
    Billing, Erik
    Lowe, Robert
    Affective touch in human–robot interaction: Conveying emotion to the Nao robot2018In: International Journal of Social Robotics, ISSN 1875-4791, E-ISSN 1875-4805, Vol. 10Article in journal (Refereed)
  • 8.
    Andreasson, Rebecca
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Arweström Jansson, Anders
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Towards a distributed cognition perspective of the Swedish train traffic system2017In: Proceedings of the 13th SweCog Conference, Högskolan i Skövde , 2017, 37-39 p.Conference paper (Refereed)
  • 9.
    Asai, Ryoko
    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.
    Designing "Open Education": How does the ICT-based system function as a new medium of participation for sustainability?2013In: The possibilities of ethical ICT, Kolding: University of Southern Denmark , 2013, 33-36 p.Conference paper (Refereed)
    Abstract [en]

    Information and communication technology (ICT) has developed and deployed rapidly since 1980’s. Until now ICT has been considered as one of the most important infrastructures in living in the present globalized society. Along with diffusion of personal computers and highly leveraging information on the web, the way of learning has been changing gradually. Hundreds universities, institutes and companies constructs and releases the “open education” platform based on ICT, for example iTunes U, TakingITGlobal and so on. These open education platforms are basically open for everyone who wants to learn by using contents on the website for free in so far as they can access the Internet. And the movement toward the construction and use of ICT-based education platform is supported by international organizations, such as the Centre for Educational Research and Innovation (CERI) in OECD and UNESCO’s project “the Virtual University and e-learning”.

  • 10.
    Asai, Ryoko
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Globalization and the change of employment system2011In: Management systems / [ed] Japanese Association of Management Systems, Tokyo: Nippon Hyoronsha , 2011Chapter in book (Refereed)
  • 11.
    Asai, Ryoko
    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.
    New form of social ties through communicating in social media (Sosharu media ga tukuru atarashii kizuna no katachi)2012In: Information and Management  64th Conferenceedings Spring / [ed] Japan Society for Information and Management, 2012, 141-144 p.Conference paper (Refereed)
  • 12.
    Asai, Ryoko
    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.
    Research in Computer/Information Ethics: A Gender Gap Analysis and Consequences2013In: Ambiguous Technologies: Philosophical Issues, Practical Solutions, Human Nature, Lisbon: Universidade Autonoma de Lisboa , 2013Conference paper (Refereed)
    Abstract [en]

    Technology democratization enforces a never-ending process of risk/responsibility harmonization through with ethical assumptions. However, it is crucial to debate the gender gap within our community (reasons) and explore the potential “outcome” of female contribution. This panel does not promote a direct hit with the sessions, although the intention is to be controversial and influencer concerning a latent problem inside our community. 

  • 13.
    Asai, Ryoko
    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.
    Rethinking ICT's contribution to sustainability and education2012In: New technologies, education for sustainable development and critical pedagogy / [ed] Vassilios Makrakis and Nelly Kostoulas-Makrakis, Rethymnon, Greece: ICTeESD, University of Crete , 2012, 232-235 p.Chapter in book (Refereed)
    Abstract [en]

    The open education system based on Information and communication technology (ICT) can provide great opportunities for people to learn regardless of resident area, language, gender, age and so on. Currently people use it actively and build up new social networks as learning communities or study groups on the Internet. Shared knowledge and the process of sharing knowledge established through online communication are considered as key elements in the context of strengthen the individual and the country. In other words, creating the open education platform and content plays a role of designing a culture and society. However, it is not easy to realize the ideal concept of “open education” because people have many differences in language, culture, political system, ideology, thought, deployment of ICT et cetera. In order to create the open education system, which has a high degree of usability and effectiveness, we need to closely examine social roles and difficulties of the ICT-based education system in designing sustainable societies. And also the ICT-based educational system is established through the continuous human-computer interaction. Therefore, all participants get involved with developing the open education and each of them assumes a responsibility for making the open educational contents more abundant.

  • 14.
    Asai, Ryoko
    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.
    Social Influence on Cooperation and Coordination2013In: ICT-ethics: Sweden and Japan, Linköping: LiU Tryck , 2013, 24-30 p.Chapter in book (Refereed)
    Abstract [en]

    Information and Communication Technology (ICT) creates novel products and services and promotes innovation in the whole of global society, and the amount of data, which we can gather and use, or even just see, is increasing dramatically. Searching and checking information on the Internet is our ordinary way of doing, people enjoy online shopping commonly and sometime look for their partners through the Internet. Internet, mobile networks and social media have flourished greatly in our daily lives, ICT has developed and deployed very dynamic and diverse as well. Particulary our communication patterns are greatly affected by permeation of social media into our daily life.

  • 15.
    Asai, Ryoko
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Social media as a tool for change2011In: The social impact of social computing / [ed] A. Bisset et al., Sheffield, UK: Sheffield Hallam University , 2011, 44-50 p.Conference paper (Refereed)
  • 16.
    Asai, Ryoko
    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.
    Social Media as Informal Public Spheres2012In: Creating and applying socially, ethically and professionally acceptable ICT systems: Current challenges and what is next? / [ed] Diane Whitehouse, 2012, 3- p.Conference paper (Refereed)
    Abstract [en]

    Do social media generate social capital beyond borders between the real and virtual spaces? If so, how do social media function in forming and maintaining social capital? From the beginning of 2011, a huge number of people have seen political turmoil stimulated by use of social media and felt the inner stirrings of people’s cooperative networks via social media. Thus, some people strongly stressed that social media has a great power to change authoritarian regimes from the global political issues perspective. On the other hand, we recognized how social media worked effectively from the local issues perspective, for example in the case of the massive disaster in Japan. Existing media such as TV and newspapers didn’t work well, the Japanese got and exchanged information through social media and in fact some victims were rescued based on information via social media. Both cases, political changes and massive disasters, show information transaction process has been supported by thin trust, generalized reciprocity and loosely tied people’s network, regardless of geographical borders or real/virtual spaces. And some users opened their opinions about governments’ policies or their discontent with the government through social media and discuss with others online. Through this discussing process, it seems that social media plays an important role in fostering a social network leading to social capital. This study reconsiders characteristics of social capital and its role in improving people’s lives through social media. It also examines how social media affects social capital processes, by giving a few examples of using social media under critical social situations.

  • 17.
    Asai, Ryoko
    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.
    Social Media Supporting Democratic Dialogue2013In: Ambiguous Technologies: Philosophical Issues, Practical Solutions, Human Nature, Lisbon: Autónoma University , 2013, 36-43 p.Conference paper (Refereed)
    Abstract [en]

    The term of “social media” appears in newspapers and magazines everyday and the huge number of people use social media actively in daily life. Nowadays, in the highly Information and Communication Technology (ICT) developed country Japan, Japanese people enroll in social media and evolve a new way of communicating with others based on the “virtual” social distance between them. Among social media, Twitter has been focusing on its strong power as the tool for political change recent years. While Twitter has of-expressed problems as well as the “traditional” social media, it is characterized by the limited number of characters, strong propagation and optional reciprocity. Those characteristics stimulate people’s communication online and bring about opportunities for social interaction and democratic dialogue. On the other hand, in the deluge of information, we need to nurture skills to utilize critical and rational way of thinking through dialogue not only between others also between themselves internally. This study explores characteristics of social media and differences between “traditional” social media and Twitter, and how the difference affects people’s information behavior in Japan.

