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  • 1.
    Abdlbari, Abdulbari
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Product registration in e-commerce for small and medium companies (SMEs): Usability aspects2015Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Människor kan i dessa dagar köpa nästan vad som helt på nätet. E-handeln ökar stadigt och för att kunna konkurrera, känner sig små och medelstora företag som inte använder sig av e-handel pressade att börja med det. Speciellt för småföretag utan tidigare erfarenhet inom e-handel kan det kännas överväldigande att komma igång med en egen webbutik. Ett viktigt steg i processen är att registrera information om produkterna i systemet. Därför har jag studerat "Hur kan användarcentrerad design principer förbättra produktregistrering särskilt i små och medelstoraföretag?". Ett system som upprätthåller över 100 aktiva webbutiker användes som studie-objekt. En intervjustudie genomfördes för att få kännedom om kontexten och generella användbarhetsproblem. Därefter genomfördes ett första användartest för att få specifik kunskap om användbarhet och effektivitet. Utifrån denna kunskap föreslogs design-förändringar som sedan implementerades. En andra iteration av användartesterna visade betydligt högre effektivitet och lägre antal fel. De viktigaste nya design elementen gällde navigering, arbetsflöde och anpassning av inmatningsfält till datakällor. Sammantaget visar dessa undersökningar att det är möjligt att sänka tröskeln för SME butiker att gå online genom att systematiskt arbeta med användarcentrerad design av användargränssnittet.

  • 2. Alenljung, Beatrice
    et al.
    Andreasson, Rebecca
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Lowe, Robert
    Billing, Erik
    Lindblom, Jessica
    Conveying Emotions by Touch to the Nao Robot: A User Experience Perspective2018Ingår i: Multimodal Technologies and Interaction, ISSN 2414-4088, Vol. 2, nr 4, artikel-id 82Artikel i tidskrift (Refereegranskat)
  • 3.
    Alvarado, Oscar
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Towards algorithmic Experience: Redesigning Facebook’s News Feed2017Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

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

  • 4. Andersson, Jakob
    et al.
    Myrgren, Dennis
    Rahme, John
    LinX Software Toolsuite for Mobile Devices2015Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [en]

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

  • 5.
    Andreasson, Rebecca
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Arweström Jansson, Anders
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Lindblom, Jessica
    Past and future challenges for railway research and the role of a systems perspective2019Ingår i: Proc. 20th Congress of the International Ergonomics Association: Volume VII, Springer, 2019, s. 1737-1746Konferensbidrag (Refereegranskat)
    Abstract [en]

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

  • 6.
    Andreasson, Rebecca
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion.
    Jansson, Anders
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Lindblom, Jessica
    Högskolan i Skövde, Institutionen för informationsteknologi.
    The coordination between train traffic controllers and train drivers: a distributed cognition perspective on railway2019Ingår i: Cognition, Technology & Work, ISSN 1435-5558, E-ISSN 1435-5566, Vol. 21, nr 3, s. 417-443Artikel i tidskrift (Refereegranskat)
    Abstract [en]

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

  • 7.
    Andreasson, Rebecca
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Lindblom, Jessica
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Thorvald, Peter
    Högskolan i Skövde, Institutionen för ingenjörsvetenskap.
    Towards an increased degree of usability work in organizations2015Ingår i: Procedia Manufacturing, ISSN 2351-9789, Vol. 3, s. 5739-5746Artikel i tidskrift (Refereegranskat)
    Abstract [en]

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

  • 8.
    Back, Jon
    et al.
    Mobile Life @ Stockholm University.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    "We are two strong women": Designing Empowerment in a Pervasive Game2013Ingår i: Defragging game studies: Proceedings of DIGRA 2013, DIGRA , 2013Konferensbidrag (Refereegranskat)
    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.

  • 9.
    Baraldi, Enrico
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Tekniska sektionen, Institutionen för teknikvetenskaper, Industriell teknik.
    Ingemansson Havenvid, Malena
    NTNU, Norway.
    Linné, Åse
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Tekniska sektionen, Institutionen för teknikvetenskaper, Industriell teknik.
    Öberg, Christina
    Örebro University and The Ratio Institute, Sweden.
    Start-ups and networks: Interactive perspectives and a research agenda2019Ingår i: Industrial Marketing Management, ISSN 0019-8501, E-ISSN 1873-2062, Vol. 80, s. 58-67Artikel i tidskrift (Övrigt vetenskapligt)
    Abstract [en]

    This article introduces Industrial Marketing Management's special issue on start-ups and networks. To begin with, we stress the relevance of understanding the context wherein entrepreneurship unfolds – a context filled with social, technical and economic connections to which the start-up needs to relate. We also present and confront three network perspectives which bring different insights to the interplay between start-ups and networks: Social Network (SN) theory, the Industrial Marketing & Purchasing (IMP) view, and Actor-Network Theory (ANT). Next, we introduce the 12 papers of this special issue and place them on a continuum covering a start-up's process of network embedding and including the three periods of establishment, consolidation and stabilization. We conclude with a research agenda suggesting five avenues for further research: (1) tracing start-ups' process of network embedding, (2) mapping the connections between the different networks affecting a start-up, (3) grasping the negative effects of networks on start-ups, (4) making longitudinal case studies on start-ups and networks more comparable via common analytical tools, and (5) investigating how policy influences the complex interplay between start-ups and networks.

  • 10.
    Callenberg, Robin
    Högskolan på Gotland, Institutionen för speldesign, teknik och lärande.
    Joharifönster och spel: att identifiera en målgrupp2013Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [en]

    This is the report on a study made to find a correlation between the Johari window and the games that the possessor of given Johari window enjoys to play. A Johari window is a graph that shows an individual’s ability to receive and give feedback. One obvious correlation was found between individuals enjoying role playing games and their possessing Johari windows showing a good ability to give feedback. The reasoning behind this is that the ability to give feedback is based on the capability to express oneself to the external environment, and that one would need to be comfortable with expressing oneself to an external environment in order to enjoy interacting with the narrative that takes place within the role playing genre.

  • 11.
    Davidian, Shant
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion.
    Designing with autonomy analysis - the possibilities and risks with using autonomy analysis when making computer design2012Självständigt arbete på avancerad nivå (yrkesexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Today we have a great technological development in many fields and this have made an impact on computer systems and their design. For my thesis I am interested to see a concrete example of how anorganization prepares and developtheir computer system. I will evaluate the requirement specification for the Svenska Kärnbränslehantering AB to see how it was created. I analyzed the process of creating new requirements for the new computer system GADD with autonomous analysis, the analysis is made by the tool EthXpert. The conclusion I can make from this thesis is autonomous analysis gave us a good understanding of how a computer system should be like, how decisions are made for designing them. Even do we analyze a part of a whole network of stakeholders we received useful answers. I think autonomous analysis works for design decisions as long we can verify our answers we received. Our analysis is built on the knowledge from among other things the requirement specification andthe requirement specification is based and made of interviews from the stakeholders. Regarding the major difference I discovered between Design rationaleand autonomy analysis is where and when the argument for a design is presented and discovered. With Design rationalethe argument is already presented while in autonomy analysis the argument will be found in the analysis and therefore new solution is possible to be found. 

