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  • 201.
    Frid, Emma
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design.
    Bresin, Roberto
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design.
    Sallnäs Pysander, Eva-Lotta
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design.
    Moll, Jonas
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    An exploratory study on the effect of auditory feedback on gaze behavior in a virtual throwing task with and without haptic feedback2017In: Proc. 14th Sound and Music Computing Conference, Finland: Aalto University , 2017, p. 242-249Conference paper (Refereed)
  • 202. Frid, Emma
    et al.
    Moll, Jonas
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Bresin, Roberto
    Sallnas Pysander, Eva-Lotta
    Haptic feedback combined with movement sonification using a friction sound improves task performance in a virtual throwing task2019In: Journal on Multimodal User Interfaces, ISSN 1783-7677, E-ISSN 1783-8738, Vol. 13, no 4, p. 279-290Article in journal (Refereed)
  • 203.
    Gadima, Nur
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media. Uppsala University.
    Children’s Tablet Games: Social & Cognitive Development Stages2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Due to the increasing prevalence of tablets in families, tablets have become a major platform for computer play for pre-school children. While children may potentially learn great deal from tablet play, it is at present unclear to what extent tablets support the wide variety of play activities that characterise their play and that form a necessary basis for children's development.

    This thesis presents the results of a heuristic evaluation, inspecting the play modes that presently are supported by children’s tablet games. The evaluation focused on the extent to which the mode of play was designed to correlate with children’s stage of development. Theoretical models representing the social and cognitive stages of play were used to examine all tablet games, examining how they support solitary play, parallel play, group play, functional play and dramatic play.

    The results show that for most of the investigated games, the age declaration correlates with their supported mode of play. More specifically, the investigated games supported solitary play, group play, functional play, constructive play and dramatic play in ways that were appropriate for their target age. However, none of the games supported parallel play, which is an important play form for children between 2 to 3 years old. Furthermore, very few games supported group play and constructive play. The conclusion is that while tablet game designers seem to understand and acknowledge the cognitive development of their target users, they pay less attention to the social modes of play corresponding to children's development stages. 

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    Children’s Tablet Games
  • 204.
    Galatolo, Alessio
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division Vi3. KTH Royal Inst Technol, Stockholm, Sweden..
    Leite, Iolanda
    KTH Royal Inst Technol, Div Robot Percept & Learning, Stockholm, Sweden..
    Winkle, Katie
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division Vi3. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction. KTH Royal Inst Technol, Stockholm, Sweden..
    Personality-Adapted Language Generation for Social Robots2023In: 2023 32ND IEEE INTERNATIONAL CONFERENCE ON ROBOT AND HUMAN INTERACTIVE COMMUNICATION, RO-MAN, Institute of Electrical and Electronics Engineers (IEEE), 2023, p. 1800-1807Conference paper (Refereed)
    Abstract [en]

    Previous works in Human-Robot Interaction have demonstrated the positive potential benefit of designing social robots which express specific personalities. In this work, we focus specifically on the adaptation of language (as the choice of words, their order, etc.) following the extraversion trait. We look to investigate whether current language models could support more autonomous generations of such personality-expressive robot output. We examine the performance of two models with user studies evaluating (i) raw text output and (ii) text output when used within multi-modal speech from the Furhat robot. We find that the ability to successfully manipulate perceived extraversion sometimes varies across different dialogue topics. We were able to achieve correct manipulation of robot personality via our language adaptation, but our results suggest further work is necessary to improve the automation and generalisation abilities of these models.

  • 205. Galatolo, Alessio
    et al.
    Melsion, Gaspar I.
    Leite, Iolanda
    Winkle, Katie
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division Vi3.
    The Right (Wo)Man for the Job?: Exploring the Role of Gender when Challenging Gender Stereotypes with a Social Robot2023In: International Journal of Social Robotics, ISSN 1875-4791, E-ISSN 1875-4805, Vol. 15, p. 1933-1947Article in journal (Refereed)
    Abstract [en]

    Recent works have identified both risks and opportunities afforded by robot gendering. Specifically, robot gendering risks the propagation of harmful gender stereotypes, but may positively influence robot acceptance/impact, and/or actually offer a vehicle with which to educate about and challenge traditional gender stereotypes. Our work sits at the intersection of these ideas, to explore whether robot gendering might impact robot credibility and persuasiveness specifically when that robot is being used to try and dispel gender stereotypes and change interactant attitudes. Whilst we demonstrate no universal impact of robot gendering on first impressions of the robot, we demonstrate complex interactions between robot gendering, interactant gender and observer gender which emerge when the robot engages in challenging gender stereotypes. Combined with previous work, our results paint a mixed picture regarding how best to utilise robot gendering when challenging gender stereotypes this way. Specifically, whilst we find some potential evidence in favour of utilising male presenting robots for maximum impact in this context, we question whether this actually reflects the kind of gender biases we actually set out to challenge with this work.

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    fulltext
  • 206.
    Gallina, Barbara
    et al.
    Mälardalen University.
    Paçacı, Görkem
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Johnson, David
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    McKeever, Steve
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Information Systems.
    Hamfelt, Andreas
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Information Systems. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computing Science.
    Costantini, Stefania
    University of L’Aquila.
    Dell'Acqua, Pierangelo
    Linköping University.
    Crisan, Gloria-Cerasela
    Vasile Alecsandri University of Bacau.
    Towards Explainable, Compliant and Adaptive Human-Automation Interaction2020In: Proceedings of the 3rd EXplainable AI in Law Workshop (XAILA 2020), 2020Conference paper (Refereed)
    Abstract [en]

    AI-based systems use trained machine learning models to make important decisions in critical contexts. The EU guidelines for trustworthy AI emphasise the respect for human autonomy, prevention of harm, fairness, and explicability. Many successful machine learning methods, however, deliver opaque models where the reasons for decisions remain unclear to the end user. Hence, accountability and trust are difficult to ascertain. In this position paper, we focus on AI systems that are expected to interact with humans and we propose our visionary architecture, called ECA-HAI (Explainable, Compliant and Adaptive Human-Automation Interaction)-RefArch. ECA-HAI-RefArch allows for building intelligent systems where humans and AIs form teams, able to learn from data but also to learn from each other by playing “serious games”, for a continuous improvement of the overall system. Finally, conclusions are drawn.