  • 18.
    Asai, Ryoko
    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.
    Technology as Mask2015Conference paper (Other academic)
  • 19.
    Asai, Ryoko
    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.
    情報倫理研究におけるジェンダーの射程 (The range of gender perspective in computer ethics research)2014In: 経営情報学会誌 (The Japan Society of Management Information (JASMIN) Journal), ISSN 0918-7324, Vol. 23, no 2, 158-161 p.Article in journal (Refereed)
    Abstract [ja]

    情報通信技術(Information and CommunicationTechnology: ICT)は現代社会において必要不可欠なものであり,ICT なくしては私達の日常生活は成り立たない.一方で,ICT を利用するがゆえにかつては予想されなかった新たな社会的問題ないし社会的リスクが引き起こされている.顕著な例としては,監視社会,ソーシャル・エンジニアリングあるいはサイバーセキュリティなどが挙げられよう.これらの問題は互いに複雑に入り組み合い,より大きな社会的問題へと発展してきた.またICT が普及し人々のライフスタイルが変化するなかでは,セックスやジェンダーといった性にまつわる事象もICT からの影響を免れることは難しく,性別に基づくデジタル・デバイドや,サイバーストーキング,ポルノグラフィ,出会い系サイトなどICT と性との関係性における倫理的問題が議論されるに至る.本稿では,ICT が性に与える影響と,その影響をジェンダーの視角からどのように考察することが可能かについて検討する.

  • 20.
    Asai, Ryoko
    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.
    男女共同参画社会って何だろう? (What is "gender equal society"?): 日本とスウェーデンの現状から 考える私たちの「ライフスタイル」 (Think about our life-style together)2013Other (Other (popular science, discussion, etc.))
    Abstract [ja]

    世界有数の福祉国家として知られ、また、ワーク・ライフ・バランスの実現度が高い国としても知られているスウェーデン。セミナー講師が住むスウェーデンでは、育児休業中の所得保障を受けるため、両親がともに育児休業を取らなければならないといった制度が整っています。福祉を実現するため高い税金が課税されていることは有名な話ですが、その税金によって全ての福祉施策 を充実させているわけではないことなど、さまざまな日本との違いを学びます。

  • 21.
    Asai, Ryoko
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Kavathatzopoulos, Iordanis
    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.
    Do social media generate social capital?2012In: ICT, society and human beings / [ed] Gunilla Bradley, Diane Whitehouse and Angela Lin, Lisbon: IADIS Press , 2012, 133-136 p.Conference paper (Refereed)
    Abstract [en]

    Do social media generate social capital beyond borders between the real and virtual spaces? If so, how do social media function in forming and maintaining social capital? This study is triggered by those simple questions. From the beginning of 2011, a huge number of people have seen political turmoil stimulated by use of social media and felt the inner stirrings of people’s cooperative network via social media. Thus, some people strongly stressed that social media has a great power to change authoritarian regimes from the global political issues perspective. On the other hand, we recognized how social media worked effectively from the local issues perspective, for example in the case of the massive disaster in Japan. Under the critical situation, where existing traditional media like phones, TV, radio and newspapers didn’t work, the Japanese got and exchanged information through social media and in fact some victims were rescued based on information via social media. Both cases, political changes and massive disasters, show information transaction process has been supported by thin trust, generalized reciprocity and loosely tied people’s network, regardless of geographical borders or real/virtual spaces. Therefore it seems that social media plays an important role in fostering a social network leading to social capital. This paper reconsiders characteristics of social capital and its role in improving people’s lives through social media. It also examines how social media influences social capital by giving a few examples of social media and social issues, more specifically, the political turmoil in Tunisia and big earthquake disasters in Japan.

  • 22.
    Asai, Ryoko
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Kavathatzopoulos, Iordanis
    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.
    Ethical Competence and Social Responsibility in Scientific Research using ICT Tools2015In: Computers & Society: The Newsletter of the ACM Special Interest Group on Computers and Society Special Issue on 20 Years of ETHICOMP / [ed] Mark Coeckelbergh, Bernd Stahl, and Catherine Flick; Vaibhav Garg and Dee Weikle, ACM Digital Library, 2015, 345-347 p.Conference paper (Refereed)
    Abstract [en]

    This study explores how to improve and support researchers'ethical competence in scientic research and how to conduct research ethically, especially in research activities using Information and Communication Technology (ICT). Refining research ethics relating to ICT is unavoidable in the highly technological society of today, for example big data is used in different scientic research activities, and systems which support our daily lives are constructed based on the existing systems. In other words, technology reproduces technology itself. And almost all research activities need to use ICT through the whole research process. Moreover, researchers are required to be able to participate and react sensibly in ethical dialogues with society and citizens. Seen in that light, this study could be applicable not only to computer science and technology but also to a broad spectrum of research areas as the constructive notions of ethics, liberty and responsibility in research activity.

  • 23.
    Asai, Ryoko
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Kavathatzopoulos, Iordanis
    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.
    ICT supported crisis communication and dialog2013In: The possibilities of ethical ICT, Kolding: University of Southern Denmark , 2013, 37-41 p.Conference paper (Refereed)
    Abstract [en]

    This study explores how people use social media under serious social conditions, and how social media affects people’s behavior after a disaster based on the case of the March 2011 disaster in Japan. In this critical situation, where existing traditional media like phones, television, radio and newspapers did not work well, the Japanese exchanged and received information through social media. In fact some victims were rescued based on information via social media. Corresponding to people’s need, social media provided various services to support people immediately after the disaster. Therefore it seems that social media plays an important role in fostering a social network leading to horizontal communication, critical thinking, dialog; supporting social capital. This study reconsiders characteristics of social capital and its role in improving people’s lives and supporting democratic communication as well as the difficulties in people bonding together through social media.