  • 12.
    Ekström, Ylva
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Medier och kommunikation.
    Helgesson Sekei, Linda
    Development Pioneer Consultants, Dar es Salaam, Tanzania.
    Citizen Engagement through SMS?: Audiences ‘Talking Back’ to a Reality TV Edutainment Initiative in Tanzania2014Ingår i: Reclaiming the Public Sphere: Communication, Power and Social Change. / [ed] Askanius, Tina and Stubbe Østergaard, Liv, Palgrave Macmillan, 2014Kapitel i bok, del av antologi (Refereegranskat)
  • 13.
    Ellegren, Lovisa
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion.
    Grönvall, Stina
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion.
    Effektivt införande av ny teknik i en organisation: En studie om trafikledningen i införandeprocessen av ERTMS i Sverige2016Självständigt arbete på avancerad nivå (yrkesexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    The new railway signaling system ERTMS, European Rail Traffic Management System, will be introduced in all the railway tracks in Sweden, due to the Swedish railway legislation. The implementation of ERTMS in Sweden is performed by Trafikverket and two pilot projects have been done. Now the experiences from the traffic managements for these pilot tracks must be preserved.

    The purpose of this master thesis was to identify key aspects to facilitate the implementation of ERTMS for the traffic management in Sweden. The main task was to collect the experiences from the introduction of ERTMS on the pilot tracks from the traffic management in Ånge and Boden. The problems that occurred before, during and after the implementation process of ERTMS on the pilot tracks have been identified and further recommendations have been developed for how these problems can be avoided and managed in the upcoming implementation of the remaining tracks in Sweden.

    The main contribution of the thesis is recommendations to Trafikverket on how to facilitate the ERTMS implementation process for the traffic management. The key recommendations are:

    • That the technology works and that the traffic management has the opportunity to influence the development of new versions of the system.

    • That the traffic management should be informed about the project and involved in the implementation process.

    • That the education and practice for the traffic management in ERTMS will satisfy their need in terms of adapted material and that they have access to an ERTMS simulator.

    If Trafikverket takes into consideration the problems that have occurred and work out solutions for how to manage and avoid them in the upcoming implementation of ERTMS in Sweden, the outcome should be successful.

  • 14.
    Fogelström, Elise
    Högskolan på Gotland, Institutionen för speldesign, teknik och lärande.
    Investigation of Shapes and Colours as Elements of Character Design2013Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Character design is applied widely both in the game and movie industry. For character designers, it is essential to design intuitively and to avoid repeated and unfulfilling designs. To understand certain methodologies used in design, this degree project investigates if there are further limitations or considerations that need more attention when designing purposeful characters. To get an overview if culture, age and gender affect the choice of shapes and colour schemes of characters, as a method, the online survey was used providing results based on answers from 72 participants.

  • 15.
    Glöss, Mareike
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    McGregor, Moira
    Stockholm Univ, Mobile Life, SE-164 Kista, Sweden.
    Brown, Barry
    Stockholm Univ, Mobile Life, SE-164 Kista, Sweden.
    Designing for Labour: Uber and the On-Demand Mobile Workforce2016Ingår i: 34Th Annual Chi Conference On Human Factors In Computing Systems, Chi 2016, 2016, s. 1632-1643Konferensbidrag (Refereegranskat)
    Abstract [en]

    Apps allowing passengers to hail and pay for taxi service on their phone– such as Uber and Lyft–have affected the livelihood of thousands of workers worldwide. In this paper we draw on interviews with traditional taxi drivers, rideshare drivers and passengers in London and San Francisco to understand how “ride-sharing” transforms the taxi business. With Uber, the app not only manages the allocation of work, but is directly involved in ‘labour issues’: changing the labour conditions of the work itself. We document how Uber driving demands new skills such as emotional labour, while increasing worker flexibility. We discuss how the design of new technology is also about creating new labour opportunities – jobs – and how we might think about our responsibilities in designing these labour relations. 

  • 16.
    Gullbrand, Jerker
    Högskolan på Gotland, Institutionen för speldesign, teknik och lärande.
    Picture composition applied to 3-dimensional level design2012Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [en]

    The purpose of this thesis is to examine how compositional techniques developed for fine art may be applied to 3-dimensional level design. It uses game design theory and best practices as a starting point and then investigates how graphic theory can be applied to further them by creating natural graphic focal points in a level, providing a set of tools the designer might use to graphically communicate with the player. The thesis investigates four main techniques used to achieve graphic control:

    Managing hues and values.

    Managing shapes.

    Using linear and atmospheric perspective.

    Managing levels of detail.

    Each technique is linked to compositional theory through historical paintings which feature the techniques in question. Examples are then provided from contemporary games that testify the validity of using the technique in level design. In some cases altered scenes are also provided; over paints done in Adobe Photoshop exemplify how a technique may be used to change a scene’s meaning and convey other messages to the player. The conclusions and analysis testify to the value of incorporating compositional theory into level design and suggest further areas of research along the same line.

  • 17.
    Hedenskog, Jens
    Högskolan på Gotland, Institutionen för speldesign, teknik och lärande.
    Exploring Game Design Pitfalls through patterns: Experiences when making our first game2012Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [en]

    The purpose of this report is to analyze what went wrong with the adventure game project called Fairytale, I started together with 4 of my fellow university students at Gotland University, spring 2007. My ambition with this report is to enlighten problems in game design that arose during the game development process in order to prevent others from making the same mistakes.

    The problems are analyzed according to game design patterns defined by Björk, S. and Holopainen, J. (2005). Patterns in Game Design. Boston, Massachusetts. Jenifer Niles. The game was exhibited to the public at Gotland Game Awards 2007, Leipzig Game Developers Conference 2007, Tekniska Museet 2007, Almedalsveckan 2008 and Gotland Game Awards 2008.

    The results of the report show that redesigning already finished game features means a lot of troubles in relation to its dependency on other game elements. The key abilities of the main character were vaguely defined since the beginning of the project which caused problems with earlier designed levels whenever a new item was introduced. The terrain of the prior levels didn’t match the abilities of the new items, which forced changes to be made. The biggest mistake with this project was that finished game elements never were considered final.

    My role in the project was the solo game programmer and co-designer. I shared the designing tasks together with Annika Fogelgren who also was the producer of our team. Albertina Sparrhult, Emma Johansson and Marie Viberg were our core graphic artists. Together, we created the Fairytale game.