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    fulltext
  • 207.
    Gao, Alex Yuan
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Barendregt, Wolmet
    Castellano, Ginevra
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Personalised human-robot co-adaptation in instructional settings using reinforcement learning2017Conference paper (Other academic)
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    fulltext
  • 208.
    Gao, Yuan
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Barendregt, Wolmet
    Gothenburg Univ, Dept Appl IT, Gothenburg, Sweden.
    Obaid, Mohammad
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Castellano, Ginevra
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    When robot personalisation does not help: Insights from a robot-supported learning study2018In: Proc. 27th International Symposium on Robot and Human Interactive Communication, IEEE, 2018, p. 705-712Conference paper (Refereed)
    Abstract [en]

    In the domain of robotic tutors, personalised tutoring has started to receive scientists' attention, but is still relatively underexplored. Previous work using reinforcement learning (RL) has addressed personalised tutoring from the perspective of affective policy learning. However, little is known about the effects of robot behaviour personalisation on user's task performance. Moreover, it is also unclear if and when personalisation may be more beneficial than a robot that adapts to its users and the context of the interaction without personalising its behaviour. In this paper we build on previous work on affective policy learning that used RL to learn what robot's supportive behaviours are preferred by users in an educational scenario. We build a RL framework for personalisation that allows a robot to select verbal supportive behaviours to maximise the user's task progress and positive reactions in a learning scenario where a Pepper robot acts as a tutor and helps people to learn how to solve grid-based logic puzzles. A between-subjects design user study showed that participants were more efficient at solving logic puzzles and preferred a robot that exhibits more varied behaviours compared with a robot that personalises its behaviour by converging on a specific one over time. We discuss insights on negative effects of personalisation and report lessons learned together with design implications for personalised robots.

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    fulltext
  • 209.
    Gao, Yuan
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Sibirtseva, Elena
    Robotics, Perception and Learning Lab, EECS at KTH Royal Institute of Technology, Stockholm, Sweden.
    Castellano, Ginevra
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Kragic, Danica
    Robotics, Perception and Learning Lab, EECS at KTH Royal Institute of Technology, Stockholm, Sweden.
    Fast Adaptation with Meta-Reinforcement Learning for Trust Modelling in Human–Robot Interaction2019In: IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS), Institute of Electrical and Electronics Engineers (IEEE) , 2019, p. 305-312Conference paper (Refereed)
    Abstract [en]

    In socially assistive robotics, an important research area is the development of adaptation techniques and their effect on human-robot interaction. We present a meta-learning based policy gradient method for addressing the problem of adaptation in human-robot interaction and also investigate its role as a mechanism for trust modelling. By building an escape room scenario in mixed reality with a robot, we test our hypothesis that bi-directional trust can be influenced by different adaptation algorithms. We found that our proposed model increased the perceived trustworthiness of the robot and influenced the dynamics of gaining human's trust. Additionally, participants evaluated that the robot perceived them as more trustworthy during the interactions with the meta-learning based adaptation compared to the previously studied statistical adaptation model.

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  • 210.
    Gao, Yuan
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Wallkötter, Sebastian
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Obaid, Mohammad
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Castellano, Ginevra
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Investigating deep learning approaches for human-robot proxemics2018In: Proc. 27th International Symposium on Robot and Human Interactive Communication, IEEE, 2018, p. 1093-1098Conference paper (Refereed)
    Abstract [en]

    In this paper, we investigate the applicability of deep learning methods to adapt and predict comfortable human-robot proxemics. Proposing a network architecture, we experiment with three different layer configurations, obtaining three different end-to-end trainable models. Using these, we compare their predictive performances on data obtained during a human-robot interaction study. We find that our long short-term memory based model outperforms a gated recurrent unit based model and a feed-forward model. Further, we demonstrate how the created model can be used to create customized comfort zones that can help create a personalized experience for individual users.

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  • 211.
    Geiser, Johannes
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    How do UX Professionals Apply UX Methods andPractice Lifelong Learning?2020Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Due to fast-paced technological disruptions and diversifying users, user experience (UX) professionals are experiencing a flood of new UX methods and a need for continuous learning. Literature has shown that with a lack of understanding, UX practice research has designed too abstract UX methods making them hard to understand and to apply. With a thematic analysis of an interview with 13 UX professionals, this study presents results on how UX professionals choose UX methods and insights into their lifelong learning. The results from the thematic analysis agree that UX methods are hard to integrate into Agile, too complicated, take too much time to learn, and colleagues have shown to be an essential component for learning. These findings indicate that UX methods might work better if they are designed less complicated and deliver results quicker following the design of Scrum. Also, companies could use novel ideas to ease the access to users and to learn, e.g., lunch lectures.

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  • 212.
    Georgiev, Nikolay
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Assisting physiotherapists by designing a system utilising Interactive Machine Learning2021Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Millions of people throughout the world suffer from physical injuries and impairments and require physiotherapy to successfully recover. There are numerous obstacles in the way of having access to the necessary care – high costs, shortage of medical personnel and the need to travel to the appropriate medical facilities, something even more challenging during the Covid-19 pandemic. One approach to addressing this issue is to incorporate technology in the practice of physiotherapists, allowing them to help more patients. Using research through design, this thesis explores how interactive machine learning can be utilised in a system, designed for aiding physiotherapists. To this end, after a literature review, an informal case study was conducted. In order to explore what functionality the suggested system would need, an interface prototype was iteratively developed and subsequently evaluated through formative testing by three physiotherapists. All participants found value in the proposed system, and were interested in how such a system can be implemented and potentially used in practice. In particular the ability of the system to monitor the correct execution of the exercises by the patient, and the increased engagement during rehabilitative training brought by the sonification. Several suggestions for future developments in the topic are also presented at the end of this work.