  • 24.
    Asai, Ryoko
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Kavathatzopoulos, Iordanis
    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.
    Regulation of potentially harmful contents on minors2012In: Equity, integrity and beauty in information law and ethics / [ed] Maria Botti, Kerkyra, Greece: Ionian Academy , 2012Conference paper (Refereed)
    Abstract [en]

    In democratic societies, freedom of expression is the indispensable right and duty of citizens. Although there are a few exceptions, it is generally considered that governments should not intervene and regulate this right. Both in digital and analog environments, sexual and violent descriptions are usually regulated by self-censorship of participants. However, trying to protect minors from potentially harmful contents by controlling and regulating them is very difficult. The definition of what is “potentially harmful contents on minors” varies depending on the values and on the culture of each social group. Moreover, along with the rapid spread of mobile phones and smartphones, it becomes more difficult for parents and teachers to control children’s access to harmful contents; something that might have been easier regarding the use of personal computers. Access to the Internet provides huge opportunities not only of visiting websites but also of participating in online communication such as Social Networking Service (SNS). An incredible surge of SNS evokes some issues in considering juvenile access to SNS, categorized roughly into three types. One is the very old and new problem in accessing the Internet, which is how to shield minors from harmful contents. Second is how to block inappropriate contact with a pedophile. Third is cyber bullying. SNS is a very new medium and its market and technology are evolving drastically and are constantly changing. Thus the agent of taking the lead in making and enforcing rules or self-regulation is still absent. Additionally, SNS services utilize the function of social graph actively, and third parties can provide contents and applications using open API. In response to these situations, European Commission implemented Safer Social Networking Principle for the EU, and United States released the guideline for SNS users and worked on SNS companies and users to promote voluntary efforts for using SNS properly. In Japan, mobile contents companies built the Content Evaluation and Monitoring Association (EMA) as a voluntary reviewing entity. However those measures don’t include any severe legal penalty. Those remain self-regulation relying on voluntary activities of private sectors. On the other hand, self-regulation itself is regulated by laws, social norms, market conditions and technological architectures. In this paper we discuss the conditions of regulation and self-regulation, and we explore some ideas about what would be the best way to regulate SNS.

  • 25.
    Asai, Ryoko
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Kavathatzopoulos, Iordanis
    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.
    Robots as companions in feelings and discussions2017In: Retfærdighed – Justice, Robophilosophy / [ed] Martin Mose Bentzen, Copenhagen, 2017, 42-42 p.Conference paper (Refereed)
    Abstract [en]

    Robots are used in emotional relationships. On the other hand, it is not very common to think that robots can be used as partners in a philosophical dialog. It would be challenging to find the conditions under which a robot can be one of the parts in an emotional relationship or in a Socratic dialog. Robots usable as emotional or philosophical companions need probably to function well at both dimensions, providing continuous and interchanging support for feelings and reasoning. Our aim here is not to investigate the technical possibilities for such a machine but the theoretical requirements and ethical conditions for its creation and use.

  • 26.
    Asai, Ryoko
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Kavathatzopoulos, Iordanis
    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.
    Social movement and social media2012In: Critique, democracy and philosophy in 21st century information society: Towards critical theories of social media / [ed] Christian Fuchs, 2012, 76-77 p.Conference paper (Refereed)
    Abstract [en]

    How do social media affect the process of building a democratic society? Information and communication technology (ICT) made it possible for people to communicate beyond national borders and other obstacles. Social media in particular play an important role in creating a place where people communicate with each other, for example Facebook, MySpace, YouTube and so on. In other words, under these circumstances, social media function as the third place in addition to home and workplaces, which contributes not only to unite people in commu- nities but also to the resolution of various problems and crises. Therefore, the third place nurtures relationships and mutual trust under internet access conditions, and it is open for free discussions, and becomes a ground for democracy.

    In face-to-face communication, participants’ behavior is affected by social context cues, and users let their behavior adjust to particular communication manners. However, in online communicati- on, it is more difficult for participants to understand static and dynamic cues surrounding other participants compared to face-to-face communication. Because, in many cases, whereas social media makes it possible for users to communicate with others easily regardless of physical dis- tance, national boundaries and time difference, it limits the number of characters and the amount of data that they can post and use. However, participation in online communication, especially in social media, is seen as the key element in the recent trend toward democratization. In fact, millions of users send and receive a huge amount of information via social media in order to cultivate a relationship with others and strengthen mutual exchange beyond borders. Generally it is recognized that social media advance participation through exchanging information with minimal social context cues.

    However, communication through social media has some problems. Firstly, exchanged informa- tion via social media minimizes social context cues under severe restricted or censored internet access conditions; because simplified messages can be more understandable and impressive for other users in communicating. Therefore information tends to be extreme, and it could evoke a risk of group polarization. Secondly, in social media, information receivers gather fragmented information in borderless cyberspace, for any purpose. Following this they try to transform infor- mation into something they can understand, something closer to their own experience, or they try to perceive the feelings and experience of the senders of information. Through this process, users develop a sense of solidarity and share expectations and norms, which bring them together as one community. Therefore, social norms have a considerable influence on users in particular communities and advance self-stereotyping among them as solidarity and social identity are en- hanced. This situation carries the social risk of exclusion of others. Some people call Middle-east political change “Facebook revolution” or “twitter revolution” on the internet. Is this naming really pertinent? Indeed, social media has played an important role as “hub for information” and as the third place in political change. Still, social media has to contribute to the development of skills for dialog in order to achieve a really democratic society. 

  • 27.
    Asai, Ryoko
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Kavathatzopoulos, Iordanis
    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.
    The paradoxical nature of privacy2012In: Privacy in the social networked world / [ed] Andrew A. Adams, 2012Conference paper (Refereed)
    Abstract [en]

    Privacy appears to be a very important issue today when ICT permeates more and more aspects of our life. Mainly this is understood as a risk of breaking the privacy of persons, and possibly the privacy of groups, organizations, corporations and states. It is therefore interesting to investigate the main definitions of privacy, try to grasp its nature and to discern its features, and to discuss the possible ways of suitable and needed activities.

     

    There are essentially two types if definitions. One is focused on the protection of information and on the rules that govern openness and protection. Moor (1997), defines privacy like “the expression of a core value, viz., the value of security” or “sometimes used to designate a situation in which people are protected from intrusion or observation by natural or physical circumstances.... In addition to natural privacy there is normative privacy. A normatively private situation is a situation protected by ethical, legal, or conventional norms.” A similar definition is given by Edmund Byrne (1998): Privacy as a “zone of inaccessibility”.

     

    A different approach to the definition of privacy is focused on the control of information, and the main example of this kind of definition is given by Charles Fried (1968): “Privacy is not simply an absence of information about us in the minds of others, rather it is the control we have over information about ourselves”. In the same wavelength we find the definition given by Quinn (2011): “Privacy is a social arrangement that allows individuals to have some level of control over who is able to gain access to their physical selves and their personal information”.

     

    Which of the two lines of definitions is more accurate and fruitful, regarding its power to guide our activities toward the achievement of desired goals? If we make an effort to describe the nature of privacy we can easily and rather fast come to the conclusion that privacy is not only something that has to be protected. Although this is important, underlined by both lines of definitions, it seems that privacy sometimes has to be diminished or invaded in order to satisfy important interests and values. One is to create a bond to another person, group or organization. To achieve this one has to give access to private information, or even to give up part or all limitations toward this special person or organization. It is a matter of trust between each other. The other situation, which is the most common one, is that a person, group or organization, which we may call a separate entity, has always another important interest added to the interest of protecting its own privacy: To break, diminish or invade the privacy of any other entity that is a prospective or actual partner in any sense. It is very important for any entity to acquire access to the information about any other entity that is of some interest.