  • 18.
    Hrynczenko, Iwona
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign. Duncan of Jordanstone College of Art and Design, University of Dundee, Scotland, UK.
    Johnson, Nigel
    Duncan of Jordanstone College of Art and Design, University of Dundee, Scotland, UK.
    Dunlop, Gair
    Duncan of Jordanstone College of Art and Design, University of Dundee, Scotland, UK.
    Shadow dance: Installation and discussion on proposed solutions for embodied games through cross-disciplinary workshops within an educational context2010Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper argues the issue of embodiment and gesture in games, the aesthetics of movement from the phenomenological point of view, and suggests a framework proposal for DAMA, a Dance and Media Art Network interdisciplinary network project, which integrates students and teachers from art schools and universities within the European Nordic and Baltic regions. This argument is supported by documentation of Shadow Dance installation that presents an interactive tool for corporal expressions, based on real-time movement capture, an open source and visual programming environment (Pure Data), all integrated within a web environment. The aim of this installation is to propose a different perspective based on corporal movement’s aesthetics via subjective expressions. It is one of the action points for the game development process, during interdisciplinary workshops, proposing content based on traditions in dance and physical theatre and encouraging the notions of presence and creative use of whole body movements across digital space and especially within physical games.

  • 19.
    Hrynczenko, Iwona
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Knuutila, Tomi
    University of Lapland/ Faculty of Art and Design.
    One Workshop, Two Urban Games: Case Report on Education Models at the Intersection of Dance/Performance Art, Media Art and Game Design2014Konferensbidrag (Refereegranskat)
    Abstract [en]

    Focusing on urban gaming, performance, and participatory design, this case report presents a network-based education model at the intersection of dance/performance, media art, and game design by showcasing a workshop in June 2011, hosted by the game department at Gotland University (GU), today: Uppsala University/Campus Gotland. The described workshop was organized by GU in collaboration with an interdisciplinary Dance and Media Art Network (DAMA). The network, established in 2005, currently includes 11educational institutions within the European Nordic and Baltic regions. The workshop’s interdisciplinary character promoted knowledge exchange among students and teachers by providing new innovative approaches to game design. This paper presents the objectives, working process theories involved, and the methodological and pedagogical strategies of the workshop concluding with the presentation of the workshop’s results: Two participatory games developed by the students that were played in everyday surroundings.

  • 20.
    Jidling, Carl
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Tekniska sektionen, Institutionen för teknikvetenskaper.
    Zak, Robert
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Tekniska sektionen, Institutionen för teknikvetenskaper.
    Analytisk betraktelse av informationsspridning över sociala medier2014Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Rapporten behandlar digital kommunikation med fokus på sociala medier. Syftet var att utreda informationsflödet på sociala medier samt att konstruera en matematisk modell över det. Resultatet blev en modell som inbegriper centrala strukturer vad gäller informationens spridning och mottagarnas uppfattning av den. Modellen behöver validerasoch eventuellt vidareutvecklas. Slutsatsen är att vissa sociala medier sprider information bättre än andra och att det är viktigt att identifiera dessa för en optimerad informationsspridning. Vilket medium som sprider bäst beror på målgruppen och vilken typ av budskap som ska förmedlas.

  • 21. Katherine, Isbister
    et al.
    Márquez Segura, Elena
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Kirkpatrick, Suzanne
    Chen, Xiaofeng
    Salahuddin, Syed
    Cao, Gang
    Tang, Raybit
    YAMOVE! A Movement Synchrony Game that Choreographs Social Interaction.Ingår i: Human Technology, ISSN 1795-6889, E-ISSN 1795-6889, Human-Technology Choreographies: Body, Movement and Space [Special Issue].Artikel i tidskrift (Refereegranskat)
  • 22.
    Kornsäter, Frida
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion.
    A wake-up call: En utvärderande fallstudie över telekombranschen2019Självständigt arbete på avancerad nivå (yrkesexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    As technology and service change, so does customer expectations. This apply particularly to industries who have a long and traditional role in society, industries who must adapt to stay up to date. One of these industries is the telecom industry, which is rapidly changing. From radio transmitters to telephone, to present days when almost everyone carries the immaculate opportunity to reach the entire world from a device that easily fits in the back pocket of a pair of jeans. The entering of smart phones changed the entire telecom industry, and nourished new and rapidly changing demands from the customers.

    The overall aim of this thesis is to via a case study investigate how different existing solutions in the telecom industry such as telephone, email, social media and chats can be combined with new technology and analytics to meet people's requirements for accessibility, simplicity and clarity when seeking help and information within the telecom industry. Both the technical aspects, such as the existing solutions, and the human aspects such as what information different customer groups seek are studied. An analysis of the telecom sector based on a service design approach have been done.

    The research done in the thesis put forward the challenges companies within the telecom industry face. By using a service design approach improvements and design of systems that enable seamless interactions between different technologies and customers have been suggested, to show how they might look like in the future.

  • 23. Krupenia, Stas
    et al.
    Selmarker, Anna
    Fagerlönn, Johan
    Delsing, Katarina
    Jansson, Anders
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Sandblad, Bengt
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Grane, Camilla
    The 'Methods for designing for future autonomous systems' (MODAS) project: Developing the cab for a highly autonomous truck2014Ingår i: Advances in Human Aspects of Transportation, Part II: Proceedings of the 5th International Conference on Applied Human Factors and Ergonomics / [ed] N. Stanton, S. Landry, G. DiBucchianico & A. Vallicelli, 2014, s. 70-81Konferensbidrag (Refereegranskat)
  • 24.
    Leijon, Jennifer
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Tekniska sektionen, Institutionen för teknikvetenskaper.
    Från Excel till Qt: Överföring av interface2012Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Ett användarinterface i Excel kan återskapas på ett strukturerat sätt i Qt. Programmet Qt är lättanvänt för någon med programmeringserfarenhet, men svårt för andra. Qt finns som gratisversion och är baserat på programspråket C++.

    Tågföretaget Bombardier använder ett interface i Excel, men med nya versioner av programmet har problem uppstått. I detta projekt undersöks svårighetsgraden av Qt och delar av Excel-interfacet återskapas i Qt.

    Först skapades en design i Qt med bland annat tryckknappar, komboboxar och textfält. Sedan skrevs kod för designens funktion. Slutligen sammanfogades interfacets delar och testkördes.

  • 25.
    Lindblom, Jessica
    et al.
    University of Skövde, School of Informatics.
    Andreasson, Rebecca
    University of Skövde, School of Informatics.
    Current Challenges for UX Evaluation of Human-Robot Interaction2016Ingår i: Advances in Ergonomics of Manufacturing: Managing the Enterprise of the Future / [ed] Christopher Schlick and Stefan Trzcieliński, Switzerland: Springer, 2016, s. 267-277Kapitel i bok, del av antologi (Refereegranskat)
    Abstract [en]

    The development of socially interactive robots is expected to have an increasing importance in everyday life for a growing number of people. For social robots to provide long-term added value to people’s lives, it is of major importance to stress the need for developing a positive user experience (UX). The human-centered view emphasizes various aspects including acceptance, usability,  and credibility, as they emerge in the interaction between humans and robots. In current human-robot interaction (HRI) research, UX is reckoned to be important, but is often taken for granted. However, a positive user experience does not appear by itself but has to be systematically designed and evaluated. In this paper, we focus on the role and relevance of UX in HRI and present three challenges related to the evaluation of UX in interaction with robots, addressing the need for interdisciplinary research in order to achieve long-term success of socially interactive robots.

