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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.

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  • 2.
    Agadagba, Efeoghene
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    The Social Network of Changing Your Mind: 2016Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Som vi i allt högre grad vänder  oss till sociala medier för vår nyhetskonsumtion, två besläktade medier fenomen som påverkar mediekonsumtion är "Ekokammare" och "Filter Bubble". Ekokammare är fenomen där vi tenderar att ha samtal endast med dem som har samma intresse som vi själva, medan Filter bubbla skapas av sociala medier och informationssöknings teknik som tenderar att prioriteringar och visar oss saker man redan vet att vi gillar.

    Syftet med denna avhandling är att föreslå konstruktionslösningen för sociala medier som kan motverka effekten av "Echo kammare" och "Filter Bubble". Den exakta metod som används på denna avhandling är att spela centrerade designmetod och både den mellanliggande och slutliga utvärderingen som görs genom kvalitativ bedömning.

    I slutet presenterades en designlösning av ”Viewlette”- spelet. Man kan dra slutsatsen att den föreslagna designlösningen kan ha en tendens att motverka effekten av “Filter bubble” och “Echo chamber” på nätgemenskap, genom att människor som har motstridiga synpunkter fortfarande lyssna på varandra och förstå ett argument från olika perspektiv.

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  • 3.
    Ahlberg, Petter
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Fakulteten för utbildningsvetenskaper, Institutionen för pedagogik, didaktik och utbildningsstudier.
    IKT-användning i undervisningen i ämnet Idrott och hälsa2014Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
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  • 4.
    Akmanlar, Elif
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Creating personas from online discussion logs: Case study: Bitcoin users2016Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    “Personas” är användbara redskap som används för att öka kvaliteten vid design av användargränssnitt, och de kan skapas utifrån flera olika typer av användarstudier. Emellertid kan det vara förenat med svårigheter för designers att nå ut till relevanta användargrupper. Det är också tidsödande och resurskrävande att förbereda intervjuer och observationer med användare för att få fram den precisa informationen som behövs från insamlade data. Dessutom kan det vara svårt för användare att erinra sig viktig information om de inte ombeds föra dagbok.

    Denna uppsats syftar till att föreslå en alternativ typ av användarstudie genom att ta reda på om diskussionsforum på Internet kan erbjuda den information som är nödvändig för att konstruera Personas. En ny metod bestående av ett antal procedurella steg för att analysera innehållet i diskussionsforum presenteras och implementeras på användargrupperna kring Bitcointeknologin och dess användning.

    Resultatet visar att loggar från online diskussioner utgör en rik informationskälla som väl lämpar sig för att konstruera Personas. Slutligen presenteras en segmentering av användarna kring Bitcoin i fem stycken väl utvecklade Personas.

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  • 5.
    Ali, Saad
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Multiplayer Functionality In HRTF (Head-Related Transfer Function) Audio Games To Increase Players' Interest2022Självständigt arbete på avancerad nivå (masterexamen), 80 poäng / 120 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Mainstream video games retain players' interest with dynamic updates of graphics such as game characters, levels, themes and other game inventory items. For visually impaired players, updates in graphics for player retention are not very efficient. Video games for people with serious visual impairment rely heavily on audio. The players are presented with either frequent audio instructions or 3D audio to be able to roughly judge the state of the game. In both cases, the players could either overwhelmed by frequent audio instructions or might lose interest in the game after some time. A possible reason could be that there are limited ways to evolve these games to keep the players interested as compared to games developed for sighted players. Multiplayer functionality can potentially bring a continuous stream of challenges and competitive situations in games. The research question investigated in this thesis focuses on whether the addition of multiplayer functionality in 3D audio game will increase the level of player interest. The hypothesis was evaluated by performing an experiment. The results of the study showed that multiplayer functionality can significantly increase the level of player interest and enjoyment in 3D audio based game for people with serious visual impairment.

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  • 6.
    Andersson, Kerstin B.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Språkvetenskapliga fakulteten, Institutionen för lingvistik och filologi. UHR, Swedish Council for Higher Education.
    Digital Diasporas: An Overview of the Research Areas of Migrationand New Media Through a Narrative Literature Review2019Ingår i: Human Technology, E-ISSN 1795-6889, Vol. 15, nr 2, s. 142-180Artikel, forskningsöversikt (Refereegranskat)
    Abstract [en]

    Academic research on migration and the use of new media constitutes a growing field. The first studies dealing explicitly with the field appeared in the end of the 1990s. Now, it has become an established research area. The impact and importance of the new technologies for migrants is well established. Appropriation of ICTs and new media environments have become a ubiquitous feature of everyday life in migrant groups. The research area is still understudied, characterized by rapid changes and shifts, and is shaped by the changing structural conditions of migrants and the proliferation of forms of media. In this article, I provide an overview of the developing research area through a review of the existing literature on migration and the use of new media. I elaborate the various aspects of the research field, the research category, current themes and topics, theoretical and conceptual discussions, and methodological approaches

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  • 7.
    Artman, Henrik
    et al.
    Operativa institutionen, Försvarshögskolan, Department of Operational Studies, Swedish National Defence College.
    Persson, Mats
    Operativa institutionen, Försvarshögskolan, Department of Operational Studies, Swedish National Defence College.
    Old Practices – New Technology: Observation of how established practices meet new technology2000Ingår i: Designing Cooperative Systems: The Use of Theories and Models- Proc. of the 5th Int. Conf. on the Design of Coop. Syst. (COOP’2000) / [ed] Dieng-Kuntz, R., Giboin, A., Karsenty, L., De Michelis, G., Amsterdam: IOS Press, 2000, Vol. 58, s. 35-49Konferensbidrag (Refereegranskat)
    Abstract [en]

    Most technology for command and control units is developed from top-down visions and models of an ideal team and technology fit. Such models seldom pay attention to social and historical practises. In Sweden there is a futuristic command and control post under development. The system is intended for civilian and military handling of crises. In spring 1999, a training session was carried out in an elaborated virtual environment. The session was video recorded. In this paper we present and discuss our observations from this session. We have especially focused on the team organisation and use of technology from a bottom-up perspective. As we suspected we found a clash between old practices and what new technology affords. We describe our observations and discuss them in connection to how the system is coupled to external units. One main conclusion is that the team members seem to be more coupled to their subordinate units than to the command and control team.

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  • 8.
    Asai, Ryoko
    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.
    New form of social ties through communicating in social media (Sosharu media ga tukuru atarashii kizuna no katachi)2012Ingår i: Information and Management  64th Conferenceedings Spring / [ed] Japan Society for Information and Management, 2012, s. 141-144Konferensbidrag (Refereegranskat)
  • 9.
    Asai, Ryoko
    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.
    Rethinking ICT's contribution to sustainability and education2012Ingår i: New technologies, education for sustainable development and critical pedagogy / [ed] Vassilios Makrakis and Nelly Kostoulas-Makrakis, Rethymnon, Greece: ICTeESD, University of Crete , 2012, s. 232-235Kapitel i bok, del av antologi (Refereegranskat)
    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.