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    Master_Thesis
  • 213.
    Ghrabeti, Dana
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction.
    Visualisering av ägande i startupföretag2018Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Capitalization table (cap table) is a public ledger that tracks the equity ownership of a company’s shareholders. For start-up and non-public companies this information is usually stored in a spreadsheet but even after just a couple of investment rounds the cap table can become highly complex. A factor that further increases the complexity is the need for entrepreneurs and investors to use the data for analysis and calculations for future decision making. The purpose of the thesis has been to create a design hypotheses of a usable graphical user interface that allows shareholders to more clearly understand the ownership situation of the company and future scenario. To answer the research question a user-centered design approach along with a case study was applied. The case study was chosen and performed on a start-up that already offers a web service for better management of corporation documents so that real users could be part of the design process and so that their needs could be analysed. After three iterations, an end result (implemented in AngularJS and TypeScript) was obtained, which can be split into two equal parts. Firstly, a view containing a timeline of the company and its current ownership. The view can also be used to get a snapshot of the company’s ownership in a specific point in time and to simulate how future investment rounds could dilute the current shareholder’s ownership. Secondly, a view where users can simulate future exit scenarios and how much each shareholder will earn in an exit.

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  • 214. Gideon, Anders
    et al.
    Andersson, Arne W.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Human-Computer Interaction.
    Sandblad, Bengt
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Human-Computer Interaction.
    Olsson, Eva
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Human-Computer Interaction.
    Jansson, Anders
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Human-Computer Interaction.
    Människa-maskininteraktion och gränssnittsutformning i samband med tågtrafikstyrning: Rapport från ett forskningsprojekt1999Report (Other academic)
  • 215.
    Golay, Diane
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    An invisible burden: An experience-based approach to nurses' daily work life with healthcare information technology2019Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    Information and Communication Technology (ICT) has been an increasingly pervasive component of most workplaces throughout the past half century. In healthcare, the turn to the digital has resulted into the broad implementation of Healthcare Information Technology (HIT). The impacts of ICT on work life have been investigated predominantly through surveys, although some researchers have advocated for the use of a qualitative, experience-based approach. Meanwhile, the existing body of research on the impacts of HIT on clinicians has painted a mixed picture of digitalization. Despite some clear benefits, HIT has indeed been found to have unexpected, unintended adverse consequences for hospital staff. Typical issues include loss in efficiency, extra effort to carry out routine tasks, and the creation of new, HIT-induced work activities. Simultaneously, research outside of the healthcare domain has shown that ICT could require extra effort from some users in order for the sociotechnical system to function properly – extra work often invisible to developers.

    Based on observation, interview and focus group data collected at a large Swedish hospital, this thesis set out to investigate the impact of HIT on hospital nurses from an experience-based perspective, resulting in four main contributions. First, a method supporting experience-based data analysis, the HolisticUX method, is introduced. Second, 13 forms of HIT-induced additional tasks in nurses' workload are identified, five of which are not acknowledged in previous research. Third, task avoidance is identified as a consequence of nurses' increased workload, negatively affecting patient safety, care quality and nurses' professional satisfaction. Finally, four factors are argued to contribute to a suggested invisibility of the HIT-induced time burden in nurses' work life to management and developers: 1) lack of a holistic perspective, 2) the hidden cost of a single click, 3) the invisibility of nursing work, and 4) visible data, invisible work.

    List of papers
    1. The impact of information and communication technology on work, workers, and the psychosocial work context: Research trends from 2000–2017
    Open this publication in new window or tab >>The impact of information and communication technology on work, workers, and the psychosocial work context: Research trends from 2000–2017
    2019 (English)Manuscript (preprint) (Other academic)
    National Category
    Human Computer Interaction
    Identifiers
    urn:nbn:se:uu:diva-381428 (URN)
    Available from: 2019-04-09 Created: 2019-04-09 Last updated: 2023-10-26Bibliographically approved
    2. Analyzing work-related technology use from a UX perspective: the holisticUX method
    Open this publication in new window or tab >>Analyzing work-related technology use from a UX perspective: the holisticUX method
    2018 (English)In: Proc. 10th Nordic Conference on Human-Computer Interaction, New York: ACM Press, 2018, p. 711-715Conference paper, Published paper (Refereed)
    Place, publisher, year, edition, pages
    New York: ACM Press, 2018
    National Category
    Human Computer Interaction
    Identifiers
    urn:nbn:se:uu:diva-363980 (URN)10.1145/3240167.3240244 (DOI)000455775700067 ()978-1-4503-6437-9 (ISBN)
    Conference
    NordiCHI 2018, September 29 – October 3, Oslo, Norway
    Funder
    Forte, Swedish Research Council for Health, Working Life and Welfare, 2016-07153
    Available from: 2018-09-29 Created: 2018-10-22 Last updated: 2019-04-09Bibliographically approved
    3. More work, same hours: Invisible HIT-induced tasks in nurses' everyday work
    Open this publication in new window or tab >>More work, same hours: Invisible HIT-induced tasks in nurses' everyday work
    2019 (English)Manuscript (preprint) (Other academic)
    National Category
    Human Computer Interaction
    Identifiers
    urn:nbn:se:uu:diva-381431 (URN)
    Available from: 2019-04-09 Created: 2019-04-09 Last updated: 2023-10-26Bibliographically approved
    Download full text (pdf)
    fulltext
  • 216.
    Golay, Diane
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Analyzing work-related technology use from a UX perspective: the holisticUX method2018In: Proc. 10th Nordic Conference on Human-Computer Interaction, New York: ACM Press, 2018, p. 711-715Conference paper (Refereed)
  • 217.
    Golay, Diane
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    More work, same hours: Invisible HIT-induced tasks in nurses' everyday work2019Manuscript (preprint) (Other academic)
  • 218.
    Golay, Diane
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Löscher, Ida
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Lind, Thomas
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    The impact of information and communication technology on work, workers, and the psychosocial work context: Research trends from 2000–20172019Manuscript (preprint) (Other academic)
  • 219.
    Golay, Diane
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division Vi3.
    Salminen-Karlsson, Minna
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division Vi3.
    Cajander, Åsa
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division Vi3.
    Effortlessness and Security: Nurses' Positive Experiences With Work-Related Information Technology Use2022In: Computers, Informatics, Nursing, ISSN 1538-2931, E-ISSN 1538-9774, Vol. 40, no 9, p. 589-597Article in journal (Refereed)
    Abstract [en]