  • 26.
    Liu, Fei
    et al.
    Högskolan i Gävle.
    Jonsson, Torsten
    Högskolan i Gävle.
    Seipel, Stefan
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion. Högskolan i Gävle.
    Evaluation of Augmented Reality-Based Building Diagnostics Using Third Person Perspective2020Ingår i: ISPRS International Journal of Geo-Information, ISSN 2220-9964, Vol. 9, nr 1, artikel-id 53Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Comprehensive user evaluations of outdoor augmented reality (AR) applications in the architecture, engineering, construction and facilities management (AEC/FM) industry are rarely reported in the literature. This paper presents an AR prototype system for infrared thermographic façade inspection and its evaluation. The system employs markerless tracking based on image registration using natural features and a third person perspective (TPP) augmented view displayed on a hand-held smart device. We focus on evaluating the system in user experiments with the task of designating positions of heat spots on an actual façade as if acquired through thermographic inspection. User and system performance were both assessed with respect to target designation errors. The main findings of this study show that positioning accuracy using this system is adequate for objects of the size of one decimeter. After ruling out the system inherent errors, which mainly stem from our application-specific image registration procedure, we find that errors due to a human’s limited visual-motoric and cognitive performance, which have a more general implication for using TPP AR for target designation, are only a few centimeters.

  • 27.
    Lundmark, Sofia
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Fakulteten för utbildningsvetenskaper, Institutionen för pedagogik, didaktik och utbildningsstudier. Södertörn university.
    Jonsson, Martin
    Södertörn university.
    Crafting interaction – materiality in digital interaction design and traditional crafting practices2012Konferensbidrag (Refereegranskat)
  • 28.
    Mach, Klara-Maria
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Tekniska sektionen, Institutionen för teknikvetenskaper.
    Implementering av IT-lösningar i äldreomsorgen: Hur nystartade e-hälsoföretag kan skapa en lönsam position med innovativa IT-lösningar2017Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    The elderly care in Sweden needs to change because predictions states that proportion of elderly is expected to rise with 30 % between 2010 and 2050. This means that a quarter of the entire population in Sweden will be at the age of 65 years or older by 2050. With this background it is clear that the efficiency in the elderly care is an important issue. The Swedish government has therefore presented a report which states the goal of Sweden being the number one in e-health by the year of 2025. This will be achieved by letting entrepreneurs create tools to make the healthcare more efficient. Because of that, this project will investigate how a startup company can create a lucrative position with ehealth products for the elderly care market. This was done by conducting a qualitative research study based on 31 interviews and three focus groups with stakeholders in the elderly care. The stakeholders were elderly people, staff and head of divisions at retirement homes and Uppsala city officials. The study was conducted at the e-health start-up company Cenvigo which is located in the city of Uppsala. From the result it is shown that it exist a difference between how different healthcare providers implement IT. As of today there exist a lot of different IT-systems in the elderly care which are difficult to work with because they are poorly build and not compliant with other systems. The effect is that the systems are difficult to work with and that the staff needs to document the same data twice. Even though the reality looks like that our findings show that people working in the elderly care has a positive attitude towards IT solutions. But still, as an e-health company, it will be an good idea to make the product easy to use and compliant with other systems because it affects how it can perform on the market. The products also need to add value to the elderly care by for example make the working process more efficient. The findings show that staff put a lot of time in surveillance which probably can be digitalized. In order to gain a lucrative position a company also needs to identify customer groups. Potential customers are the elderly, the retirement homes or the government. The elderly has shown no interest in paying for e-health solutions themselves and they are also skeptical to use the product though they do not object to have them in the organizations. The government purchase routines are highly regulated by laws in contrast with privately driven retirement homes which do not have as strict routines. An e-health company therefore needs to be able to adapt to the demands of the market.

  • 29.
    Marques-Segura, Elena
    et al.
    Inst. för data och systemvetenskap.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Moen, Jin
    Johansson, Carolina
    Swedish Institute of Computer Science.
    The Design Space of Body Games: Technological, Physical, and Social Design2013Ingår i: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems / [ed] Susanne Bødker and Stephen Brewster, New York: ACM Press, 2013, s. 3365-3374Konferensbidrag (Refereegranskat)
    Abstract [en]

    The past decade has seen an increased focus on bodymovement in computer games. We take a step further tolook at body games: games in which the main source ofenjoyment comes from bodily engagement. We argue thatfor these games, the physical and social settings becomejust as important design resources as the technology.Although all body games benefit from an integrated designapproach, the social and physical setting becomeparticularly useful as design resources when the technologyhas limited sensing capabilities. We develop ourunderstanding of body games through a literature study anda concrete design experiment with designing multiplayergames for the BodyBug, a mobile device with limitedsensing capabilities. Although the device was designed forfree and natural movements, previous games fell short inrealizing this design ideal. By designing the technologyfunction together with its physical and social context, wewere able to overcome some of the device limitations. Oneof the games was subsequently incorporated in itscommercial release.

  • 30.
    Mohammedsalih, Salah
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Mobile Journalism: Using smartphone in journalistic work2017Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Mobile phones have had a drastic influence on media production, by providing a ubiquitous connection. This revolution has come about when smartphone turned into a powerful tool to do almost all the production-related work that was done previously by specialized equipment and computers. This has encouraged ordinary individuals to involve in media work and emerging the phenomenon of mobile journalism, where citizens and individuals can engage in journalism work carry out a job that was supposed to be done only by journalists for a long time ago. We are talking about hundreds of thousands of prosumers and amateurs who are making and covering news by their smartphones and contributing to journalism work. This has become particularly apparent in relation to reporting from remote and risky areas, where journalists cannot reach easily or may not arrive on time while important events occur. This was obvious during the Arab-spring - The role of smartphones in feeding both social media and traditional media with instant photos and videos taken by protesters themselves. This thesis focuses on the role of the smartphone in facilitating the work of journalists.

    As a part of the literature review, the author has gone through many texts, watched videos and listened to radio shows with journalists and workers in media spheres, in which journalists talk about their own experience with practicing mobile journalism. Then from a phenomenological perspective and framework the experience of technology and user aspects of mobile journalism are investigated. As the aim of this thesis is not to validate a hypothesis or a theory, a qualitative research method is used to come to an evaluation and explanation of the phenomenon of using mobile in journalism. For that purpose, several qualitative methods have been used to collect data such as auto-ethnography, observation, interviews and focus groups. The data are collected mainly from Kurdistan region in northern Iraq where journalists were covering news of war in dangerous and risky battle fields.  

    The findings from the results showed that the main factors that make smartphones powerful tools for journalists are: the low budget required for acquiring a smartphone compared to expensive equipment used in traditional media, the freedom and independence that a mobile can give to a journalist, the design aspects which provide a pocket-size tool with unsuspiciousness feature that make it possible to be carried and used even in areas where journalistic work is not allowed. The ubiquity feature of mobile has helped to cover news in areas where traditional media cannot be existing or cannot reach easily. The ability of individuals to obtain a smartphone in one hand and the universal design of mobile in another hand have helped to be used in journalism work by many people with no necessary training courses. This situation has created a good opportunity for media institutions and TV stations to expand their correspondents’ network all over the countries.