  • 10.
    Asai, Ryoko
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Social media as a tool for change2011Ingår i: The social impact of social computing / [ed] A. Bisset et al., Sheffield, UK: Sheffield Hallam University , 2011, s. 44-50Konferensbidrag (Refereegranskat)
  • 11.
    Asai, Ryoko
    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.
    Social Media as Informal Public Spheres2012Ingår i: Creating and applying socially, ethically and professionally acceptable ICT systems: Current challenges and what is next? / [ed] Diane Whitehouse, 2012, s. 3-Konferensbidrag (Refereegranskat)
    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.

  • 12.
    Asai, Ryoko
    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.
    Social Media Supporting Democratic Dialogue2013Ingår i: Ambiguous Technologies: Philosophical Issues, Practical Solutions, Human Nature, Lisbon: Autónoma University , 2013, s. 36-43Konferensbidrag (Refereegranskat)
    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.

  • 13.
    Asai, Ryoko
    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.
    Kavathatzopoulos, Iordanis
    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.
    Do social media generate social capital?2012Ingår i: ICT, society and human beings / [ed] Gunilla Bradley, Diane Whitehouse and Angela Lin, Lisbon: IADIS Press , 2012, s. 133-136Konferensbidrag (Refereegranskat)
    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.

  • 14.
    Asai, Ryoko
    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.
    Kavathatzopoulos, Iordanis
    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.
    ICT supported crisis communication and dialog2013Ingår i: The possibilities of ethical ICT, Kolding: University of Southern Denmark , 2013, s. 37-41Konferensbidrag (Refereegranskat)
    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.

  • 15.
    Asai, Ryoko
    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.
    Kavathatzopoulos, Iordanis
    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.
    Regulation of potentially harmful contents on minors2012Ingår i: Equity, integrity and beauty in information law and ethics / [ed] Maria Botti, Kerkyra, Greece: Ionian Academy , 2012Konferensbidrag (Refereegranskat)
    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.

  • 16.
    Asai, Ryoko
    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.
    Kavathatzopoulos, Iordanis
    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.
    Robots as companions in feelings and discussions2017Ingår i: Retfærdighed – Justice, Robophilosophy / [ed] Martin Mose Bentzen, Copenhagen, 2017, s. 42-42Konferensbidrag (Refereegranskat)
    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.

  • 17.
    Asai, Ryoko
    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.
    Kavathatzopoulos, Iordanis
    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.
    Social movement and social media2012Ingår i: Critique, democracy and philosophy in 21st century information society: Towards critical theories of social media / [ed] Christian Fuchs, 2012, s. 76-77Konferensbidrag (Refereegranskat)
    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. 

  • 18.
    Asai, Ryoko
    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.
    Kavathatzopoulos, Iordanis
    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.
    The paradoxical nature of privacy2012Ingår i: Privacy in the social networked world / [ed] Andrew A. Adams, 2012Konferensbidrag (Refereegranskat)
    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.

  • 19.
    Back, Jon
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Márquez Segura, Elena
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Designing for Transformative Play2017Ingår i: ACM Transactions on Computer-Human Interaction, ISSN 1073-0516, E-ISSN 1557-7325, Vol. 24, nr 3, artikel-id 18Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Numerous studies have foregrounded how play is only partially shaped by the artifacts that their designers design. The play activity can change the structures framing it, turning players into co-designers through the mere act of playing. This article contributes to our understanding of how we can design for play taking into account that play has this transformative power. We describe four ways that players can engage with framing structures, which we classify in terms of whether players conform to explore, transgress, or (re)create them. Through the examples of three case studies, we illustrate how this model has been useful in design: as an analytical tool for deconstructing player behavior, to articulate design goals and support specific design choices, and for shaping the design process.

  • 20.
    Back, Jon
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Paget, Susan
    Swedish University of Agricultural Sciences.
    Sallnäs Pysander, Eva Lotta
    Royal Institute of Technology Stockholm.
    Turmo Vidal, Laia
    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, Människa-datorinteraktion.
    Playing Close to Home:: Interaction and Emerging Play in Outdoor Play Installations2018Konferensbidrag (Refereegranskat)
    Abstract [en]

    Outdoor play is becoming an increasingly marginalised activity in the urban landscape. Even in HCI, research on interactive solutions for outdoor play has largely been limited to special areas and in particular playgrounds. But children play everywhere, and especially play close to home is central in children's play activities. In this article we draw upon knowledge about designing for children's play in interaction design as well as in landscape architecture, to study how interactive play installations can be integrated in outdoor environments of a residential area. We present a field study in which digitally enhanced play installations were installed, in dialogue with the landscape, in between the buildings of a residential area. We focus on how emerging play activities made use of the installations as well as of the surrounding landscape in expected as well as unexpected ways. Based on the observations, we discuss how residential play is special, and how this affects how to design for it.

  • 21. Bakardjieva, Maria
    et al.
    Svensson, Jakob
    Karlstads universitet, Avdelningen för medie- och kommunikationsvetenskap.
    Skoric, Marko
    Digital Citizenship and Activism: Questions of Power and Participation Online2012Ingår i: eJournal of eDemocracy & Open Government, E-ISSN 2075-9517, Vol. 4, nr 1, s. i-ivArtikel i tidskrift (Övrigt vetenskapligt)
    Abstract [en]

    The eJournal of eDemocracy and Open Government (JeDEM) is a peer-reviewed, Open Access journal (ISSN: 2075-9517) published twice a year. It addresses theory and practice in the areas of eDemocracy and Open Government as well as eGovernment, eParticipation, and eSociety. JeDEM publishes ongoing and completed research, case studies and project descriptions that are selected after a rigorous blind review by experts in the field.

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  • 22. Bassols-Gardella, Narcís
    et al.
    Coromina, Lluís
    The perceived image of multi-asset tourist destinations: investigating congruence across different content types2021Ingår i: Service Business: An International Journal, ISSN 1862-8516, E-ISSN 1862-8508, Vol. 16, nr 1, s. 57-75Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Destination image has become a crucial topic in tourism studies. However, research has scarcely considered multiple online content sources when studying the image of destinations. This paper examines different types of user-generated content in order to evaluate whether and how this content reflects the evolution of a destination’s image, and its congruence therein. The research focuses on a multi-asset tourist destination, i.e., one which draws different market segments. The results show a relatively high degree in congruence and evolution of the destination’s attractions, but also questions bits of theories on communication congruence as well as attractions’ evolution theories.