    Nurses' well-being at work has been an increasing concern the past few years, in particular in connection with work-related information technology use. Researchers have thus been called to explore ways of fostering nurses' well-being at work. However, little is known about the factors related to information technology that contribute to nurses' positive experience of and well-being at work. In this study, we sought to understand the appraisals and emotions at the core of nurses' positive experiences with information technology use at work. We conducted focus groups and semistructured interviews with 15 ward nurses working at a large Swedish hospital. The data were analyzed qualitatively using process and causation coding. We found appraisals of easy goal accomplishment, doing less of a particular task, knowing what the situation is and what has to be done, mastering the system, reduced risk of mistakes and omissions, and assured access to patient information. Using design theory, we connected these appraisals with four positive emotions: joy, relief, confidence, and relaxation. These findings suggest that effortlessness and security are central to nurses' positive experience of information technology. Implementing information technology–related features and practices associated with them in healthcare organizations may foster nurses' well-being at work.

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  • 220.
    Golightly, David
    et al.
    University of Nottingham, Faculty of Engineering.
    Sandblad, Bengt
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Dadashi, Nastaran
    University of Nottingham, Faculty of Engineering.
    Andersson, Arne W.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Tschirner, Simon
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Sharples, Sarah
    University of Nottingham, Faculty of Engineering.
    A socio-technical comparison of rail traffic control between GB and Sweden2013In: Rail Human Factors: Supporting reliability, safety and cost reduction, London: Taylor & Francis, 2013, p. 367-376Conference paper (Refereed)
    Abstract [en]

    There is strong motivation for having rail technology that is both international and interoperable. The practice, however, of moving technology that works well in one operational setting to another is not straightforward. This paper takes one type of technology, traffic control automation, and looks at variability between two contexts – GB and Sweden. The output from this work is a socio-technical framework which will be used to asses the viability of applying new advances in traffic management across a number of EU countries.

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  • 221.
    Goo, Hideki Garcia
    et al.
    Univ Twente, Fac Elect Engn Math & Comp Sci, Enschede, Netherlands..
    Winkle, Katie
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division Vi3. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Williams, Tom
    Mines Univ, Dept Comp Sci, Golden, CO USA..
    Strait, Megan K.
    Univ Texas Rio Grande Valley, Edinburg, TX USA..
    Victims and Observers: How Gender, Victimization Experience, and Biases Shape Perceptions of Robot Abuse2023In: 2023 32ND IEEE INTERNATIONAL CONFERENCE ON ROBOT AND HUMAN INTERACTIVE COMMUNICATION, RO-MAN, Institute of Electrical and Electronics Engineers (IEEE), 2023, p. 2439-2446Conference paper (Refereed)
    Abstract [en]

    With the deployment of robots in public realms, researchers are seeing more and more cases of abusive disinhibition towards robots. Because robots embody gendered identities, poor navigation of antisocial dynamics may reinforce or exacerbate gender-based violence. Robots deployed in social settings must recognize and respond to abuse in a way that minimizes ethical risk. This will require designers to first understand the risk posed by abuse of robots, and how humans perceive robot-directed abuse. To that end, we conducted an exploratory study of reactions to a physically abusive interaction between a human perpetrator and a victimized agent. Given extensions of gendered biases to robotic agents, as well as associations between an agent's human likeness and the experiential capacity attributed to it, we quasi-manipulated the victim's humanness (via use of a human actor vs. NAO robot) and gendering (via inclusion of stereotypically masculine vs. feminine cues in their presentation) across four video-recorded reproductions of the interaction. Analysis of data from 417 participants, each of whom watched one of the four videos, indicates that the intensity of emotional distress felt by an observer is associated with their gender identification, previous experience with victimization, hostile sexism, and support for social stratification, as well as the victim's gendering.

  • 222.
    Granlund, Isabelle
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Vriend, Sita Aukje
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Benz, Julia
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Azizah, Roisatul
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Laaksoharju, Mikael
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Obaid, Mohammad
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    A user-centered storytelling approach to design a language companion robotic agent2018In: Proc. 6th International Conference on Human-Agent Interaction, New York: ACM Press, 2018, p. 29-35Conference paper (Refereed)
  • 223.
    Griffin, Gabriele
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Centre for Gender Research.
    Hayler, Matt Steven
    Univ Birmingham, Birmingham, W Midlands, England.
    Collaboration in Digital Humanities Research - Persisting Silences2018In: Digital Humanities Quarterly, E-ISSN 1938-4122, Vol. 12, no 1, article id UNSP 000351Article in journal (Refereed)
    Abstract [en]

    Collaboration has become a hallmark of Digital Humanities (DH) research. Nonetheless it remains under-discussed and for those not deeply engaged in DH a bit of a mystery. Drawing on recent DH work and publications that engage with questions of DH collaboration in different ways (e.g. [Deegan and McCarthy] [Griffin and Hayler 2016] [Hayler and Griffin 2016]), we analyse three types of DH collaboration: 1) human-human interactions; 2) human-machine/material interactions; and 3) machine/material-machine/material interactions. We argue that engagement with collaboration processes and practices enables us to think through how DH tools and practices reinforce, resist, shape, and encode material realities which both pre-exist, and are co-produced by them. We suggest that understanding these entanglements facilitates a critical DH in which academic hierarchies and disciplinary preconceptions are challenged.