  • 31.
    Moll, Jonas
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion.
    Cajander, Åsa
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion.
    Oncology health-care professionals’ perceived effects of patient accessible electronic health records 6 years after launch: A survey study at a major university hospital in Sweden2019Ingår i: Health Informatics Journal, ISSN 1460-4582, E-ISSN 1741-2811Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Patient accessible electronic health records have been launched in many countries, and generally, health-care professionals have had strong initial concerns related to the areas patient contact, documentation practices and quality of care. Especially, oncology care was discussed in media when launching patient accessible electronic health records in Sweden. However, few studies have investigated clinician-perceived effects several years after the launch. A survey covering these areas, as well as supposed effects for patients, was distributed to oncology health-care professionals 6 years after the launch of patient accessible electronic health records and answered by N = 176. Results show that patient accessible electronic health records have had small effects within the covered areas, and that the area most affected was documentation practices. Very few significant differences could be found between physicians and nurses. A comparison with results from interviews and surveys conducted shortly after the launch of patient accessible electronic health records clearly indicates that the experienced negative effects are not as big as originally feared.

  • 32.
    Moritz, Nina
    Högskolan på Gotland, Institutionen för speldesign, teknik och lärande.
    Kooperativt spelande: en testdesign till spelet Yellowfield Spacetravels som samarbetsspel2011Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Denna projektrapport handlar om att ta fram och analysera kooperativa element i ett brädspel. Jag testade ett antal digitala och analoga spel för att försöka isolera de delar som framhäver samarbetskänslan sedan tillverkar jag ett brädspel baserat på vad jag fann.

    Det jag kom fram till är att ett riktigt samarbetsspel måste innefatta att alla spelare i samma lag har ett gemensamt mål som innebär att alla spelare vinner eller förlorar tillsammans samt att en spelare inte bör kunna klara av spelet själv. Det finns dock många faktorer som väger in varav den viktigaste är vilka det är som spelar.

    Min rekommendation är att bestämma om spelet ska vara ett samarbetsspel redan från början och försöka bygga upp spelet utifrån det.

  • 33. Mubin, Omar
    et al.
    Khan, Aila
    Obaid, Mohammad
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    #naorobot: Exploring nao discourse on Twitter2016Ingår i: Proc. 28th Australian Conference on Human-Computer Interaction, New York: ACM Press, 2016Konferensbidrag (Refereegranskat)
  • 34.
    Márquez Segura, Elena
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Co-creating Embodied Sketches. Playing as a method to design with children.2015Ingår i: Proceedings Of The 12Th International Conference On Advances In Computer Entertainment Technology, Iskandar, Malaysia, Nov 16-19, 2015, 2015Konferensbidrag (Refereegranskat)
    Abstract [en]

    Designing body games, games in which the main source of enjoyment comes from bodily engagement, is not an easy task. This article reports on a holistic design approach that considers the social and physical setting of the activity as design resources, together with the technology. We introduce the concept of embodied sketching as a method to gauge how different configurations of resources make for a good design. We report on the experience of using embodied sketching in exploratory workshops with children, as a way to co-create design ideas. The explorations were based on simple games implemented in a technological prototype, which allowed organizers and children to collectively explore game variations by changing the rules of the game, the physical configurations, and the roles of players. We report on our takeaways from four workshops at four different schools in three different countries

  • 35.
    Márquez Segura, Elena
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Embodied Core Mechanics: Designing for movement-based co-located play2016Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [en]

    Movement-based interactive systems for play came into the spotlight over a decade ago, and were met with enthusiasm by the general public as well as the Human-Computer Interaction research community. Yet a decade of research and practice has not fully addressed the challenge of designing for the moving body and play. This thesis argues that often, the role of the technology to sustain the play activity, and to drive the design process, has been over-emphasized, and has resulted in limited design possibilities. This thesis explores an alternative design approach to address the problem through combining the design of the technology with designing aspects of the social and spatial context where the play activity takes place. The work is grounded in an embodied perspective of experience, action, and design. Methodologically, it belongs to the Research through Design tradition (RtD).

    A core concept and a characterization of design practices are presented as key contributions. The concept of embodied core mechanics is introduced to frame desirable and repeatable movement-based play actions, paying attention to the way these are supported by design resources including rules, physical and digital artifacts, and the physical and spatial arrangement of players and artifacts. The concept was developed during the two main design cases: the Oriboo case, targeting dance games for children, and the PhySeEar case, targeting rehabilitative therapy for the elderly. It was further substantiated in subsequent external design collaborations. To support the design process, this thesis presents embodied sketching: a set of ideation design practices that leverage the embodied experience and enable designers to scrutinize the desired embodied experience early in the design process. Three forms of embodied sketching are presented: embodied sketching for bodystorming, co-designing with users, and sensitizing designers.

    Through reframing the design task as one of designing and studying embodied core mechanics, this thesis establishes an alternative approach to design for movement-based play in which significant aspects of the embodied play experience, lead, drive, and shape the design process and the design of the technology.

    Delarbeten
    1. The Design Space of Body Games: Technological, Physical, and Social Design
    Öppna denna publikation i ny flik eller fönster >>The Design Space of Body Games: Technological, Physical, and Social Design
    2013 (Engelska)Ingår i: CHI 2013 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, New York, USA: ACM Digital Library, 2013, s. 3365-3374Konferensbidrag, Publicerat paper (Refereegranskat)
    Abstract [en]

    The past decade has seen an increased focus on body movement in computer games. We take a step further to look at body games: games in which the main source of enjoyment comes from bodily engagement. We argue that for these games, the physical and social settings become just as important design resources as the technology. Although all body games benefit from an integrated design approach, the social and physical setting become particularly useful as design resources when the technology has limited sensing capabilities. We develop our understanding of body games through a literature study and a concrete design experiment with designing multiplayer games for the BodyBug, a mobile device with limited sensing capabilities. Although the device was designed for free and natural movements, previous games fell short in realizing this design ideal. By designing the technology function together with its physical and social context, we were able to overcome device limitations. One of the games was subsequently incorporated in its commercial release.