  • 23.
    Bertran, Ferran Altarriba
    et al.
    Univ Calif Santa Cruz, Social Emot Technol Lab, Santa Cruz, CA 95064 USA..
    Kim, Soomin
    Seoul Natl Univ, Dept Commun, Seoul, South Korea..
    Chang, Minsuk
    Korea Adv Inst Sci & Technol, Sch Comp, Naver AI Lab, Seoul, South Korea..
    Dagan, Ella
    Univ Calif Santa Cruz, Social Emot Technol Lab, Santa Cruz, CA 95064 USA..
    Duval, Jared
    Univ Calif Santa Cruz, Social Emot Technol Lab, Santa Cruz, CA 95064 USA..
    Isbister, Katherine
    Univ Calif Santa Cruz, Social Emot Technol Lab, Santa Cruz, CA 95064 USA..
    Turmo Vidal, Laia
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Social Media as a Design and Research Site in HCI: Mapping Out Opportunities and Envisioning Future Uses2021Ingår i: Extended abstracts of the 2021 CHI conference on human factors in computing systems  (CHI'21), Association for Computing Machinery (ACM) Association for Computing Machinery (ACM), 2021Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this workshop, we will explore the emergent methodological space of social media based HCI design and research. We will gather scholars and practitioners from different areas within HCI to discuss how social media platforms might support their practice. Through short presentations, open discussions, and design-led activities, we will examine the affordances of existing social media platforms and speculate future developments in this methodological space. The outcome of the workshop will be an interactive data visualization of existing social media platforms, their main characteristics, and their affordances for HCI design and research. Overall, we will begin to characterize the methodological space of social media based HCI design and research, setting the foundation for future developments in this space.

  • 24.
    Botini, Evgenia Maria
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Medier och kommunikation.
    Navigating the Evolving World of Fashion In-Game Advertising2023Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Abstract

    This study addresses gaming as an interactive digital advertising tool, aiming to explore its effectiveness in digital marketing overall and to examine its impact on digital marketing for the fashion industry in particular.

    Purpose

    The purpose of this paper is to present an analytical framework for explaining the appeal of games for fashion brand advertising. More precisely, this paper aims on investigating in detail how, if and what factors make games an appealing medium for fashion brand advertising, through a uses and gratifications perspective.

    Design/methodology/approach

    In the zeitgeist of infoxication and information anxiety, in which modern consumers must form their consumption identity habits, advertisement experts and academics are called to revise traditional advertising channels, exposed to the urgent need of finding new mass-mediated mediums to successfully reach their goal-market. While the advertising industry is striving to “consume” every freshly designed communicational platform and utilize it for marketing purposes, the uses and gratifications theory (UGT), will guide the researcher to uncover why and if audiences are choosing to perceive games as an advertising channel.

    Originality/value

    The present study contributes to the existing literature by investigating the uses and gratifications (U&Gs) that motivate gamers to adopt a positive attitude towards fashion ingame advertising (IGA) and brand recognition, and therefore influence their purchase intentions. Additionally, the study will contribute to confining the research gap between what fashion brands think they will achieve with IGA and what they are actually achieving. The study hopes to pose significant theoretical and practical implications for both researchers and practitioners who are eager in the metaverse economy, IGA advertisement and virtual world marketing communication.

    Findings

    Whilst fashion advertising in games poses a new challenge for both advertisement and mass communication practitioners, the present study concluded that games – as a mass-mediated environment – equip advertisement with the benefit of engaging audiences in interactive and immersive experiences. This unique IGA advantage allows for the creation of more personalized and targeted marketing campaigns, tapping into the specific gratifications sought by players, such as social interaction, self-expression, and achievement. By leveraging these insights, fashion brands can effectively connect with their target audience, and cultivate brand loyalty, brand recognition and brand engagement. 

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  • 25.
    Bradson, Christopher
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Amanuel, Sofia
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Designing Communication for Dialogue and Engagement: The Volkswagen Emission Scandal in Sweden2018Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Title: Designing Communication for Dialogue and Engagement

    Authors: Christopher Bradson & Sofia Amanuel

    Level: Master Thesis, 30p 

    Keywords: Dialogue, Communication Design, Stakeholder engagement, Stakeholder communication, CSR communication

    Background: The changed attitudes about the role of business in today's contemporary society alongside with globalization and the evolved media-information environment has enlarged the pressures on businesses in regards to how they should pursue profitability, while responding to demands about accountability that is motivated beyond financial gain. There is a need for a better understanding about communication choices and how these are perceived by intended stakeholders, in order to accelerate effective communication that initiates stakeholder engagement.

    Research Questions:(1)How is Volkswagens communication design constructed in creating dialogue and engagement after a corporate scandal with its customers? (2)How does Swedish Volkswagen customers, in attribute of being external stakeholders, perceive the opportunities for engagement based on the four selected Volkswagen tools? What challenges does Volkswagen encounter when trying to create dialogue through these tools?

    Purpose: The purpose of this thesis is to examine how Volkswagen is creating opportunities for stakeholder dialogue and engagement through the theoretical perspective of communication design. By engagement we mean one-way or two-way communication, where stakeholders seek out or take part of communicative messages provided by the organisation.The study aims to examine how Volkswagen has designed their communication efforts, after being subjected to a global corporate scandal which proposed public demands for accountability and responsibility.

    Theoretical Framework: The framework consists of Communication theories, giving considerable space to literature from theorists Aakhus and Bzdak whom developed the framework for communication design used in this study. Additionally, the framework includes a smaller selection of CSR, Public Relation, and Media research focusing on stakeholder engagement. 

    Method: We have taken two parallel methodological pathways. The first method involved applying for elements provided by Aakhus and Bzdak framework for reconstructive design, while doing a thematic analysis on the media texts provided by the tools. The second research question was examined by conducting semi-structured interviews with Swedish Volkswagen stakeholders in order to gain a deeper understanding if Volkswagens communicative instruments were enabling engagement.  

    Findings & Conclusions: Our study concludes that Volkswagen is showcasing constructs in their design that aims to reduce scepticism among stakeholders, addressing important issues for stakeholders, providing solutions and articulating progress in multi-stake issues. Wealso conclude that Volkswagens communication messages are conveyed in a calculated way, with a persuasive nature to create an identity of being a ‘corporate good citizen’.There is a complexity in terms of diminishing scepticism, since stakeholders are being more demanding in today's society, particularly after a corporate scandal such as the one Volkswagen has been subjected to. Stakeholders are becoming more aware that companies are dictating the dialogic discourse, which affects the communication design in what motives a company incorporates in their communication. We conclude that customers felt that the opportunities to engage with the company was fairly low, and highly depended on how they where processing the nature of the messages (intrinsic/extrinsic),as well as how they defined engagement from personal beliefs and values.

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  • 26.
    Bremer, Christina
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Not (B)interested? Using Persuasive Technology to Promote Sustainable Household Recycling Behaviour: An Identification and Implementation of Key Elements with Focus on Young Adults in Sweden2018Självständigt arbete på avancerad nivå (magisterexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Eftersom avfall separeras vid dess källa, beror Sveriges återvinningssystems framgång i stor utsträckning på aktivt deltagande hushåll. Studier har visat att särskilt unga inte följer lokala återvinningsrutiner på ett konsekvent sätt. Ett nytt och lovande tillvägagångssätt för att hantera detta suboptimala hushållsåtervinningsbeteende (English: household recycling behaviour (HRB)) är användningen av övertygande teknik. Syftet med denna studie är att utforska de viktigaste delarna av övertygande teknik som strävar till att främja ett hållbart hushållsåtervinningsbeteende hos vuxna i Sverige. Den valda metodiken är forskningsdriven design. Baserat på resultat från en litteraturstudie samt en online enkätundersökning fokuserad på målgruppen unga (N=50), designades en mobilapplikation genom ett iterativt tillvägagångssätt. Studien identifierade följande nyckelelement för en övertygande design i domänen: (1) Lättillgänglig information angående optimalt hushållsåtervinningsbeteende, (2) Användning av flera motivationsstrategier, (3) Identifiering av skillnader mellan lokala återvinningsrutiner, (4) Betrakta användare som jämställda och (5) Användning av lättillgänglig teknikkanal. Effekterna av dessa element är beroende av att användarna även har möjlighet att utföra den önskade sopsorteringen, och därför på ett välfungerande återvinningssystem. Designlösningen att använda sig av övertygande teknik i form av en app visade sig väcka målanvändarnas nyfikenhet. Studien visar att en väldesignad app kan fungera som en 'morot' för att uppmuntra användning över en längre tid, och skapa en reflektionsprocess som kan bryta ohållbara återvinningsvanor.