  • 224. Grünloh, Christiane
    et al.
    Cajander, Åsa
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Myreteg, Gunilla
    The record is our work tool!: Physicians' framing of a patient portal in Sweden2016In: Journal of Medical Internet Research, E-ISSN 1438-8871, Vol. 18, no 6, article id e167Article in journal (Refereed)
  • 225. Grünloh, Christiane
    et al.
    Haslwanter, Jean D. Hallewell
    Kane, Bridget
    Lee, Eunji
    Lind, Thomas
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Moll, Jonas
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Rexhepi, Hanife
    Scandurra, Isabella
    Using critical incidents in workshops to inform eHealth design2017In: Human-Computer Interaction: Part I, Springer, 2017, p. 364-373Conference paper (Refereed)
  • 226. Grünloh, Christiane
    et al.
    Myreteg, Gunilla
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Business Studies.
    Cajander, Åsa
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Rexhepi, Hanife
    Why do they need to check me?: Patient participation through eHealth and the doctor–patient relationship2018In: Journal of Medical Internet Research, E-ISSN 1438-8871, Vol. 20, no 1, article id e11Article in journal (Refereed)
  • 227.
    Gådin, Valter
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology.
    Factors for Good Text Legibility: Eye-tracking in Virtual Reality2021Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Living with a hearing impairment can have a large impact on a person’slife. There already exists many different aids to help in their life, butas technology advances new solutions can be created to further improvethe life quality for everyone. Two technologies that have advanced andbecome more affordable are Virtual Reality (VR) and Augmented Reality(AR). A potential aid for those with a hearing impairment could bea system where speech is converted to text and presented in AR to theuser. Such a system must have an easily read and legible text.

    In this master thesis legibility and user perception are studied for differenttext presentation in VR. The VR enables a more controlled environmentthan AR. Reading speed, subjective scoring and eye-movementdata are used to analyze the presentations. Lastly, some design recommendationsbased on the findings are presented.

    The result showed that the legibility was affected by many factors.Middle-layers (layer between the fore- and background) improved thelegibility, especially over complex backgrounds. The size of the textalso affected legibility where the larger text performed the worst. Theoptimal number of lines of text seems to be two. There were variationsbetween the preferred presentations, indicating that a future systemmight seek to accommodate this by some level of customization.

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    Factors for Good Text Legibility: Eye-tracking in Virtual Reality
  • 228.
    Göransson, Bengt
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Human-Computer Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Human-Computer Interaction.
    Usability Design: A framework for designing usable interactive systems in practice2001Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    Today many companies have started to become aware of the advantages of doing user-centred design. However, it is extremely rare that companies adopt a fully integrated user-centred design approach in one strategic shift. Rather, companies tend to adopt practices and methods in stages or adopt a particular method or practice only when a complex set of factors align to create readiness. There is a big market for companies vending usability methods, but poor usability of systems and products is still very common, the vendors often blaming it on factors outside their immediate influence. This among other things is a call for us to work for a user-centred design attitude as a major strategy for the system development process.

    The content of this thesis is dedicated to the question of how to develop usable interactive systems in practice. Main focus is on how we can raise the awareness of usability; articulate the need for user-centred design within the industry and development organisations; and practice user-centred design. A framework for usability design as an unpretentious way of applying user-centred design is described and discussed.

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  • 229.
    Göransson, Marcus
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Who Knows Best? Self- versus Friend Robot Customisation with ChatGPT: A study investigating self- and friend-customisation of socially assistive robots acting as a health coach.2024Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    When using socially assistive robots (SAR), it is important that their personality is personalised so that it suits their user. This work investigated how the customisation of the personality of a SAR health coach is perceived when done by the users themselves or their friends via ChatGPT. Therefore, the research question in this study is: How is personalised dialogue for a social robot perceived when generated via ChatGPT, by users and their friends? This study uses a mixed method approach, where participants got to test their own and their friend’s personalised version. The qualitative data was analysed using a thematic analysis. Sixteen participants were recruited.The result from this study showed that it does not matter who is customising the SAR, nor does one make a more persuasive version than the other, and when customising the personality, participants explained what they or their friend preferred. However, it is important to remember that the individual’s preference matters.

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  • 230. Haake, Magnus
    et al.
    Axelsson, Anton
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Clausen-Bruun, Mette
    Gulz, Agneta
    Scaffolding mentalizing via a play-&-learn game for preschoolers2015In: Computers and education, ISSN 0360-1315, E-ISSN 1873-782X, Vol. 90, p. 13-23Article in journal (Refereed)
  • 231. Hall, Lynne
    et al.
    Hume, Colette
    Tazzyman, Sarah
    Deshmukh, Amol
    Janarthanam, Srinivasan
    Hastie, Helen
    Aylett, Ruth
    Castellano, Ginevra
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Papadopoulos, Fotios
    Jones, Aidan
    Corrigan, Lee J.
    Paiva, Ana
    Alves-Oliveira, Patrícia
    Ribeiro, Tiago
    Barendregt, Wolmet
    Serholt, Sofia
    Kappas, Arvid
    Map reading with and empathic robot tutor2016In: Proc. 11th ACM/IEEE International Conference on Human Robot Interaction, Piscataway, NJ: IEEE Press, 2016, p. 567-567Conference paper (Refereed)
  • 232.
    Han, Qi
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    The Effects of Working Memory on User’s Performance in Creative Drawing2014Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Creative thinking ability is increasingly valuable in the nowadays society, especially in the innovation industry. The way to evaluate and somehow measure human’s creativity deserved the plenty researches for decades. Among approaches for creation, drawing has been used as a support for ideation for centuries. A widely well-known creativity test was Torrance Tests of Creative Thinking (TTCT), in which creative drawing tasks took apart in. Additionally, it was proposed that creativity was a result of continuously repetitive processes of working memory and some neurophysiologists had discovered that working memory and our cerebellum collaborate to produce creativity and innovation. To expand our knowledge on the potential relationship of working memory and creativity, the problem - to what extent does a load on working memory affect creative performance in drawing tasks - therefore was addressed.The exploratory study presented in this thesis was conducted as a continuation of a series of relevant previous researches investigating how multiple factors affect the outcomes of creative drawing tasks (Zabramski & Neelakannan, 2011) (Zabramski, et al., 2011) (Zabramski, et al., 2013). A controlled experiment investigating how the outcomes of a drawing creativity test are affected when the participants are given a load on visual working memory was launched. The computerized TTCT were performed in both the experimental group and the controlled group. The load on visual working memory – the so-called Trace Fade-out setting – was only loaded for the experimental group. The Trace Fade-out setting means that what the participant has drawn on the screen will fade out until disappear in 15 seconds.This thesis presents the results of the study, which show no significant effect on creativity scores earned by the participants, in general. Specifically, relative significant differences were detected between the quality scores of the drawing outcomes obtained by the two groups. The results imply that creative drawing activities can be unaffectedly achieved in an interference of working memory, although the involved people may think they are affected during the activities and believe that they may perform better without the interference.