    Ort, förlag, år, upplaga, sidor
    New York, USA: ACM Digital Library, 2013
    Nyckelord
    Body Game, Exertion Game, Gesture, Movement, Design, Sensing, Game, Dance, Children, Play, Interactive Toy, BodyBug, Oriboo, Social Play
    Nationell ämneskategori
    Teknik och teknologier
    Forskningsämne
    Människa-dator interaktion
    Identifikatorer
    urn:nbn:se:uu:diva-282335 (URN)10.1145/2470654.2466461 (DOI)978-1-4503-1899-0 (ISBN)
    Konferens
    CHI Conference on Human Factors in Computing Systems
    Tillgänglig från: 2016-04-05 Skapad: 2016-04-05 Senast uppdaterad: 2016-05-23
    2. Embodied Sketching
    Öppna denna publikation i ny flik eller fönster >>Embodied Sketching
    2016 (Engelska)Ingår i: 34th Annual Chi Conference On Human Factors In Computing Systems, Chi 2016, New York, USA: ACM Digital Library, 2016, s. 6014-6027Konferensbidrag, Publicerat paper (Refereegranskat)
    Abstract [en]

    Designing bodily experiences is challenging. In this paper, we propose embodied sketching as a way of practicing design that involves understanding and designing for bodily experiences early in the design process. Embodied sketching encompasses ideation methods that are grounded in, and inspired by, the lived experience and includes the social and spatial settings as design resources in the sketching. Embodied sketching is also based on harnessing play and playfulness as the principal way to elicit creative physical engagement. We present three different ways to implement and use embodied sketching in the application domain of co-located social play. These include bodystorming of ideas, co-designing with users, and sensitizing designers. The latter helps to uncover and articulate significant, as well as novel embodied experiences, whilst the first two are useful for developing a better understanding of possible design resources. 

    Ort, förlag, år, upplaga, sidor
    New York, USA: ACM Digital Library, 2016
    Nyckelord
    Ideation, Bodystorming, Embodied Sketching, Embodied Interaction, Design Methods, Sensitizing, Somaesthetics
    Nationell ämneskategori
    Interaktionsteknik
    Forskningsämne
    Människa-dator interaktion
    Identifikatorer
    urn:nbn:se:uu:diva-284600 (URN)10.1145/2858036.2858486 (DOI)000380532905088 ()9781450333627 (ISBN)
    Konferens
    34th Annual CHI Conference on Human Factors in Computing Systems (CHI4GOOD), MAY 07-12, 2016, San Jose, CA, USA
    Forskningsfinansiär
    VINNOVA
    Tillgänglig från: 2016-04-19 Skapad: 2016-04-19 Senast uppdaterad: 2018-01-09Bibliografiskt granskad
    3. Co-creating Embodied Sketches. Playing as a method to design with children.
    Öppna denna publikation i ny flik eller fönster >>Co-creating Embodied Sketches. Playing as a method to design with children.
    2015 (Engelska)Ingår i: Proceedings Of The 12Th International Conference On Advances In Computer Entertainment Technology, Iskandar, Malaysia, Nov 16-19, 2015, 2015Konferensbidrag, Publicerat paper (Refereegranskat)
    Abstract [en]

    Designing body games, games in which the main source of enjoyment comes from bodily engagement, is not an easy task. This article reports on a holistic design approach that considers the social and physical setting of the activity as design resources, together with the technology. We introduce the concept of embodied sketching as a method to gauge how different configurations of resources make for a good design. We report on the experience of using embodied sketching in exploratory workshops with children, as a way to co-create design ideas. The explorations were based on simple games implemented in a technological prototype, which allowed organizers and children to collectively explore game variations by changing the rules of the game, the physical configurations, and the roles of players. We report on our takeaways from four workshops at four different schools in three different countries

    Nyckelord
    Play; technology-supported; play engagement; co-located; social; movement-based; interactive toy; Oriboo; sociospatial; embodied sketching; exertion game; body-game.
    Nationell ämneskategori
    Interaktionsteknik
    Forskningsämne
    Människa-dator interaktion
    Identifikatorer
    urn:nbn:se:uu:diva-271291 (URN)10.1145/2832932.2832975 (DOI)000382173300018 ()
    Konferens
    Advances in Computer Entertainment Technology (ACE)
    Tillgänglig från: 2016-01-07 Skapad: 2016-01-07 Senast uppdaterad: 2016-10-26Bibliografiskt granskad
    4. YAMOVE! A Movement Synchrony Game that Choreographs Social Interaction.
    Öppna denna publikation i ny flik eller fönster >>YAMOVE! A Movement Synchrony Game that Choreographs Social Interaction.
    Visa övriga...
    (Engelska)Ingår i: Human Technology, ISSN 1795-6889, E-ISSN 1795-6889, Human-Technology Choreographies: Body, Movement and Space [Special Issue].Artikel i tidskrift (Refereegranskat) Submitted
    Nationell ämneskategori
    Interaktionsteknik
    Forskningsämne
    Människa-dator interaktion
    Identifikatorer
    urn:nbn:se:uu:diva-284598 (URN)
    Tillgänglig från: 2016-04-19 Skapad: 2016-04-19 Senast uppdaterad: 2017-11-30
    5. Playification: The PhyseEar case
    Öppna denna publikation i ny flik eller fönster >>Playification: The PhyseEar case
    2016 (Engelska)Ingår i: Chi Play 2016: Proceedings Of The 2016 Annual Symposium On Computer-Human Interaction In Play, 2016, s. 376-388Konferensbidrag, Publicerat paper (Refereegranskat)
    Abstract [en]

    The concept of playification has recently been proposed as an extension of, or alternative to, gamification. We present a playification design project targeting the re-design of physiotherapist rehabilitative therapy for elderly inpatients. The menial and repetitive nature of the physical exercises targeted for design might seem ideal for shallow widespread gamification approaches that add external rewards to entice usage. In our project, we introduced a “third agent” instead, a NAO robot that would take over some of the work typically carried out by the physiotherapist.  This technological intervention triggered the emergence of playfulness, when inpatients and the therapist re-signified the ongoing activity by engaging in playful role-taking, such as blaming the robot for mistakes, or for sensitivity to the inpatient’s inaccurate movements. Based on the experiences from this project, we discuss some of the major differences between playification and gamification.

    Nyckelord
    Gamification, Playification, Physiotherapy, Physical training, Rehabilitative therapy, NAO, Robot, Technology-supported design
    Nationell ämneskategori
    Interaktionsteknik
    Forskningsämne
    Människa-dator interaktion
    Identifikatorer
    urn:nbn:se:uu:diva-284599 (URN)10.1145/2967934.2968099 (DOI)000387871100037 ()9781450344562 (ISBN)
    Konferens
    Annual Symposium on Computer-Human Interaction in Play, Austin, TX, OCT 16-19, 2016
    Tillgänglig från: 2016-04-19 Skapad: 2016-04-19 Senast uppdaterad: 2017-05-08
  • 36.
    Márquez Segura, Elena
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    PhySeEar: technological interventions for engagement and motivation in rehabilitative therapy for the elderly2015Konferensbidrag (Refereegranskat)
    Abstract [en]

    Motivation and engagement in physical rehabilitative therapy is very important for its impact in the improvement of the physical condition of the inpatients. However, the rather repetitive nature of rehabilitative exercises make for activities that are not intrinsically motivating, hence hindering engagement. This is aggravated in geriatric rehabilitation, where meaningful extrinsic rewards in the form of physical improvement are not apparent, given some elderly’s deteriorated physical condition and low proprioceptive skills.

    This has fueled incursions into other realms (e.g. video gaming, social networking) for inspiration, methods, and tools that can alleviate the situation. We have in particular witnessed the proliferation of solutions that inspired in serious games and gamification.