     

    If we now go back to the definitions of privacy, and look upon them through the glasses of our observations of its nature we may have good arguments to maintain that a definition focused on the control of information is more plausible. Given the controversial nature of privacy (protect it and break it at the same time) and the clashes arising constantly between all entities in a social interaction, the focus cannot be on normative solutions which if they work are always limited to a certain situation, but on the ways skills, methods and tools we use to create, revise and apply policies, guidelines, rules and principles to manage the issues of privacy.

     

    References

    Byrne, E. F. (1998). “Privacy”. Encyclopedia of Applied Ethics, 3, 649-659.

    Fried, C. (1968). “Privacy: A moral analysis”. Yale Law Journal, 77, 475-493.

    Moor, J. (1997). “Towards a theory of privacy in the information age”. Computer and Society, 27, 27-32.

    Quinn, M. J. (2011). Ethics for the Information Age. Boston: Pearson.

  • 28.
    Asai, Ryoko
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Kavathatzopoulos, Iordanis
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Virtue as ethical competence2011In: EBEN Annual Conference 2011 / [ed] Luc Van Liedekerke, Antwerp: Universiteit Antwerpen , 2011Conference paper (Refereed)
    Abstract [en]

    Organizations active in an environment of increasing internal and external diversity and change need the guidance of suitable moral values. This implies many challenges. However, focus on processes is unavoidable and necessary. Particularly, regarding ethical aspects this is the only possible way for the construction and applicationof right values. In achieving that, skills and processes are very helpful because they provide a good base for the promotion of personal and organizational ethical competence, a competence referring to the ability using the right ways to handle ethical issues and which is not constrained by normative aspects. Since it is not possible to create moral values once and for all, in the diverse and changing conditions of today, continuous moral value creation and interpretation is the only way. Consequently, the focus must be on the process itself, and on the skills and structures behind this process, i.e. on personal and organizational ethical competence. Ethical competence is therefore a virtue.

  • 29.
    Asai, Ryoko
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Murata, Kiyoshi
    The holding function of robots in highly technological society2015In: Proceedings of Japan Society for Infomation and Management 70th Annual Conference, 2015, Vol. 70, 65-68 p.Conference paper (Refereed)
  • 30.
    Augustsson, Linus
    Gotland University, School of Game Design, Technology and Learning Processes.
    Design with Virtual Reality in Mind2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper features an analysis of how some games are better designed for virtual reality than others and what we can learn from the games that work better to improve those that do not work as well. The thesis will briefly go through some of the problems in working with virtual reality. Data was collected by letting ten participants play four different games with the Oculus Rift and then answer questions related to their experience with these said games. Did the game cause the feeling of discomfort or create a sense of presence and did the game somehow break that presence? Based on the collected data and the analysis, the results indicate that some types of games work better than others for virtual reality, but that some design decisions can carry over to other games, granted with some effort, but that it is better if a game is created with virtual reality in mind from the start of the development.

  • 31.
    Axelsson, Anton
    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.
    Context: The abstract term for the concrete2016Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    This thesis deals with the term 'context' and the aim has been to reason about the term in order to see whether it is possible to reach a satisfactory understanding of the concept. But the thesis is also a journey into human reasoning and conveys a certain view of human cognition. It aims to synthesise results of studies within psychology, cognitive science, anthropology, and human-computer interaction. My understanding is that context is not something we are a part of, but rather something we create mentally in relation a specific goal. Determination of something ambiguous thus comes from top-down processes related to a goal. I believe context has been wrongly interpreted in HCI as that which a user is situated in and which a product is being used in. I suggest instead a separation between the user environment and the user context.

    List of papers
    1. Scaffolding executive function capabilities via play-&-learn software for preschoolers
    Open this publication in new window or tab >>Scaffolding executive function capabilities via play-&-learn software for preschoolers
    2016 (English)In: Journal of Educational Psychology, ISSN 0022-0663, E-ISSN 1939-2176, Vol. 108, no 7, 969-981 p.Article in journal (Refereed) Published
    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 children's 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.

    Keyword
    inhibition; attention; teachable agents; eye tracking; learning by teaching
    National Category
    Human Computer Interaction Learning
    Identifiers
    urn:nbn:se:uu:diva-275524 (URN)10.1037/edu0000099 (DOI)000385436300005 ()
    Projects
    Cognition, Communication, and Learning (CCL)
    Funder
    Swedish Research Council, 437-2014-6735
    Available from: 2016-01-18 Created: 2016-02-04 Last updated: 2017-11-30Bibliographically approved
    2. Collegial verbalisation — the value of an independent observer: an ecological approach
    Open this publication in new window or tab >>Collegial verbalisation — the value of an independent observer: an ecological approach
    2015 (English)In: Theoretical Issues in Ergonomics Science, ISSN 1463-922X, E-ISSN 1464-536X, Vol. 16, no 5, 474-494 p.Article in journal (Refereed) Published
    National Category
    Human Computer Interaction Psychology (excluding Applied Psychology)
    Identifiers
    urn:nbn:se:uu:diva-249009 (URN)10.1080/1463922X.2015.1027322 (DOI)
    Available from: 2015-04-07 Created: 2015-04-09 Last updated: 2017-12-04Bibliographically approved
    3. Eliciting strategies in revolutionary design: Exploring the hypothesis of predefined strategy categories
    Open this publication in new window or tab >>Eliciting strategies in revolutionary design: Exploring the hypothesis of predefined strategy categories
    2018 (English)In: Theoretical Issues in Ergonomics Science, ISSN 1463-922X, E-ISSN 1464-536X, Vol. 19, no 1, 101-117 p.Article in journal (Refereed) Published
    Abstract [en]

    Introducing automation in a human-machine system changes the tasks performed by human operators. It is difficult to analyse systems for which there are no experienced operators. This issue emerged within a project with the aim to develop a human–machine interface for a highly automated long-haul vehicle. To handle the problem, a formative strategies analysis method with promises to enable desktop analyses through predefined strategy categories was adopted. The method was used to investigate strategies for controlling the future long haul vehicle by conducting workshops with today's drivers. The method was shown to be a valuable asset in eliciting strategies for revolutionary design.

    Keyword
    Cognitive work analysis, strategies analysis, automation, revolutionary systems design, long haul trucks
    National Category
    Human Computer Interaction
    Identifiers
    urn:nbn:se:uu:diva-292799 (URN)10.1080/1463922X.2017.1278805 (DOI)
    Projects
    MODAS
    Available from: 2017-01-27 Created: 2016-05-09 Last updated: 2017-12-05
  • 32.
    Axelsson, Anton
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Andersson, Richard
    IT Univ Copenhagen, Eye Informat Grp, Copenhagen, Denmark; Lund Univ, Lund Univ Cognit Sci, S-22100 Lund, Sweden.
    Gulz, Agneta
    Lund Univ, Lund Univ Cognit Sci, S-22100 Lund, Sweden; Linkoping Univ, Dept Comp & Informat Sci, Cognit & Interact Res Grp, S-58183 Linkoping, 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 children's 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.