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  • 233.
    Hansson, Pontus
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Habits at play: Applying game theory to improve life quality2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Applying game theory and incorporating aspects of games into apps with a purpose beyond entertainment is a concept that has become more and more prevalent over time. Adding features such as leaderboards, badges, points, collectable items and streaks to make the underlying purpose more appealing has been shown to have a considerable effect on engagement. This two-part study looks at how gamification - the act of applying game-like elements to increase appeal, can be used to produce extrinsic motivation for personal behavioural improvements. Part one focuses on the analysis of the gamified productivity app Habitica as a serious game – a game designed for a purpose beyond mere entertainment. The Serious Game Design Assessment (SGDA) framework is used to examine each element individually, and how well they align with the intended purpose forming a holistic understanding of Habitica and the associated potential emergence of extrinsic motivation utilizing elements of role-playing games (RPGs). Part two of the study is focused on a proposed reward-and-punishment system, designed for Table-top role-playing games (TTRPGs), with a similar purpose of producing extrinsic motivation by the utilization of RPG elements. A participant study focusing on the user experience of both systems was conducted to assess how well the systems align with their stated intended purpose. In conclusion, both Habitica and the proposed TTRPG reward-and-punishment system showed the potential to fulfil a utilitarian purpose beyond that of mere entertainment for its users, albeit with a varying degree of estimated efficacy, and with a high level of susceptibility to subjective preference and experience.

  • 234.
    Hast, Anders
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Lind, Mats
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Vats, Ekta
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Embedded Prototype Subspace Classification: A subspace learning framework2019In: Computer Analysis of Images and Patterns, CAIP 2019, PT II, Springer, 2019, p. 581-592Conference paper (Refereed)
    Abstract [en]

    Handwritten text recognition is a daunting task, due to complex characteristics of handwritten letters. Deep learning based methods have achieved significant advances in recognizing challenging handwritten texts because of its ability to learn and accurately classify intricate patterns. However, there are some limitations of deep learning, such as lack of well-defined mathematical model, black-box learning mechanism, etc., which pose challenges. This paper aims at going beyond the blackbox learning and proposes a novel learning framework called as Embedded Prototype Subspace Classification, that is based on the well-known subspace method, to recognise handwritten letters in a fast and efficient manner. The effectiveness of the proposed framework is empirically evaluated on popular datasets using standard evaluation measures.

  • 235.
    Hazas, Mike
    et al.
    Lancaster University.
    Morley, Janine
    Lancaster University.
    Bates, Oliver
    Lancaster University.
    Friday, Adrian
    Lancaster University.
    Are there limits to growth in data traffic?: On time use, data generation and speed2016In: LIMITS '16: Proceedings of the Second Workshop on Computing within Limits, 2016, article id 14Conference paper (Refereed)
    Abstract [en]

    This discussion paper considers the nature of growth in data traffic across the Internet, as a basis for asking whether and how such growth might slow down or otherwise be limited. Over the last decade, data growth has been dramatic, and forecasts predict a similar ongoing pattern. Since this is associated with increasing electricity consumption, such a trend is significant to global efforts to reduce carbon emis- sions. In this paper, we selectively explore aspects of data growth that are linked to everyday practices and the way they draw upon and generate Internet data. We suggest that such growth does have some conceivable limits. However, the nature of ‘Internet use’ is changing and forms of growth are emerging that are more disconnected from human ac- tivity and time-use. This suggests that although there may well be limits, in principle, to some forms of growth, total data traffic seems likely to continue growing. This calls for careful attention to the nature of the trends involved, as a basis for intentionally building limits into this system be- fore levels of Internet electricity demand becomes directly and more explicitly problematic.

  • 236.
    Hedenskog, Jens
    Gotland University, School of Game Design, Technology and Learning Processes.
    Exploring Game Design Pitfalls through patterns: Experiences when making our first game2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

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

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

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

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

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    Exploring Game Design Pitfalls through patterns
  • 237.
    Hedlund, Markus
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology.
    Eye tracking technology for Automation Industry2012Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This master thesis is done at CrossControl, a company in the automation industry. A literature review was done covering state of the art technology of eye-tracking and gaze control and how it can be used in the automation industry. One purpose with the study was to indentify features important for an eye-tracker in automation applications. Findings suggests that there are no standard methods for measuring the performance of trackers and further that performance in regard to gaze control is limited by physiology of the eye rather than limitations of the devices. The differences between trackers are found in robustness when it comes to differences in people or conditions in the environment.

    A prototype was made for demonstration. The prototype was built on equipment used in the industry combined with an eye-tracker from Tobii. A library, where coordinates from the eye-tracker were used to indicate what object in the interface was gazed upon, was implemented and used to demonstrate concepts such as buttons outside the screen activated by gaze.