    In the PhySeEar project, we have designed and implemented technological interventions to help the physiotherapist of an assisted living facility to make the rehabilitative sessions more motivating and meaningful. Using a Research through Design approach, we have engaged in an iterative design process, coming up with four prototypes.

    In this talk, I will present interesting observations from a design prototype that included the NAO robot from Aldebaran, a virtual version of this robot, and a Kinect sensor. I will cover general aspects of the behavior of the inpatients and the physiotherapist; In particular when they show engagement, interest, focus, control, and fun. With this talk, I hope to contribute to the ongoing discussion about the use of playfulness and gameful design to design for rich and engaging experiences.

  • 37.
    Márquez Segura, Elena
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Isbister, Katherine
    Enabling Co-Located Physical Social Play: A Framework for Design and Evaluation2015Ingår i: Game User Experience Evaluation / [ed] Regina Bernhaupt, Springer, 2015, s. 209-238Kapitel i bok, del av antologi (Refereegranskat)
    Abstract [en]

    During the last decade, we have witnessed an increased interest in social play in digital games. With this comes an urge to understand better how to design and evaluate for this new form of play. In this chapter, we encapsulate best practices for game design and evaluation, grounded in other game researchers’ work, as well as our own research and practice. We focus on a sub-area of social games that has experienced great growth and has attracted general interest in research and in practice. It is also the area that has driven our own research: co-located, physical, and social play that is technology supported. In this overview, we provide a sense of the challenges and opportunities involved when designing for this particular area, using good empirical grounding and presenting a framework in the form of lenses through which to think about the design of co-located physical social games.

  • 38.
    Márquez Segura, Elena
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Márquez Segura, Luis
    Fonserrana S.C.A de interés social.
    López Torres, Clara
    PhySeEar: Moving Yourself to Shine and Sound in Geriatric Physiotherapy Interventions2012Ingår i: 6th International Conference on Pervasive Computing Technologies for Healthcare (PervasiveHealth), San Diego, CA, USA: IEEE conference proceedings, 2012, s. 179-182Konferensbidrag (Refereegranskat)
    Abstract [en]

    For useful feedback in physiotherapy interventions for geriatric rehabilitation, we have designed and tested two prototypes, based on commercially available radio frequency tags. The prototypes were designed to be suitable for a population with limited proprioceptive skills, high dependency rate, and limited cognitive skills. Focus for design was on designing feedback that would allow the inpatients to self-monitor their rehabilitation process, and would make for increasing their proprioceptive skills. The system is also intended to mean a source of motivation for rehabilitation practice. We have performed a first explorative study in a real setting. In this paper we will be commenting on initial observations of the use of one of the prototypes. 

  • 39.
    Márquez Segura, Elena
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Turmo Vidal, Laia
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Rostami, Asreen
    Stockholm Univ, Mobile Life Ctr, Stockholm, Sweden.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Embodied Sketching2016Ingår i: 34th Annual Chi Conference On Human Factors In Computing Systems, Chi 2016, New York, USA: ACM Digital Library, 2016, s. 6014-6027Konferensbidrag (Refereegranskat)
    Abstract [en]

    Designing bodily experiences is challenging. In this paper, we propose embodied sketching as a way of practicing design that involves understanding and designing for bodily experiences early in the design process. Embodied sketching encompasses ideation methods that are grounded in, and inspired by, the lived experience and includes the social and spatial settings as design resources in the sketching. Embodied sketching is also based on harnessing play and playfulness as the principal way to elicit creative physical engagement. We present three different ways to implement and use embodied sketching in the application domain of co-located social play. These include bodystorming of ideas, co-designing with users, and sensitizing designers. The latter helps to uncover and articulate significant, as well as novel embodied experiences, whilst the first two are useful for developing a better understanding of possible design resources. 

  • 40.
    Márquez Segura, Elena
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Márquez Segura, Luis
    Fonserrana SCA Interes Social, Tocina, Sevilla, Spain.
    López Recio, David
    Royal Inst Technol, Mobile Life Ctr, Stockholm, Sweden.
    Playification: The PhyseEar case2016Ingår i: Chi Play 2016: Proceedings Of The 2016 Annual Symposium On Computer-Human Interaction In Play, 2016, s. 376-388Konferensbidrag (Refereegranskat)
    Abstract [en]

    The concept of playification has recently been proposed as an extension of, or alternative to, gamification. We present a playification design project targeting the re-design of physiotherapist rehabilitative therapy for elderly inpatients. The menial and repetitive nature of the physical exercises targeted for design might seem ideal for shallow widespread gamification approaches that add external rewards to entice usage. In our project, we introduced a “third agent” instead, a NAO robot that would take over some of the work typically carried out by the physiotherapist.  This technological intervention triggered the emergence of playfulness, when inpatients and the therapist re-signified the ongoing activity by engaging in playful role-taking, such as blaming the robot for mistakes, or for sensitivity to the inpatient’s inaccurate movements. Based on the experiences from this project, we discuss some of the major differences between playification and gamification.

  • 41.
    Obaid, Mohammad
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Baykal, Gökçe Elif
    Yantaç, Asım Evren
    Barendregt, Wolmet
    Developing a prototyping method for involving children in the design of classroom robots2018Ingår i: International Journal of Social Robotics, ISSN 1875-4791, E-ISSN 1875-4805, Vol. 10, nr 2, s. 279-291Artikel i tidskrift (Refereegranskat)
  • 42.
    Obaid, Mohammad
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Kistler, Felix
    Kasparavičiūtė, Gabrielė
    Yantaç, Asim Evren
    Fjeld, Morten
    How would you gesture navigate a drone?: a user-centered approach to control a drone2016Ingår i: Proc. 20th International Academic Mindtrek Conference, New York: ACM Press, 2016, s. 113-121Konferensbidrag (Refereegranskat)
  • 43.
    Olsson, Pontus
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Johansson, Stefan
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Tekniska sektionen, Institutionen för teknikvetenskaper, Mikrosystemteknik.
    Nysjö, Fredrik
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Carlbom, Ingrid
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Rendering stiffness with a prototype haptic glove actuated by an integrated piezoelectric motor2012Ingår i: Haptics: Perception, Devices, Mobility, and Communication: Part I, Springer Berlin/Heidelberg, 2012, s. 361-372Konferensbidrag (Refereegranskat)
  • 44.
    Olsson, Pontus
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Nysjö, Fredrik
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Aneer, Björn
    Seipel, Stefan
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Carlbom, Ingrid B.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    SplineGrip - An Eight Degrees-of-Freedom Flexible Haptic Sculpting Tool2013Ingår i: ACM SIGGRAPH 2013 Posters, 2013Konferensbidrag (Refereegranskat)
    Abstract [en]