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  • 27.
    Cederved, Catarina
    et al.
    Uppsala universitet, Medicinska och farmaceutiska vetenskapsområdet, Medicinska fakulteten, Institutionen för kvinnors och barns hälsa, Barnonkologisk forskning - särskilt fokus på komplikationer.
    Back, Jon
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Ångström Brännström, Charlotte
    Uppsala universitet, Medicinska och farmaceutiska vetenskapsområdet, Medicinska fakulteten, Institutionen för kvinnors och barns hälsa, Barnonkologisk forskning - särskilt fokus på komplikationer. Department of Nursing, Umeå University, Umeå, Sweden.
    Ljungman, Gustaf
    Uppsala universitet, Medicinska och farmaceutiska vetenskapsområdet, Medicinska fakulteten, Institutionen för kvinnors och barns hälsa, Barnonkologisk forskning - särskilt fokus på komplikationer.
    Engvall, Gunn
    Uppsala universitet, Medicinska och farmaceutiska vetenskapsområdet, Medicinska fakulteten, Institutionen för kvinnors och barns hälsa, Barnonkologisk forskning - särskilt fokus på komplikationer.
    Behind the scenes of the development of a serious game for health for children: An interdisciplinary interview study exploring perspectives from game designers, researchers, and experts from the field of hospital careManuskript (preprint) (Övrigt vetenskapligt)
    Abstract [en]

    It is considered advantageous to adopt an interdisciplinary approach when creating serious games in the sphere of health practice. However, different fields have reported that interdisciplinary work is challenging. Yet, the literature is scarce regarding how participants within health research have experienced collaborative research. In 2019 and 2020 three teams worked together to produce a serious game for children undergoing radiotherapy. The game was designed for children aged 5-14 years. The aim of this study was to describe the experiences of the participants in the teams from the production phase of a serious game about radiotherapy. Thirteen in depth interviews were carried out with members from all three teams. The teams included game designers, a research team, and an expert team. The latter consisted of a play therapist, a pediatric nurse, and radiation oncology nurses. A reflective thematic analysis was performed where one main theme and four subthemes were formulated. The main theme was: A learning experience during the participatory process. The subthemes were: (1) New insights were established due to the collaboration, (2) Games give the impression of being easy, yet are complex to produce, (3) The amount of time spent meeting in the teams was beneficial to the experience, and (4) The impact of having confidence in the game that was designed. In conclusion, knowledge expansion arose on several levels during the production phase. Having time and building trust in team constellations are significant factors in achieving a productive and favorable/beneficial experience for participants. Further, confidence in the end product could be a contributory factor for participants continuing to work and the understanding of the complexity of the evolving process.

  • 28.
    Charapan, Nadzeya
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för ABM.
    Snarskis, Donatas
    Sarapuu, Stina
    Rääbis, Mirjam
    Öjmyr, Hans
    DigMus: Empowering Museum Professionals with Digital Skills: Mapping Report2022Rapport (Övrigt vetenskapligt)
    Abstract [en]

    During the COVID-19 pandemic, digital technologies provided vital tools for keeping museum audiences engaged and connected. In response to the crisis, many museums were forced to rapidly increase their digital presence. This, in turn, has affected and transformed daily museum operations and professional practices. In the aftermath of lockdown, it became evident that museum professionals urgently require new transferrable skills and competencies to comply with the new reality.

    The digital technology is already a crucial part of daily museum operations, but there is a shortage of digital skills and competences among museum personnel. To reveal and address them, there was a need to conduct mapping research into ongoing practices from practitioners’ perspectives. For this purpose, the DigMus team developed and distributed a survey to museums in Sweden, Estonia and Lithuania.

    The survey consisted of three sections that cover background information about the respondents and institutions, insight into professional practices, and recommendations for prospective training. With this survey, we do not aim to evaluate the performance and ability of different museum professionals to carry out specific digital activities. Rather, we try to generate a better understanding of the existing shortage in digital skills and competencies in order to tackle them by providing tailor-made professional training in the second stage of the project.

    Our approach to the survey involved gathering data from several individuals within each institution rather than auditing each museum via a single representative. 

    The survey was disseminated by coordinating institutions, specifically by the Gävleborg County Museum in Sweden, the National Heritage Board in Estonia, and the Lithuanian Museums’ Centre for Information, Digitisation and LIMIS. The study was conducted from March through May 2021. In total, 96 respondents from 29 museums across the three countries participated. Given the intrinsically exploratory purpose of the survey as a preparatory stage for lifelong professional training development, the sample is not statistically representative. Nevertheless, the findings may be relevant for developing training materials and courses for different museum professionals in Sweden, Estonia, and Lithuania.  

    The present report includes an overview of the digital practices of different museum specialists and summarizes the professional training needs to be addressed by the DigMus team during the next stage of the project.

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  • 29.
    Chen, Yingjie
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Exploring Consumers’ Payment Behaviours atCompleting Micro-Transactions withVending Machines in Sweden2015Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Denna uppsats behandlar en empirisk undersökning av faktorer som påverkarkonsumenters val av betalningsmedel, detta inkluderar kontant, kredit och mobiltbetalningsmedel vid microtransaktioner hos försäljningsautomater. For att uppfyllasyftet används en teoribaserad kvalitativ studie genom semi-strukturerade intervjuer ikombination med observationer. Vi fann att betalningsmedel forförsäljningsautomater traditionellt sett uppfattas vara kontanta medel, vilket resulterari att konsumenter prioriterar att använda kontanter. Emellertid, eftersom Sverige rörsig mot ett kontantfritt samhälle föreslås kreditkort vara mer kompatibelt medsvenska folkets handelsvanor. Trots denna kompatibilitet är kreditbetalning iförsäljningsautomater uppfattat som osäkert på grund av vagheten I transaktionen, attbetala utan pinkod och en potential risk for bedrägeri. Vad gäller mobil betalningfinner studien att det anses vara en fördel vid betalning i försäljningsautomater då detger effektivitet, säkerhet och exklusivitet/en mer privat dimension. Ett flertal barriärerfor konsumenters acceptans av mobil betalning identifieras i studien. Detta inkluderarkomplexitet och otillräckliga sociala influenser.