  • 33.
    Back, Jon
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Designing an Audience in the StreetsManuscript (preprint) (Other academic)
  • 34.
    Back, Jon
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Designing Public Play: Playful Engagement, Constructed Activity, and Player Experience2016Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    This thesis sets out to explore why people engage in, and how to design for, play in a public setting. It does this by separating design for play from design of games, describing play as a socially and mentally understood activity, and a playful approach to engaging in that activity. It emphasises that while play is voluntary, design can help shape the players’ mode of engagement.

    The thesis uses a qualitative and inductive approach to research, with an understanding of knowledge as being constructed in the individual. The research is grounded in human computer interaction and interaction design, and closely related to game studies and design science.

    The research question concerns how design can influence the player activity in order to create a desired player experience in public, by harnessing playful engagement. It’s foundation is a theory of play which describes play as a framed, or hedged-off, activity with a fragile border; where knowledge and feelings can leak both in and out of the activity, and affect the play as well as what is around it. The theory of enjoyment of play is discussed, and the problem of treating this as ‘fun’ is addressed, concluding in a presentation of how playful engagement can be harnessed through design.

    The theory is applied in five design cases: I’m Your Body, a locative storytelling app; Codename Heroes, a pervasive game of personal empowerment; Passing On, a slow-paced game about communication; Busking Studies, which involves observing street performers and their shows; and DigiFys, an architectural design exploration of playgrounds and play paths.

    Finally, three concepts, or design tools, are presented, which address: 1) a structure for understanding a design through three layers, constructs designed by the designer, inspiring play activity with the player, leading to experience; 2) an approach to designing invitations to play; and finally 3), a four faceted structure for understanding play engagement when players engage in non intended ways.

    List of papers
    1. Playing with Structure: An Analytic Model of Transformative Play
    Open this publication in new window or tab >>Playing with Structure: An Analytic Model of Transformative Play
    (English)Manuscript (preprint) (Other academic)
    National Category
    Human Computer Interaction
    Identifiers
    urn:nbn:se:uu:diva-268059 (URN)
    Available from: 2015-12-02 Created: 2015-12-02 Last updated: 2016-04-05
    2. Designing an Audience in the Streets
    Open this publication in new window or tab >>Designing an Audience in the Streets
    (English)Manuscript (preprint) (Other academic)
    National Category
    Human Computer Interaction Social Sciences Interdisciplinary
    Identifiers
    urn:nbn:se:uu:diva-268058 (URN)
    Available from: 2015-12-02 Created: 2015-12-02 Last updated: 2016-05-04
    3. Designing for Children's Outdoor Play
    Open this publication in new window or tab >>Designing for Children's Outdoor Play
    Show others...
    2016 (English)In: Proceedings Of The 2016 ACM Conference On Designing Interactive Systems, 2016, 28-38 p.Conference paper, Published paper (Refereed)
    Abstract [en]

    Children's outdoor play is fluent and fluctuating, shaped by environmental features and conditions. The article reports on a project where interaction designers and landscape architects work together to fuse their knowledge into working solutions for integrating interactive play in outdoor environments. We report on a schoolyard trial, where interactive play technology was installed as an integral part of a schoolyard environment, and discuss the interplay between technology and the environment that was partly natural forest and partly constructed playground. We highlight in particular the importance of the adaptability of the natural environment, how the combination of interactive technology and natural environment can contribute to the versatility of play activities, and how the interactive technology can both be useful for presenting invitations to play in such adaptable places, and enhance the adaptability for play in otherwise impoverished places.

    Keyword
    outdoor play, playscape, interactive play technology, landscape architecture
    National Category
    Human Computer Interaction
    Identifiers
    urn:nbn:se:uu:diva-268057 (URN)10.1145/2901790.2901875 (DOI)000390478300006 ()
    Conference
    11th ACM SIGCHI Conference on Designing Interactive Systems (DIS), Queensland Univ Technol, Brisbane, AUSTRALIA, JUN 04-08, 2016
    Note

    The manuscript version of this article is part of the thesis: "Designing Public Play: Playful Engagement, Constructed Activity, and Player Experience" by Jon Back. http://uu.diva-portal.org/smash/record.jsf?pid=diva2:876519

    Available from: 2015-12-02 Created: 2015-12-02 Last updated: 2017-05-08
    4. ‘Knock Once for Yes’ – Knocking as Feedback in the Location-Based Game Passing On
    Open this publication in new window or tab >>‘Knock Once for Yes’ – Knocking as Feedback in the Location-Based Game Passing On
    2014 (English)In: Proceedings of the 9th International Conference on the Foundations of Digital Games: Society for the Advancement of the Science of Digital Games, 2014Conference paper, Published paper (Refereed)
    Abstract [en]

    In this paper the design, implementation and testing of the Location-Based game Passing On is explored. It is a multi-player game for mobile phones, with a focus on asymmetric and limited communication. While one player can communicate by talking, the other can answer only by knocking. This limited and asymmetric communication became one of the central gameplay resources in the game, shaping much of the experience for the players.

    Using observations and interviews, the knocking and the experience it created is analyzed and discussed. It is shown how this made the game emphasize social interaction, moving the focus from the phone to the environment, and how the knocking helped create a sense of presence for the player feeling them.

    Keyword
    Location-based, asymmetric gameplay, negotiating language, physical feedback, player behavior
    National Category
    Human Computer Interaction
    Research subject
    Computer Science with specialization in Human-Computer Interaction
    Identifiers
    urn:nbn:se:uu:diva-239070 (URN)978-0-9913982-2-5 (ISBN)
    Conference
    9th International Conference on the Foundations of Digital Games (FDG), 2014, April 3-7, 2014, Ft. Lauderdale, FL
    Available from: 2014-12-18 Created: 2014-12-18 Last updated: 2016-01-28Bibliographically approved
    5. "We are two strong women": Designing Empowerment in a Pervasive Game
    Open this publication in new window or tab >>"We are two strong women": Designing Empowerment in a Pervasive Game
    2013 (English)In: Defragging game studies: Proceedings of DIGRA 2013, DIGRA , 2013Conference paper, Published 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.