    SplineGrip is a flexible haptic sculpting tool that senses the articulation and pose (position and orientation) of the sculpting hand in eight degrees-of-freedom (DOF). The tool captures the hand articulation in two DOF, and uses a commercial haptic device to track the hand pose in six DOF and to simultaneously provide three DOF haptic feedback. The eight DOF input is mapped to the pose and shape of a virtual NURBS-based sculpting tool, offering versatile interaction with a virtual model. We capture the hand articulation in two DOF using two bend sensors with curvature dependent resistance, which are attached in two directions to a flexible plastic sheet mounted on the gimbal of the haptic device. One sensor measures the plastic sheet curvature controlled by the thumb, and the other measures the curvature controlled by the middle and ring fingers. In a neutral state, when all fingers are straight, the virtual sculpting tool takes the shape of a line segment. By bending one sensor with the middle and ring fingers, the user changes the virtual tool curvature. By bending the other sensor with the thumb, the user changes the width of the virtual tool. A curvature increase at zero width turns the line into a spline, and a width increase at zero curvature creates a plane. By bending both sensors, the user may simultaneously control the curvature and width of the NURBS surface. The user may toggle between negative and positive curvatures to make convex and concave tools. We demonstrate SplineGrip with a simple sculpting system where the user starts with a block of material and uses the virtual sculpting tool to gradually remove material; the sculpting tool is not limited to subtractive modeling, but can work with other modeling paradigms.

  • 45.
    Olsson, Pontus
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Nysjö, Fredrik
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Hirsch, Jan-Michaél
    Uppsala universitet, Medicinska och farmaceutiska vetenskapsområdet, Medicinska fakulteten, Institutionen för kirurgiska vetenskaper, Käkkirurgi.
    Carlbom, Ingrid B.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Snap-to-fit, a Haptic 6 DOF Alignment Tool for Virtual Assembly2013Ingår i: Proc. World Haptics (WHC), 2013 IEEE, 2013, s. 205-210Konferensbidrag (Refereegranskat)
    Abstract [en]

    Virtual assembly of complex objects has application in domains ranging from surgery planning to archaeology. In these domains the objective is to plan the restoration of skeletal anatomy or archaeological artifacts to achieve an optimal reconstruction without causing further damage. While graphical modeling plays a central role in virtual assembly, visual feedback alone is often insufficient since object contact and penetration is difficult to discern due to occlusion. Haptics can improve an assembly task by giving feedback when objects collide, but precise fitting of fractured objects guided by delicate haptic cues similar to those present in the physical world requires haptic display transparency beyond the performance of today’s systems. We propose a haptic alignment tool that combines a 6 Degrees of Freedom (DOF) attraction force with traditional 6 DOF contact forces to pull a virtual object towards a local stable fit with a fixed object. The object forces are integrated into a virtual coupling framework yielding a stable haptic tool. We demonstrate the use of our system on applications from both cranio-maxillofacial surgery and archaeology, and show that we can achieve haptic rates for fractured surfaces with over 5000 points.

  • 46.
    Persson, Hans
    et al.
    KTH, Medieteknik och interaktionsdesign, MID.
    Åhman, Henrik
    KTH, Medieteknik och interaktionsdesign, MID.
    Yngling, Alexander Arvei
    KTH, Medieteknik och interaktionsdesign, MID.
    Gulliksen, Jan
    KTH, Medieteknik och interaktionsdesign, MID.
    Universal design, inclusive design, accessible design, design for all: different concepts—one goal? On the concept of accessibility—historical, methodological and philosophical aspects2015Ingår i: Universal Access in the Information Society, ISSN 1615-5289, E-ISSN 1615-5297, Vol. 14, nr 4, s. 505-526Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Accessibility and equal opportunities for all in the digital age have become increasingly important over the last decade. In one form or another, the concept of accessibility is being considered to a greater or smaller extent in most projects that develop interactive systems. However, the concept varies among different professions, cultures and interest groups. Design for all, universal access and inclusive design are all different names of approaches that largely focus on increasing the accessibility of the interactive system for the widest possible range of use. But, in what way do all these concepts differ and what is the underlying philosophy in all of these concepts? This paper aims at investigating the various concepts used for accessibility, its methodological and historical development and some philosophical aspects of the concept. It can be concluded that there is little or no consensus regarding the definition and use of the concept, and consequently, there is a risk of bringing less accessibility to the target audience. Particularly in international standardization the lack of consensus is striking. Based on this discussion, the authors argue for a much more thorough definition of the concept and discuss what effects it may have on measurability, conformance with standards and the overall usability for the widest possible range of target users.

  • 47.
    Pitsch, Karola
    et al.
    Bielefeld University, Germany.
    Koch, Benjamin
    Bielefeld University, Germany.
    How infants perceive the toy robot Pleo. An exploratory case study on infant-robot-interaction.2010Konferensbidrag (Övrigt vetenskapligt)
  • 48. Ramoğlu, Muhammet
    et al.
    Bostan, Idil
    Obaid, Mohammad
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Göksun, Tilbe
    Özcan, Oğuzhan
    Interaction between abstract agents: Increasing the readability of causal events with animation principles2016Ingår i: Proc. 20th International Academic Mindtrek Conference, New York: ACM Press, 2016, s. 272-280Konferensbidrag (Refereegranskat)
  • 49. Romanowski, Andrzej
    et al.
    Mayer, Sven
    Lischke, Lars
    Grudzień, Krzysztof
    Jaworski, Tomasz
    Perenc, Izabela
    Kucharski, Przemysław
    Obaid, Mohammad
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Kosiński, Tomasz
    Wozniak, Paweł W.
    Towards supporting remote cheering during running races with drone technology2017Ingår i: Proc. 35th Conference on Human Factors in Computing Systems: Extended Abstracts, New York: ACM Press, 2017, s. 2867-2874Konferensbidrag (Refereegranskat)
  • 50.
    Rostami, Asreen
    et al.
    Stockholm Univ, Stockholm, Sweden.
    McMillan, Donald
    Stockholm Univ, Stockholm, Sweden.
    Márquez Segura, Elena
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media. Univ Calif Santa Cruz, Santa Cruz, CA 95064 USA.
    Rossito, Chiara
    Stockholm Univ, Stockholm, Sweden.
    Barkhuus, Louise
    ITU, Copenhagen, Denmark.
    Bio-Sensed and Embodied Participation in Interactive Performance2017Ingår i: Proceedings Of The Eleventh International Conference On Tangible, Embedded, And Embodied Interaction (TEI'17), 2017, s. 197-208Konferensbidrag (Refereegranskat)
    Abstract [en]

    Designing for interactive performances is challenging both in terms of technology design, and of understanding the interplay between technology, narration, and audience interactions. Bio-sensors and bodily tracking technologies afford new ways for artists to engage with audiences, and for audiences to become part of the artwork. Their deployment raises a number of issues for designers of interactive performances. This paper explores such issues by presenting five design ideas for interactive performance afforded by bio-sensing and bodily tracking technologies (i.e. Microsoft Kinect) developed during two design workshops. We use these ideas, and the related scenarios to discuss three emerging issues namely: temporality of input, autonomy and control, and visibility of input in relation to the deployment of bio-sensors and bodily tracking technologies in the context of interactive performances.

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