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  • 30.
    Dashevska, Julia
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    What are the success strategies for changing behaviour?: An explorative intervention study of an application based and a non-application based approach for reducing smartphone overuse with focus on persuasive design 2017Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    With the growing role the smartphone technology is gaining in our daily life the concerned voices about its negative impacts on human social skills, social interactions and mental health are getting louder. Smartphone use has become a habit not at least due to high access to different kind of rewards provided by this technology. In this thesis, a qualitative explorative study analyses two approaches, an application based and a non-application based, in their ability to deal with the subjectively perceived smartphone overuse in order to find weaknesses and advantages behind those approaches. The study design is based on behaviour change theories such as the Goal-Setting Theory, the Social Cognitive Theory, and the Cognitive Dissonance Theory and on the persuasive design strategies. The results of the five weeks long intervention study, during which eight participants tried both approaches in a within-group design setup, suggests that a combination of an application based and a non-application based intervention could be more beneficial than relying on technology alone in order to support the user with means to reduce the smartphone overuse. The results furthermore suggest that the application based approach functioned well as an eye opener and as an incentive to prepare participants to take own actions. 

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  • 31.
    Davis, Matthew J.
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Tekniska sektionen, Institutionen för samhällsbyggnad och industriell teknik, Industriell teknik.
    Fors, Per
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Tekniska sektionen, Institutionen för samhällsbyggnad och industriell teknik, Industriell teknik.
    Towards a Typology of Intentionally Inaccurate Representations of Reality in Media Content2020Ingår i: Human-Centric Computing in a Data-Driven Society: 14th IFIP TC 9 International Conference on Human Choice and Computers, HCC14 2020, Tokyo, Japan, September 9–11, 2020, Proceedings / [ed] D. Kreps et al, Cham: Springer, 2020, s. 291-304Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper, we take a look at three concepts frequently discussed in relation to the spread of misinformation and propaganda online; fake news, deepfakes and cheapfakes. We have mainly two problems with how these three phenomena are conceptualized. First of all, while they are often discussed in relation to each other, it is often not clear what these concepts are examples of. It is sometimes argued that all of them are examples of misleading content online. This is quite a one-sided picture, as it excludes the vast amount of content online, namely when these techniques are used for memes, satire and parody, which is part of the foundation of today’s online culture. Second of all, because of this conceptual confusion, much research and practice is focusing on how to prevent and detect audiovisual media content that has been tampered with, either manually or through the use of AI. This has recently led to a ban on deepfaked content on Facebook. However, we argue that this does not address problems related to the spread of misinformation. Instead of targeting the source of the problem, such initiatives merely target one of its symptoms. The main contribution of this paper is a typology of what we term Intentionally Inaccurate Representations of Reality (IIRR) in media content. In contrast to deepfakes, cheapfakes and fake news – terms with mainly negative connotations – this term emphasizes both sides; the creative and fun, and the malicious use of AI and non-AI powered editing techniques.

  • 32.
    Duval, Jared
    et al.
    Northern Arizona University.
    Turmo Vidal, Laia
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Márquez Segura, Elena
    Universidad Carlos III de Madrid.
    Li, Yinchu
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Reimagining Machine Learning's Role in Assistive Technology by Co-Designing Exergames with Children Using a Participatory Machine Learning Design Probe2023Ingår i: The 25th International ACM SIGACCESS Conference on Computers and Accessibility / [ed] Erin Brady; Maria Wolters, Association for Computing Machinery (ACM), 2023Konferensbidrag (Refereegranskat)
    Abstract [en]

    The paramount measure of success for a machine learning model has historically been predictive power and accuracy, but even a gold-standard accuracy benchmark fails when it inappropriately misrepresents a disabled or minority body. In this work, we reframe the role of machine learning as a provocation through a case study of participatory work co-creating exergames by employing machine learning and its training as a source of play and motivation rather than an accurate diagnostic tool for children with and without Sensory Based Motor Disorder. We created a design probe, Cirkus, that supports nearly any aminal locomotion exergame while collecting movement data for training a bespoke machine learning model. During 5 participatory workshops with a total of 30 children using Cirkus, we co-created a catalog of 17 exergames and a resulting machine-learning model. We discuss the potential implications of reframing machine learning’s role in Assistive Technology for values other than accuracy, share the challenges of using “messy” movement data from children with disabilities in an everchanging co-creation context for training machine learning, and present broader implications of using machine learning in therapy games.

  • 33.
    Eklund, Lina
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    From Trash to Treasure: Exploring how video games are moving from popular culture to cultural heritage2022Ingår i: Proceedings of DIGRA 2022, The Digital Games Research Association (DiGRA) , 2022, s. 1-16Konferensbidrag (Refereegranskat)
    Abstract [en]

    Video games are now recognized as an important part of our culture and history. However, this redefinition of the cultural value of video games has received scant academic attention.

    In this paper I explore the transformation video games have, and are undergoing by: 1) drawing on the event of the first excavation searching for video game history in the Alamogordo Landfill in New Mexico and 2) interviews with collection and exhibition experts in charge of video games in two U.S. museums: MoMA, New York and MADE, Oakland.

    Results explore how video games have gone from trash to treasure as exemplified by the excavation of the 1982 Atari game E.T. The Extra-Terrestrial. As video games enter museums they become valued using traditional western ideals on how cultural heritage is defined, based on ideals of age, materiality, monumentality, and aesthetics. Yet, the interactivity imperative of video games makes new evaluation structures relevant.

  • 34.
    Eklund, Lina
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Kinwork revisited: The gendered work of keeping up with family through communication technology2023Ingår i: Convergence. The International Journal of Research into New Media Technologies, ISSN 1354-8565, E-ISSN 1748-7382, Vol. 29, nr 6, s. 1592-1608Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Kinwork is the maintenance of cross-household kin and family ties through both physical and mediated means and is a type of unpaid labour historically performed by women. However, changing gender norms, new communicative practices such as networked individualism, and internet and communication technologies are changing how kinwork is done. This study explores how these changes affect the gendered nature of kinwork. Swedes from multigenerational, cross-household families residing in Sweden and the United States took part in primarily home-based interviews (n=40). This empirical study explores current practices of kinwork, focusing on three empirical cases, Christmas cards for seasonal greetings, phone calls for birthday well-wishes, and digital communication for everyday contact. Results highlight how kinwork in the sample is performed by both men and women through a wide range of communication technologies. The study shows that due to new gendered norms, women in the younger generations are less willing to do kinwork for men than older generations in the same kinship networks, indicating generational differences rather than family differences. In the study, men use new internet and communication technology to both do and sometimes take responsibility for kinwork while older communication technologies retain a feminine coding, sometimes resulting in abandonment. Contemporary digital communication technology supports a shift to individual communication rather than group-based which further supports men’s increased engagement in kinwork. The study concludes that kinwork in the studied sample is performed by both men and women and that contemporary kinwork can only be understood by looking at the complex entanglements of evolving gender equality norms, trends towards more individual communication patterns, and affordances of communication technology. Together these result in new ways and opportunities for doing kinwork, which becomes less the work of women and more the work of networked individuals, whatever gender.