    Place, publisher, year, edition, pages
    DIGRA, 2013
    Keyword
    Game, Design, Gender, Pervasive game
    National Category
    Interaction Technologies
    Research subject
    Human-Computer Interaction
    Identifiers
    urn:nbn:se:uu:diva-212715 (URN)
    Conference
    The sixth international conference of the Digital Games Research Association (DIGRA); 26-29 August 2013; Atlanta, GA, USA
    Available from: 2013-12-13 Created: 2013-12-13 Last updated: 2016-01-28Bibliographically approved
    6. Talking it Further: From Feelings and Memories to Civic Discussions In and About Places
    Open this publication in new window or tab >>Talking it Further: From Feelings and Memories to Civic Discussions In and About Places
    2012 (English)Conference paper, Published paper (Refereed)
    National Category
    Human Computer Interaction
    Identifiers
    urn:nbn:se:uu:diva-268055 (URN)
    Conference
    NordiCHI 2012
    Available from: 2015-12-01 Created: 2015-12-01 Last updated: 2016-05-04
    7. Experimental Game Design
    Open this publication in new window or tab >>Experimental Game Design
    2015 (English)In: Game Research Methods: An Overview / [ed] Lankoski, Petri; Björk, Staffan, ETC press, 2015Chapter in book (Refereed)
    Place, publisher, year, edition, pages
    ETC press, 2015
    National Category
    Social Sciences Interdisciplinary
    Identifiers
    urn:nbn:se:uu:diva-268056 (URN)9781312884731 (ISBN)
    Available from: 2015-12-01 Created: 2015-12-01 Last updated: 2016-05-04
  • 35.
    Back, Jon
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    ‘Knock Once for Yes’ – Knocking as Feedback in the Location-Based Game Passing On2014In: Proceedings of the 9th International Conference on the Foundations of Digital Games: Society for the Advancement of the Science of Digital Games, 2014Conference paper (Refereed)
    Abstract [en]

    In this paper the design, implementation and testing of the Location-Based game Passing On is explored. It is a multi-player game for mobile phones, with a focus on asymmetric and limited communication. While one player can communicate by talking, the other can answer only by knocking. This limited and asymmetric communication became one of the central gameplay resources in the game, shaping much of the experience for the players.

    Using observations and interviews, the knocking and the experience it created is analyzed and discussed. It is shown how this made the game emphasize social interaction, moving the focus from the phone to the environment, and how the knocking helped create a sense of presence for the player feeling them.

  • 36.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Heeffer, Caspar
    Paget, Susan
    Rau, Andreas
    Sallnäs Pysander, Eva Lotta
    Waern, Annika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Designing Children’s Digital-Physical Play in Natural Outdoors Settings2016In: CHI Extended Abstracts, 2016Conference paper (Refereed)
    Abstract [en]

    Children's outdoor play is fluent and fluctuating, shaped by environmental features and conditions. The article reports on a project where interaction designers and landscape architects work together to develop solutions for integrating interactive play in outdoor environments. Here we report on a schoolyard trial, where interactive play technology was installed as an integral part of the schoolyard environment, and discuss the interplay between technology and the environment. We highlight in particular how the interactive technology contributed to the versatility of play activities, but also how the nature setting and the availability of natural materials contributed to the play activities around the interactive artefacts.

  • 37.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Heeffer, Caspar
    Royal Institute of Technology, Media Technology and Interaction Design.
    Paget, Susan
    Swedish University of Agricultural Sciences, Department of Urban and Rural Development.
    Rau, Andreas
    Royal Institute of Technology, Media Technology and Interaction Design.
    Sallnäs Pysander, Eva Lotta
    Royal Institute of Technology, Media Technology and Interaction Design.
    Waern, Annika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Designing for Children's Outdoor Play2016In: Proceedings Of The 2016 ACM Conference On Designing Interactive Systems, 2016, 28-38 p.Conference paper (Refereed)
    Abstract [en]

    Children's outdoor play is fluent and fluctuating, shaped by environmental features and conditions. The article reports on a project where interaction designers and landscape architects work together to fuse their knowledge into working solutions for integrating interactive play in outdoor environments. We report on a schoolyard trial, where interactive play technology was installed as an integral part of a schoolyard environment, and discuss the interplay between technology and the environment that was partly natural forest and partly constructed playground. We highlight in particular the importance of the adaptability of the natural environment, how the combination of interactive technology and natural environment can contribute to the versatility of play activities, and how the interactive technology can both be useful for presenting invitations to play in such adaptable places, and enhance the adaptability for play in otherwise impoverished places.

  • 38.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Márquez Segura, Elena
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Waern, Annika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Playing with Structure: An Analytic Model of Transformative PlayManuscript (preprint) (Other academic)
  • 39.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Waern, Annika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Codename Heroes – Designing for Experience in Public Places in a Long Term Pervasive Game2014In: Proceedings of the 9th International Conference on the Foundations of Digital Games: Society for the Advancement of the Science of Digital Games, 2014Conference paper (Refereed)
    Abstract [en]

    Codename Heroes is a persistent, multiplayer, crowd-sourced pervasive game that uses Bluetooth, GPS and the phone camera. It plays in the world around you and is always active. Players take the roles of secret superheroes, fighting for their rights and their beliefs. The game also makes use of physical objects and places in the environment.

    The game targets teenagers with a specific focus on young women. The purpose of the game is to engage and empower players. The design is informed by ethnographic studies of young women as well as by gender studies. The goal is to create an incitement for young people to appropriate spaces they do not usually move in, and try things they would not otherwise do.

    Codename Heroes is part of a project investigating pervasive games, games that are played in the physical world with the aid of mobile technology. The current research is focused at exploring large scale, long term, non-location-specific pervasive games, while still keeping the physical aspect of game-specific objects, to understand how this physicality affects the experience of the game.

  • 40.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Waern, Annika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Experimental Game Design2015In: Game research methods / [ed] Petri Lankoski and Staffan Björk, Atlanta, Georgia: ETC Press, 2015Chapter in book (Other academic)
  • 41.
    Bengtsson, Fia
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology.
    Forssén, Therese
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology.
    Modell för användbarhetsutvärdering: Anpassad till ComAround Zero - ett webbaserat självbetjäningssystem2014Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Usability and quality in use are subjects well discussed when it comes to product development, especially system development. The objective of this report is to create a model for how ComAround Scandinavia AB, a company which provides a zero-level support system called ComAround Zero, can further develop their system by integrating the user in a usability evaluation. The result is an evaluation model that evaluates a number of factors that are important for the quality in use of ComAround ZeroTM; trustfulness, effectiveness, learnability, universality, ease of use, efficiency, satisfaction and usefulness. The factors are defined by a couple of criterions, which are measured by a complementing method consisting of three parts, a usability evaluation survey, a checklist for web usability guidelines and statistical metrics concerning the usage and usability of the system. The usability evaluation survey builds on a standardized survey for usability evaluation and consists of 25 claims where the user should answer how well these claim correlate with their opinions. The checklist is compiled from a variety of checklists on useful web design and contains 42 demands divided into seven categories; user guidance, navigation, simplicity, design and layout, readability and compability. The statistical metrics measure the usefulness of the product through a number of different metrics concerning the use of the product. The usability evaluation model has been tested and the results from the testing indicated a few usability issues, for example regarding the user guidance, which ComAround Scandinavia AB ought to look into.

  • 42.
    Bergström, Johan
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Berg, Ivan
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Mobilapplikationsutveckling för människor med kognitiv funktionsnedsättning2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Många människor lider av kognitiva funktionsnedsättningar. Det kan försämraförmågan att använda teknik och leda till att människor går miste om många verktyg och funktionersom andra tar för givet. Att ta hänsyn till kognitiva funktionsnedsättningar i utvecklingen avmobilapplikationer är utmanande då vissa gränssnitt och funktioner kan upplevas som för kompliceradeeller ostrukturerade. I denna uppsats presenteras designmönster som kan bidra till en inkluderandedesign enligt konceptet Design för alla. Design för alla innebär design som möjliggör användande föralla människor. Designmönstren har nåtts genom kvalitativ metod. Intervjuer med sakkunniga inomkognitiva funktionsnedsättningar och tekniska hjälpmedel har varit den huvudsakligadatainsamlingsmetodiken.