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  • 238.
    Heed, Astrid
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction.
    Användarcentrerad utvärdering samt utveckling av ett larmsystem för vattenjet-propulsor2019Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The purpose of this master thesis is to investigate how alarm systems and their visualizations, as well as signals affect work situations and decision making processes aboard vessels with water jet propulsion. Furthermore, this study aims to identify important aspects of the perception of alarm systems and which aspects that are more or less affected by stress, lack of information as well as audible and visual signals. To investigate this, the theory of Situation Awareness and the theory of Naturalistic Decision Making were used to make an analysis of which aspects that were more or less important for the users.

    The study found that the alarm system affect users a lot in their daily work. The aspect that was considered particularly important when designing a new alarm system was to have the users' everyday life in mind. Alarm systems that are based on guesses or what one thinks are appropriate for different users rarely turn out to be correct. Therefore, in order to design a correct alarm system, this situation should be taken into consideration. Other aspects that arose were the need to reduce false alarms and ordinary alarms in order to minimize the number of elements that can stress or disturb the users. In addition, audible and visual signals should not interfere more than necessary to call attention from the user. Finally, the thesis come to a conclusion with suggestions for a new alarm system based on the aspects mentioned above.

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  • 239. Hertzum, Morten
    et al.
    Ellingsen, Gunnar
    Cajander, Åsa
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division Vi3.
    Implementing Large-Scale Electronic Health Records: Experiences from Implementations of Epic in Denmark and Finland2022In: International Journal of Medical Informatics, ISSN 1386-5056, E-ISSN 1872-8243, Vol. 167, article id 104868Article in journal (Refereed)
    Abstract [en]

    Background: With the still larger scale of electronic health records (EHRs), their implementation has become increasingly complex. In this study, we focus on one large-scale EHR – Epic.

    Purpose: We analyze the Epic implementations in Denmark and Finland to understand how healthcare professionals experience this large-scale EHR.

    Method: The study is based on documentary analysis. The analyzed documents include user surveys, assessment reports, material from project partners, and research papers.

    Results: The Danish and Finnish Epic implementations are still troubled five and three years, respectively, after the first go-live. In Denmark, the business case and implementation process have been sharply criticized. The correction of usability problems and unstable system integrations have been slow, the time required to perform common clinical tasks has increased, and 32% of the users remain dissatisfied or very dissatisfied with the system. In Finland, the physicians and nurses experience improved technical performance but inferior usability and reduced work support compared to the EHR they used before Epic; only 4.7% (physicians) and 7.3% (nurses) agree that patient information is easy to access, and only 9.3% (physicians) and 26.2% (nurses) agree that Epic helps improve the quality of care.

    Conclusion: The post-implementation experiences from the two implementations contradict pre-implementation expectations. Specifically, the consequences of using Epic have become salient only after go-live. As a result, the implementing organizations and their users have predominantly found themselves in a reactive mode of fending off problems rather than a proactive mode of realizing benefits.

  • 240.
    Hill, Joshua
    et al.
    School of Computing and Communications, Lancaster University, Lancaster, UK.
    Widdicks, Kelly
    School of Computing and Communications, Lancaster University, Lancaster, UK.
    Hazas, Mike
    School of Computing and Communications, Lancaster University, Lancaster, UK.
    Mapping the Scope of Software Interventions for Moderate Internet Use on Mobile Devices2020In: Proceedings of the 7th International Conference on ICT for Sustainability, Association for Computing Machinery (ACM), 2020, p. 204-212Conference paper (Refereed)
    Abstract [en]

    ICT is expected to form 21% of global electricity demand in 2030, and history has shown that efficiency gains in Internet infrastructure aiming to curtail such impacts are far outstripped by the growth in data traffic. We need to reduce demand for Internet connectivity, yet encouraging moderate interactions with digital devices and online services could potentially benefit users. HCI designs have been suggested for moderate interactions and Internet usage, most commonly on smartphones - but it’s currently unclear whether these interventions can actually be implemented and tested to understand the user and environmental impacts. In this paper, we review features for understanding and manipulating data traffic in accordance with the stock Android and iOS development libraries to better scope the potential for implementing moderate and sustainable digital experiences. Specifically, we outline the intervention features plausible for Android implementation, and we provide reasoning for why iOS is currently too restrictive.

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  • 241. Hipólito, Inês
    et al.
    Winkle, Katie
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology.
    Lie, Merete
    Enactive artificial intelligence: subverting gender norms in human-robot interaction2023In: Frontiers in Neurorobotics, ISSN 1662-5218, Vol. 17Article in journal (Refereed)
    Abstract [en]

    Introduction: This paper presents Enactive Artificial Intelligence (eAI) as a gender-inclusive approach to AI, emphasizing the need to address social marginalization resulting from unrepresentative AI design.

    Methods: The study employs a multidisciplinary framework to explore the intersectionality of gender and technoscience, focusing on the subversion of gender norms within Robot-Human Interaction in AI.

    Results: The results reveal the development of four ethical vectors, namely explainability, fairness, transparency, and auditability, as essential components for adopting an inclusive stance and promoting gender-inclusive AI.

    Discussion: By considering these vectors, we can ensure that AI aligns with societal values, promotes equity and justice, and facilitates the creation of a more just and equitable society.

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  • 242.
    Hirsch, Linda
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Influencing body awareness through interactive technology in physical training: A design-oriented research in equestrian vaulting with an excursion into neuromuscular biofeedback2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Current research is underdeveloped regarding the application and development of interactive technology in instructed physical training. This includes the lack of training tools and methods targeting body awareness. Underdeveloped body awareness leads to a lack of self-confidence and the lack to relate to oneself emotionally, mentally and/or physically, as well as the inability to relate oneself to the external world. Therefore further research in this area is strongly required.

    Accordingly, this thesis deals with the questions of what types of body awareness can be designed for in a physical training context as well as how to influence the identified types through interactive technology. Reducing the thesis’ scope, the applied research concentrated on the physical training of equestrian vaulting. Therefore, a research through design approach was applied in combination with a selection of embodied interaction methods. In total, two epochés, two bodystorming workshops, two experienced prototyping sessions, one expert interview and one pilot study were conducted by focusing on an explorative, qualitative approach while putting high emphasize on the user involvement. Through the iterative development, the effect of neuromuscular biofeedback on body awareness was tested and discussed on a superficial level as one example of how interactive technology could influence body awareness.