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  • 35.
    Engwall, Kristina
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Sociologiska institutionen, Centrum för socialt arbete - CESAR.
    Online activities for individuals with intellectual disabilities at a day centre in the wake of COVID-192023Ingår i: British Journal of Learning Disabilities, ISSN 1354-4187, E-ISSN 1468-3156, Vol. 51, nr 2, s. 229-237Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Background: The lockdown of a day centre for individuals with intellectual disabilities led to digital activities instead of traditional physical presence.

    Method: This study is based on 17 interviews with staff of a day centre, directors of day centres and support persons.

    Findings: The purpose of the digital activities was to overcome physical distance and to create “social connectedness” with service users at a day centre. Emphasis was placed on recognisability to meet the needs of the service users. When the lockdown was lifted, service users were included in the production of digital artefacts. There were also obstacles to digitalisation: some service users had no access to Internet or tablets at home, some lawyers forbid the use of common digital programmes and service users were denied being visible on social media, support persons lacked digital competence and were reluctant to digital activities.

    Conclusions: The experiences of digital activities including coproduction of films made individuals with intellectual disabilities active and visible on social media. This might facilitate the possibilities for future digital inclusion in society. The support from staff at the sheltered accommodations was vital and when it succeeded it promoted a more holistic approach to the service users' everyday lives.

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  • 36.
    Enqvist, Juulia
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Developing an understanding of users through an insights generation model: How insights about users can be generated from a variety of sources available in an organization2017Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    User centered design is a process which aims to understand user needs and desires by using different tools and methods. This is challenging in the industry as companies have different goals compared to the academic discipline of user centered design. As companies have different goals, common UCD methods which are used in the academic field are often not used. Therefore, there is a gap in how UCD is done in practice compared to theory. Designers and user experience specialists must use the tools which are available, capitalize on the opportunity to use existing resources in the organization in order to understand users and their needs.

    Insights explain the why and the motivation of the consumer or user, and they are less apparent and intangible, hidden truths that result from continuous digging. Insights can be draw from several different sources, from data and qualitative sources. This thesis investigates from what available sources in an organization can insights be generated from in order to understand users and design better experiences, specifically from the organizations perspective. The purpose is not only to understand users but to drive the organization’s objectives and goals.

    This thesis uses an innovative collaborative workshop methodology, working with digital designers, to answer the research questions and as a result presents an insights generation model. The research has been specifically conducted for an organization, and from their available sources, but the methodology and model creation has the potential to be used in similar settings, domains or projects.

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  • 37. Foltynek, Tomas
    et al.
    Bjelobaba, Sonja
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Språkvetenskapliga fakulteten, Institutionen för moderna språk, Slaviska språk. Uppsala universitet, Medicinska och farmaceutiska vetenskapsområdet, Medicinska fakulteten, Institutionen för folkhälso- och vårdvetenskap, Centrum för forsknings- och bioetik.
    Glendinning, Irene
    Khan, Zeenath Reza
    Santos, Rita
    Pavletic, Pegi
    Kravjar, Július
    ENAI Recommendations on the ethical use of Artificial Intelligence in Education2023Ingår i: International Journal for Educational Integrity, E-ISSN 1833-2595, Vol. 19, artikel-id 12Artikel i tidskrift (Övrigt vetenskapligt)
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  • 38.
    Friday, Adrian
    et al.
    School of Computing and Communications, Lancaster University, Lancaster, United Kingdom.
    Hazas, Mike
    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 Vi3.
    Bates, Oliver
    School of Computing and Communications, Lancaster University, Lancaster, United Kingdom.
    Morley, Janine
    Sociology, Lancaster University, Lancaster, United Kingdom.
    Lord, Carolynne
    School of Computing and Communications, Lancaster University, Lancaster, United Kingdom.
    Widdicks, Kelly
    School of Computing and Communications, Lancaster University, Lancaster, United Kingdom.
    Gormally-Sutton, Alexandra
    Lancaster Environment Centre, Lancaster University, Lancaster, United Kingdom.
    Clear, Adrian
    Engineering & Informatics, National University of Ireland, Galway, Ireland.
    Unpacking the resource impacts of digitally-mediated domestic practices using resource trace interviewing2022Ingår i: Digital Creativity, ISSN 1462-6268, E-ISSN 1744-3806, Vol. 33, nr 3, s. 250-275Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    The home has been the subject of investigation in the social sciences and interaction design communities for decades. This has been driven not least by a wish to understand technology, energy demand, and how it might be understood in terms of social practices. In this paper, we reflect on several studies that have sought to capture this relationship. We introduce an evolving methodological approach we term ‘Resource Trace Interviewing’ that extends interview practice using visualizations of fine-grained quantitative data from sensors and software deployed in the home. By facilitating fuller accounts and joint sense-making between participants and researchers, this method better reveals the patterns of technology and energy use in the digitally connected home, and how this in turn relates to domestic practices. We reflect, for the first time, on the strengths and limitations of this approach as a guide to others studying similar socio-technical settings.

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  • 39.
    Ghita, Cristina
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Thorén, Claes
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Going cold turkey!: An autoethnographic exploration of digital disengagement2021Ingår i: Nordicom Review, ISSN 1403-1108, E-ISSN 2001-5119, Vol. 42, nr s4, s. 152-167Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    As the dust of society-wide digitalisation settles, the search for meaningful technological encounters is becoming more urgent. While the Nordic countries embrace digitalisation, recent concerns regarding technology overuse have been gaining increased attention. This tendency is exemplified in practices of limiting digital use, called digital disengagement – an apparent paradox in Nordic societies where digital is the dominant paradigm. In this article, we explore the emergence of disconnection-centred devices called “dumbphones”, which cater to individuals wishing to escape hyperconnected lifestyles. Drawing on a new materialist perspective, we present a content analysis of dumbphones’ advertising material, followed by a collaborative autoethnographic study in which we replace our smartphones with dumbphones. We critically weigh the promises of the dumbphones against the actual experience of digital disengagement in Sweden. Our findings illustrate a struggle with digital technologies, even despite their absence, due to emerging workarounds and societal expectations of use.

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  • 40.
    Glöss, Mareike
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Christian Kehr, Peter Schüßler and Marc-Denis Weitze (eds.) Neue Technologien in der Gesellschaft. Akteure, Erwartungen, Kontroversen und Konjunkturen2012Ingår i: Tecnoscienza: Italian Journal of Science and Technology Studies, E-ISSN 2038-3460, Vol. 3, nr 2, s. 180-183Artikel, recension (Refereegranskat)
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  • 41.
    Glöss, Mareike
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Technology Encounters: Exploring the essence of ordinary computing2016Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [en]

    As computing technology has become a vital part of everyday life, studies have increasingly scrutinized the underlying meaning of computational things. As different devices become interwoven with daily practices and routines, there is a growing interest in understanding not only their functional meaning in computational terms but also their meaning in relation to other non-computation artefacts.