  • 43.
    Biehl, Marten
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Sketching Movement-based Interactions: Defining Guidelines for Tool Support in Interdisciplinary Teams2013Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In the fields of Human-Computer Interaction and Interaction Design there is an increased interest in designing for leisure and fun in contrast to an understanding of technology primarily as part of the workplace. Along with this, the relevance of experiential aspects of design is heightened compared to usability in terms of effectiveness, efficiency and satisfaction. At the same time, this created an interest in the relationship between the human body and technology use in research and industry.

    The starting point for this thesis is the perceived difficulty to combine exploration and technology in early stages of the design process without becoming technology-focused. Instead of picking a technology early in the process and therefore letting the design process be shaped by it, this thesis advocates introducing technology in a way that designers can explore different technologies similar to sketching with different materials.

    This thesis aims to identify the needs of designers in inter- disciplinary teams when designing with movement-based interactions. This is done by first summarizing important aspects of sketching from the literature. Secondly, the tools that are currently available are reviewed. Finally, an observational study of a design situation is conducted to complete this investigation.

    The main outcome of this thesis is a set of guidelines for designing a sketching tool for movement-based interactions in interdisciplinary teams. The most important are low transaction costs, overview over sketches, integration into the existing ecosystem, optimization for the team setting and clear articulation of material qualities. 

  • 44.
    Bilius, Olle
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Larsson, Julius
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Persuasiv teknik i praktiken: en studie av två tjänsters tillvägagångssätt för att förändra användares attityder och beteenden.2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
  • 45.
    Björk, Ingrid
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Languages, Department of Linguistics and Philology.
    Kavathatzopoulos, Iordanis
    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.
    Robots, ethics and language2015In: Computers & Society: The Newsletter of the ACM Special Interest Group on Computers and Society Special Issue on 20 Years of ETHICOMP / [ed] Mark Coeckelbergh, Bernd Stahl, and Catherine Flick; Vaibhav Garg and Dee Weikle, ACM Digital Library, 2015, 268-273 p.Conference paper (Refereed)
    Abstract [en]

    Following the classical philosophical definition of ethics and the psychological research on problem solving and decision making, the issue of ethics becomes concrete and opens up the way for the creation of IT systems that can support handling of moral problems. Also in a sense that is similar to the way humans handle their moral problems. The processes of communicating information and receiving instructions are linguistic by nature. Moreover, autonomous and heteronomous ethical thinking is expressed by way of language use. Indeed, the way we think ethically is not only linguistically mediated but linguistically construed – whether we think for example in terms of conviction and certainty (meaning heteronomy) or in terms of questioning and inquiry (meaning autonomy). A thorough analysis of the language that is used in these processes is therefore of vital importance for the development of the above mentioned tools and methods. Given that we have a clear definition based on philosophical theories and on research on human decision-making and linguistics, we can create and apply systems that can handle ethical issues. Such systems will help us to design robots and to prescribe their actions, to communicate and cooperate with them, to control the moral aspects of robots’ actions in real life applications, and to create embedded systems that allow continuous learning and adaptation.

  • 46.
    Blomkvist, Stefan
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Human-Computer Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Human-Computer Interaction.
    User-centred design and agile development of IT systems2006Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    Despite the knowledge on the interaction between humans and computers, too many IT systems show great deficits when it comes to usability. Every day we run into technology that makes our every day life and our work unnecessarily complex and difficult because of the IT systems that are not designed to support our tasks in a usable way. This thesis deals with different aspects of usability and the process of how to develop usable IT systems effectively. Primarily, the systems concerned are used in professional work, such as case handling systems in large government organisations.

    The main objective of this research is to understand which essential factors in the system development process that facilitate the development of usable IT systems. Another key subject is how human-computer interaction (HCI) knowledge can be integrated into systems development, in particular the integration of user-centred design (UCD) and agile software development. The research is based on a qualitative approach and on reflections from my own experience in development projects. It also includes exploratory studies and design cases.

    The attempts of bridging the gap between HCI and software engineering have not been notably successful in practice. To address some of these problems, there is a need for a more precise definition of user-centred design, which is proposed in the thesis. Also, the complicated reality of systems development is not considered enough by HCI researchers and practitioner. To reach better results, UCD has to be integrated as a natural part of the development process. In the thesis, I argue that the agile approach together with UCD can be a good starting point for this integration. The agile approach emphasises that responding to change in development is more important than strictly adhering to a plan. Also, it prioritises regular deliveries of working software over extensive models and documentation. However, from an HCI perspective, agile processes do not inherently provide the required support for user-centred design. Nevertheless, the basic values and specific methods of agile development may have the potential to work very well together with UCD. For instance, iterative development is fundamental to both user-centred design and agile development.

    Finally, the research addresses how iterative methods can be used to find design solutions that support the users to cope with the problems of overview and control in case handling work.

  • 47.
    Bodin, Ida
    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.
    Cognitive work analysis in practice: Adaptation to project scope and industrial context2016Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    The Cognitive Work Analysis (CWA) framework is widely used by researchers for the analysis of complex systems. It, however, lacks the same impact amongst industrial practitioners. This thesis investigates possible adaptations of the framework to project and industrial constraints, and the consequences associated with such adaptations. Long haul heavy vehicle transportation is the application domain for the work presented in the thesis. The CWA framework has been applied within the Methods for Designing Future Autonomous Systems (MODAS) project. Adaptations have been made to fit the framework within the project constraints and the industrial contexts. Interviews with stakeholders in an industrial organization regarding possible use of models from the CWA framework have been made. The CWA was scaled to available resources when applied within the MODAS project. From this we realized that prioritization of work activity can have consequences on the resulting systems ability to handle unforeseen events. Further, a focus on the current system probed a rapid out-dating of the analysis due to technical development. The conclusion is that even if advantages are lost during adaptation due to practical constraints, the CWA framework could add value to practitioners within industry if adapted to the industrial context.