    This thesis investigates how people relate to artefacts and how their individual values and attitudes affect this relationship.  The analysis is based on four ethnographic studies, which look at the richness of ordinary interactions with technology to understand the impact of technology upon practice and experience.

    The process through which humans develop a relationship to artefacts is framed as a continuous series of encounters, through which the individual constantly reshapes their relationship to things.  Artefacts are seen as lines in the mesh of everyday life, and the encounters are the intersections between lines. This approach–grounded in phenomenology and paired with an anthropological understanding of everyday life–reconceptualises understanding of the processes of adaption, meaning-making, disposing and recycling. The work reveals how human relations to all kinds of things–in the form of meaning–is continually transforming. Core to this understanding is the cultural relative essence that becomes perceived of the artefacts themselves. This essence deeply affects the way we encounter and thus interact with technology, as well as objects more broadly. In the daily interaction with computing devices we can observe that computing technology alters the mesh on a different level than non-computational artefacts: digital interfaces pull our lines together, bundle experiences an affect how we encounter the material and the social world. This enables computing devices to have meanings distinct from non-computing technology. To go further, computing is itself a mode of existence – a crucial difference in things that helps us understand the complexity of the material world.

    Delarbeten
    1. The Value of Things: Cultural Context in the Design of Digital Materiality
    Öppna denna publikation i ny flik eller fönster >>The Value of Things: Cultural Context in the Design of Digital Materiality
    2012 (Engelska)Ingår i: Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design, New York: Association for Computing Machinery (ACM), 2012, s. 751-756Konferensbidrag, Publicerat paper (Refereegranskat)
    Abstract [en]

    With the diffusion of computing in all areas of everyday life comes a need for re-thinking the design process in order to account for the changing meaning of digital technologies. This paper argues that there is a need to factor the cultural value that digital artifacts get assigned by users into the design process. Therefore a theoretical framework is developed that builds on phenomenology and Bourdieu's concept of habitus. Main objective is thereby to connect the individual experience with a cultural context and connect micro- and macro-perspective. This framework then builds the foundation for a model that accounts for the heterogeneity of values that artifacts get assigned.

    Ort, förlag, år, upplaga, sidor
    New York: Association for Computing Machinery (ACM), 2012
    Nyckelord
    Design research, phenomenology, ubiquitous computing, experiential computing, materiality
    Nationell ämneskategori
    Mänsklig interaktion med IKT
    Forskningsämne
    Människa-dator interaktion
    Identifikatorer
    urn:nbn:se:uu:diva-191831 (URN)10.1145/2399016.2399132 (DOI)978-1-4503-1482-4 (ISBN)
    Konferens
    NordiCHI 2012, 14th-17th October, 2012, Copenhagen, DENMARK
    Tillgänglig från: 2013-01-16 Skapad: 2013-01-14 Senast uppdaterad: 2016-08-26Bibliografiskt granskad
    2. Exploring meaning and values in artefacts: A case example of the family car
    Öppna denna publikation i ny flik eller fönster >>Exploring meaning and values in artefacts: A case example of the family car
    (Engelska)Artikel i tidskrift (Refereegranskat) Submitted
    Abstract [en]

    In this paper we describe interactions between families and their artefacts in the car using data from ethnographic work with eight families. We see how artefacts - through the interactions and practices around them and affected by family values - develop meaning over time. Outgoing from that artefacts are embedded in the socially dense environment of the car, we scrutinize the relationship between users and artefacts and the environment they are interacting in. Drawing on concepts from the field of material culture we show that the relationship between user and artefact is constituted through individual values and dispositions as they are reflected in everyday interactions with materiality. We observe that artefact interactions are closely tied with changing family dynamics, issues around technology appropriation and prevailing values and parenting practices. Our analysis points to the deliberation of the role of critical, value-based design for the design for families. 

    Nyckelord
    Car, family, meaning, materiality
    Nationell ämneskategori
    Mänsklig interaktion med IKT
    Forskningsämne
    Människa-dator interaktion
    Identifikatorer
    urn:nbn:se:uu:diva-301106 (URN)
    Anmärkning

    Manuscript submitted for publication

    Tillgänglig från: 2016-08-18 Skapad: 2016-08-18 Senast uppdaterad: 2016-08-26
    3. Connectedness in Mobile Families: Digital and Material Flows of Practices in the Home
    Öppna denna publikation i ny flik eller fönster >>Connectedness in Mobile Families: Digital and Material Flows of Practices in the Home
    Visa övriga...
    (Engelska)Manuskript (preprint) (Övrigt vetenskapligt)
    Abstract [en]

    In modern day economy, families often have to be geographically flexible and within families computational technology plays a crucial role in making a home, even when far away from their place of origin. We report on an ethnographic study investigating the role of ICT for connectedness in a family context. In order to understand how families are dealing with relocation in their everyday life, we analyze situated material practices and discuss how expat families create a sense of connectedness through the procurement and maintenance of physical as well as digital artifacts. We show in particular how the roles of virtually procured artifacts, such as movies or music content, is tightly connected to but also different from the tangible ‘stuff’ that is a crucial part of home-making. This leads to a different role of ICT in the material fabric of the modern family home and at the same time to new challenges and challenges and potentials whendesigning for connectedness.

    Nationell ämneskategori
    Mänsklig interaktion med IKT
    Forskningsämne
    Människa-dator interaktion
    Identifikatorer
    urn:nbn:se:uu:diva-301107 (URN)
    Tillgänglig från: 2016-08-18 Skapad: 2016-08-18 Senast uppdaterad: 2016-08-26
    4. Designing for Labour: Uber and the On-Demand Mobile Workforce
    Öppna denna publikation i ny flik eller fönster >>Designing for Labour: Uber and the On-Demand Mobile Workforce
    2016 (Engelska)Ingår i: 34Th Annual Chi Conference On Human Factors In Computing Systems, Chi 2016, 2016, s. 1632-1643Konferensbidrag, Publicerat paper (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. 

    Nyckelord
    On demand labour, sharing economy, uber, ridesharing, on-demand labour, transport, labour issues
    Nationell ämneskategori
    Interaktionsteknik Mänsklig interaktion med IKT
    Identifikatorer
    urn:nbn:se:uu:diva-276270 (URN)10.1145/2858036.2858476 (DOI)000380532901062 ()9781450333627 (ISBN)
    Konferens
    34th Annual CHI Conference on Human Factors in Computing Systems (CHI4GOOD), MAY 07-12, 2016, San Jose, CA, USA
    Tillgänglig från: 2016-02-10 Skapad: 2016-02-10 Senast uppdaterad: 2020-01-17Bibliografiskt granskad
    5. Stuck in-between: Embracing the ‘messiness’ of Internet of Things at home
    Öppna denna publikation i ny flik eller fönster >>Stuck in-between: Embracing the ‘messiness’ of Internet of Things at home
    (Engelska)Manuskript (preprint) (Övrigt vetenskapligt)
    Nationell ämneskategori
    Mänsklig interaktion med IKT
    Identifikatorer
    urn:nbn:se:uu:diva-301108 (URN)
    Tillgänglig från: 2016-08-18 Skapad: 2016-08-18 Senast uppdaterad: 2016-08-26
    6. The tablet computer as a family canvas
    Öppna denna publikation i ny flik eller fönster >>The tablet computer as a family canvas
    (Engelska)Manuskript (preprint) (Övrigt vetenskapligt)
    Nationell ämneskategori
    Mänsklig interaktion med IKT
    Identifikatorer
    urn:nbn:se:uu:diva-301109 (URN)
    Tillgänglig från: 2016-08-18 Skapad: 2016-08-18 Senast uppdaterad: 2016-08-26
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  • 42.
    Glöss, Mareike
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    The Value of Things: Cultural Context in the Design of Digital Materiality2012Ingår i: Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design, New York: Association for Computing Machinery (ACM), 2012, s. 751-756Konferensbidrag (Refereegranskat)
    Abstract [en]

    With the diffusion of computing in all areas of everyday life comes a need for re-thinking the design process in order to account for the changing meaning of digital technologies. This paper argues that there is a need to factor the cultural value that digital artifacts get assigned by users into the design process. Therefore a theoretical framework is developed that builds on phenomenology and Bourdieu's concept of habitus. Main objective is thereby to connect the individual experience with a cultural context and connect micro- and macro-perspective. This framework then builds the foundation for a model that accounts for the heterogeneity of values that artifacts get assigned.

  • 43.
    Glöss, Mareike
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Cycil, Chandrika
    Exploring meaning and values in artefacts: A case example of the family carArtikel i tidskrift (Refereegranskat)
    Abstract [en]

    In this paper we describe interactions between families and their artefacts in the car using data from ethnographic work with eight families. We see how artefacts - through the interactions and practices around them and affected by family values - develop meaning over time. Outgoing from that artefacts are embedded in the socially dense environment of the car, we scrutinize the relationship between users and artefacts and the environment they are interacting in. Drawing on concepts from the field of material culture we show that the relationship between user and artefact is constituted through individual values and dispositions as they are reflected in everyday interactions with materiality. We observe that artefact interactions are closely tied with changing family dynamics, issues around technology appropriation and prevailing values and parenting practices. Our analysis points to the deliberation of the role of critical, value-based design for the design for families. 

  • 44.
    Glöss, Mareike
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Giaccardi, Elisa
    Robbins, Holly
    D'Olivo, Patricia
    Karana, Elvin
    Connectedness in Mobile Families: Digital and Material Flows of Practices in the HomeManuskript (preprint) (Övrigt vetenskapligt)
    Abstract [en]

    In modern day economy, families often have to be geographically flexible and within families computational technology plays a crucial role in making a home, even when far away from their place of origin. We report on an ethnographic study investigating the role of ICT for connectedness in a family context. In order to understand how families are dealing with relocation in their everyday life, we analyze situated material practices and discuss how expat families create a sense of connectedness through the procurement and maintenance of physical as well as digital artifacts. We show in particular how the roles of virtually procured artifacts, such as movies or music content, is tightly connected to but also different from the tangible ‘stuff’ that is a crucial part of home-making. This leads to a different role of ICT in the material fabric of the modern family home and at the same time to new challenges and challenges and potentials whendesigning for connectedness.

  • 45.
    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. 

  • 46.
    Glöss, Mareike
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    McMillan, Donald
    Cycil, Chandrika
    Tollmar, Konrad
    The tablet computer as a family canvasManuskript (preprint) (Övrigt vetenskapligt)
  • 47.
    Glöss, Mareike
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Tollmar, Konrad
    Stuck in-between: Embracing the ‘messiness’ of Internet of Things at homeManuskript (preprint) (Övrigt vetenskapligt)
  • 48.
    Gong, Liang
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Adding software downloading tasks toLEGO-based assembly simulators for on-sitetraining2014Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
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  • 49.
    Grande, Virginia
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Datavetenskapens didaktik. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen Vi3.
    Kinnunen, Päivi
    University of Helsinki, Helsinki, UNK, Finland.
    Peters, Anne-Kathrin
    KTH Royal Institute of Technology, Stockholm, UNK, Sweden.
    Barr, Matthew
    University of Glasgow, Glasgow, UNK, United Kingdom.
    Cajander, Åsa
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Datavetenskapens didaktik. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen Vi3.
    Daniels, Mats
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Datavetenskapens didaktik. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen Vi3.
    Lewis, Amari N.
    University of California San Diego, San Diego, CA, USA.
    Sabin, Mihaela
    University of New Hampshire, Durham, NC, USA.
    Sánchez-Peña, Matilde
    University at Buffalo, Buffalo, NY, USA.
    Thota, Neena
    University of Massachusetts Amherst, Amherst, MA, USA.
    Making Visible and Modeling the Underrepresented: Teachers' Reflections on Their Role Modeling in Higher Education2022Konferensbidrag (Refereegranskat)
    Abstract [en]

    This work contributes to a better understanding of computing teachers' perceptions of themselves as role models. Role models are described as important to address under-representation, yet there is little in-depth research on how role modeling works and what university teachers in computing can model to broaden participation in the discipline. We will analyze teachers' reflections on how they may, or want to, be perceived by their students, particularly in terms of professional competencies, emotions and attitudes towards well-being. We will use and further develop an already existing framework on role modeling in computing, and we will relate our findings to existing research on computing and science identities. Modeling aspects outside the computing norm can help provide students with a wider notion of what it means to be a computer scientist. Besides developing the theoretical understanding of computing teachers as role models , our work can support various ways of developing computing teachers' competences and departments' teaching culture. The results are one way to contribute to student diversity and equitable access, and more broadly increase the relevance of computing education for sustainability.

  • 50.
    Hatz, Sophia
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för freds- och konfliktforskning.
    Fjelde, Hanne
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för freds- och konfliktforskning.
    Randahl, David
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för freds- och konfliktforskning.
    Could vote buying be socially desirable?: Exploratory analyses of a ‘failed’ list experiment2023Ingår i: Quality and quantity, ISSN 0033-5177, E-ISSN 1573-7845Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    List experiments encourage survey respondents to report sensitive opinions they may prefer not to reveal. But, studies sometimes find that respondents admit more readily to sensitive opinions when asked directly. Often this over-reporting is viewed as a design failure, attributable to inattentiveness or other nonstrategic error. This paper conducts an exploratory analysis of such a ‘failed’ list experiment measuring vote buying in the 2019 Nigerian presidential election. We take this opportunity to explore our assumptions about vote buying. Although vote buying is illegal and stigmatized in many countries, a significant literature links such exchanges to patron-client networks that are imbued with trust, reciprocity and long-standing benefits, which might create incentives for individuals to claim having been offered to participate in vote buying. Submitting our data to a series of tests of design, we find that over-reporting is strategic: respondents intentionally reveal vote buying and it’s likely that those who reveal vote buying have in fact being offered to participate in vote buying. Considering reasons for over-reporting such as social desirability and network benefits, and the strategic nature of over-reporting, we suggest that “design failure" is not the only possible conclusion from unexpected list experiment results. With this paper we show that our theoretical assumptions about sensitivity bias affect the conclusions we can draw from a list experiment.

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