    List of papers
    1. Developing a 1st Iteration Concept HMI for Supervising and Controlling a Self-Driving Truck
    Open this publication in new window or tab >>Developing a 1st Iteration Concept HMI for Supervising and Controlling a Self-Driving Truck
    Show others...
    (English)Manuscript (preprint) (Other academic)
    National Category
    Human Computer Interaction
    Identifiers
    urn:nbn:se:uu:diva-335442 (URN)
    Available from: 2017-12-05 Created: 2017-12-05 Last updated: 2017-12-05
    2. Development and Assessment of Concept HMI for Supervising and Controlling a SelfDriving Truck
    Open this publication in new window or tab >>Development and Assessment of Concept HMI for Supervising and Controlling a SelfDriving Truck
    Show others...
    (English)Manuscript (preprint) (Other academic)
    National Category
    Human Computer Interaction
    Identifiers
    urn:nbn:se:uu:diva-335451 (URN)
    Note

    Title in thesis list of papers: "Developing and Assessing a 2nd and 3rd Iteration Concept HMI for Supervising and Controlling a Self-Driving Truck"

    Available from: 2017-12-05 Created: 2017-12-05 Last updated: 2017-12-12
    3. Activity prioritization to focus the control task analysis
    Open this publication in new window or tab >>Activity prioritization to focus the control task analysis
    2016 (English)In: Journal of Cognitive Engineering and Decision Making, ISSN 1555-3434, E-ISSN 2169-5032, Vol. 10, no 1, 91-104 p.Article in journal (Refereed) Published
    National Category
    Human Computer Interaction
    Identifiers
    urn:nbn:se:uu:diva-298003 (URN)10.1177/1555343416629307 (DOI)000374661200006 ()
    Projects
    MODAS
    Available from: 2016-03-01 Created: 2016-06-29 Last updated: 2017-12-05Bibliographically approved
    4. Rebuttal to Burns and Naikar
    Open this publication in new window or tab >>Rebuttal to Burns and Naikar
    2016 (English)In: Journal of Cognitive Engineering and Decision Making, ISSN 1555-3434, E-ISSN 2169-5032, Vol. 10, no 1, 109-110 p.Article in journal, Editorial material (Other academic) Published
    National Category
    Human Computer Interaction
    Identifiers
    urn:nbn:se:uu:diva-299392 (URN)10.1177/1555343416629179 (DOI)000374661200008 ()
    Available from: 2016-03-31 Created: 2016-07-18 Last updated: 2017-12-05Bibliographically approved
    5. Eliciting strategies in revolutionary design: Exploring the hypothesis of predefined strategy categories
    Open this publication in new window or tab >>Eliciting strategies in revolutionary design: Exploring the hypothesis of predefined strategy categories
    2018 (English)In: Theoretical Issues in Ergonomics Science, ISSN 1463-922X, E-ISSN 1464-536X, Vol. 19, no 1, 101-117 p.Article in journal (Refereed) Published
    Abstract [en]

    Introducing automation in a human-machine system changes the tasks performed by human operators. It is difficult to analyse systems for which there are no experienced operators. This issue emerged within a project with the aim to develop a human–machine interface for a highly automated long-haul vehicle. To handle the problem, a formative strategies analysis method with promises to enable desktop analyses through predefined strategy categories was adopted. The method was used to investigate strategies for controlling the future long haul vehicle by conducting workshops with today's drivers. The method was shown to be a valuable asset in eliciting strategies for revolutionary design.

    Keyword
    Cognitive work analysis, strategies analysis, automation, revolutionary systems design, long haul trucks
    National Category
    Human Computer Interaction
    Identifiers
    urn:nbn:se:uu:diva-292799 (URN)10.1080/1463922X.2017.1278805 (DOI)
    Projects
    MODAS
    Available from: 2017-01-27 Created: 2016-05-09 Last updated: 2017-12-05
    6. Supporting industrial uptake of cognitive work analysis
    Open this publication in new window or tab >>Supporting industrial uptake of cognitive work analysis
    2015 (English)In: Proc. Human Factors and Ergonomics Society 59th Annual Meeting, Thousand Oaks, CA: Sage Publications, 2015, 170-174 p.Conference paper, Published paper (Refereed)
    Abstract [en]

    As part of a broader industrial project, the first two stages of a Cognitive Work Analysis (CWA, Work Domain Analysis [WDA] and Control Task Analysis [ConTA]) were completed for Long Haul Commercial Road Transport. To support the potential uptake of CWA by different stakeholders within the industrial organization, parts of the ConTA Contextual Activity Template (CAT) were truncated. The goal of the current, exploratory study, was to identify which stakeholders within the industrial organization could benefit from using the WDA or CAT for either their Strategic (Research) or Product (Development) planning, and over what time horizon. We observed differences in the perceived usefulness of the WDA and the CAT between the different stakeholders. Innovative solutions to the issues raised should significantly enhance the industrial use of Cognitive Work Analysis.

    Place, publisher, year, edition, pages
    Thousand Oaks, CA: Sage Publications, 2015
    National Category
    Human Computer Interaction
    Identifiers
    urn:nbn:se:uu:diva-268730 (URN)978-0-945289-47-0 (ISBN)
    Conference
    HFES 2015, October 26–30, Los Angeles, CA
    Available from: 2015-10-30 Created: 2015-12-09 Last updated: 2017-12-05Bibliographically approved
  • 48.
    Bodin, Ida
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Fröjd, Camilla
    Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Surgical Sciences.
    Arweström Jansson, Anders
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Work domain analysis of an intensive care unit: An Abstraction Hierarchy based on a bed-side approach2016In: Proc. Human Factors and Ergonomics Society Europe Chapter 2015 Annual Conference, 2016Conference paper (Refereed)
    Abstract [en]

    Work in intensive care units requires interaction with several medical devices and interpretation of dynamic information from several sources. The aim of the current study was to gain understanding of the work domain to support the development of a holistic information environment and further analyses of risky situations. A total of 18 hours of bed-side observations at an intensive care unit and interviews with three experienced intensive care unit nurses were conducted in order to receive input data for the modelling of the work domain. The domain was modelled in an abstraction hierarchy, as according to the first phase of the cognitive work analysis framework. The results show that the ultimate purpose of the work carried out in an intensive care unit is keeping patients alive while gaining time for treatment, but also to perform treatment and relieve symptoms. The purpose is represented at the top level of the model, and lower levels include functions as supporting the patients’ vital functions and avoiding secondary complications. With this work domain analysis as a basis, three different design challenges identified can be dealt with systematically.

  • 49.
    Bodin, Ida
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Krupenia, Stas
    Supporting industrial uptake of cognitive work analysis2015In: Proc. Human Factors and Ergonomics Society 59th Annual Meeting, Thousand Oaks, CA: Sage Publications, 2015, 170-174 p.Conference paper (Refereed)
    Abstract [en]

    As part of a broader industrial project, the first two stages of a Cognitive Work Analysis (CWA, Work Domain Analysis [WDA] and Control Task Analysis [ConTA]) were completed for Long Haul Commercial Road Transport. To support the potential uptake of CWA by different stakeholders within the industrial organization, parts of the ConTA Contextual Activity Template (CAT) were truncated. The goal of the current, exploratory study, was to identify which stakeholders within the industrial organization could benefit from using the WDA or CAT for either their Strategic (Research) or Product (Development) planning, and over what time horizon. We observed differences in the perceived usefulness of the WDA and the CAT between the different stakeholders. Innovative solutions to the issues raised should significantly enhance the industrial use of Cognitive Work Analysis.

  • 50.
    Bodin, Ida
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Krupenia, Stas S.
    Activity prioritization to focus the control task analysis2016In: Journal of Cognitive Engineering and Decision Making, ISSN 1555-3434, E-ISSN 2169-5032, Vol. 10, no 1, 91-104 p.Article in journal (Refereed)
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