    Overall, results identified various types of and issues with body awareness that re-occurred throughout different training situations and for which the integration of interactive technology could be beneficial. These results further lead to design implications for and insights about the design of interactive technology aiming at supporting the training of the identified body awareness issues.

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  • 243.
    Hirsch, Linda
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Björsell, Anton
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Laaksoharju, Mikael
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Obaid, Mohammad
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Visual Information and Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Investigating design implications towards a social robot as a memory trainer2017In: Proc. 5th International Conference on Human Agent Interaction, New York: ACM Press, 2017, p. 5-10Conference paper (Refereed)
    Abstract [en]

    Most currently existing tools for cognitive memory therapy require physical interaction or at least the presence of another person. The goal of this paper is to investigate whether a social robot might be an acceptable solution for a more inclusive therapy for people with memory disorder and severe physical limitations. Applying a user-centered design approach, we conducted semi-structured interviews with five healthcare professionals; four medical doctors and a psychologist, in three iterations followed by a focus group activity. An analysis of the collected data suggests several implications for design with an emphasis on embodiment, social skills, interaction, and memory training exercises.

  • 244.
    Holmgren, Sebastian
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Gamified Citizen Science: A Study of Expert Users in the Field of Biodiversity2020Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In previous research, researchers have looked into different gamified applications of citizen science such as fold.it, Zooniverse and Happy Moths. However, the users and participants of these studies are often on different skill levels, or beginners in the field. In this study, 10 expert users who submit their findings of species to Artdatabanken, an organisation that works in the field of biodiversity, were interviewed to find out their motivations for reporting their findings. This was done with the goal of finding what type of gamification that might suit these expert users to increase the quality of the data submitted through Artportalen, together with any obstacles that might hinder it. Through a latent thematic analysis and comparing the themes to Bartle’s Taxonomy of Players, the results show that these users were mainly of the types ‘achiever’ and ‘socialiser’. The answers were also compared to the theory of intrinsic and extrinsic motivation, which showed that the users are mainly reporting because of extrinsic motivation. While this supports the implementation of gamification there were things that would rather be solved by increasing usability.

    Download full text (pdf)
    Gamified_Citizen_Science
  • 245.
    Houtsma, Meile Jacob
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Perceived AI Performance and Intended Future Use in AI-based Applications2020Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This case study explored perceived artificial intelligence (AI) performance and intended future use (IFU) in users of AI-based applications. Users could become less motivated to use these applications if AIs do not clearly communicate their actions. A prototype, a user test, and a structured interview were iteratively developed. Eight students participated in the final iteration, which was thematically analyzed. The results indicate that an AI-based application that shows recommendations can positively affect perceived AI performance and IFU. Possibly, the recommendations increased users’ understanding of AI decisions, as well as their satisfaction. Therefore, recommendations could be a potential design element for increasing perceived AI performance and IFU. Finally, time-saving functionality is a design element that could lead to higher IFU in AI-based applications, possibly only for other tasks than examining recommendations. Further research needs to test these findings under different circumstances.

    Download full text (pdf)
    fulltext
  • 246.
    HUI, ZHU
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    TwinkleBands: Supporting Movement Coordination in Fast-Paced Instructed Collocated Exercises2020Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Fast-paced Instructed Collocated Exercises (ICEs) (e.g. Zumba® Fitness, Les Mills Bodyjam™, Les Mills Bodycombat™, Step training) are one of the most popular activities at gyms and fitness clubs worldwide. Yet, their fast pace and required coordination make it difficult for some trainees to follow the class. In this thesis, I present the design, implementation and qualitative user evaluation of TwinkleBands, a piece of wearable technology that can support trainees’ movement and coordination by providing discriminative visual cues of four-limb coordination in real-time. The qualitative user evaluation shows that TwinkleBands can help trainees in fast-paced ICEs in three aspects: (1) it augments visual cues for bodily movement and four-limb coordination; (2) trainees can use TwinkleBands to synchronize and execute movements and combinations of movements (move combos); (3) trainees can use TwinkleBands to recover from errors. I present these results in-depth and based on them, I identify key design takeaways for future design-oriented work to support fast-paced ICEs.

  • 247.
    Humble, Niklas
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division Vi3. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computing Education Research.
    AI Supported Game Development: Exploring Opportunities and Challenges2024Conference paper (Other academic)
    Abstract [en]

    The release of ChatGPT from OpenAI in late 2022 became many peoples first hands-on introduction to Artificial Intelligence (AI). Since then, several new and increasingly powerful AI systems have been released to the public, such as Microsoft Copilot, Google Gemini, Midjourney, and Sora from OpenAI to mention some. These new AI tools are often labeled as Generative Artificial Intelligence (GenAI or GAI for short). As the name suggests, Generative AI is about generating, for example, text, images, audio and video that are seemingly novel. This is done through the use of Natural Language Processing (NLP), Machine Learning (ML), and training data. 

    Although many have been amazed by the capabilities of Generative AI, some hoping that it will be able to solve some of humanity’s most pressing problems, there have also been critical voices. Concerns have for example been raised about privacy, ethics, biases, legal aspects, lack of transparency, and the potential consequences for future jobs and people's well-being. One field that correlates to a large extent with the capabilities of Generative AI is the Game Industry. The risk of layoffs seems imminent when Generative AI can produce narration in the style of Tolkien, graphics in the style of Simon Stålenhag, and music in the style of Luwdig Göransson. However, just because Generative AI can produce content in the style of an eminent creator does that make it good? Is it useful in the process of design and development? And if so, which parts? 

    This presentation will explore the opportunities and challenges with AI for supporting game design and development. The discussion will draw on personal experiences in using Generative AI for developing educational games (serious games), as well as findings from previous research. The presentation will highlight examples of where AI can support game design and development, where there are challenges, and where more research is needed. 

  • 248.
    Huvila, Isto
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of ALM.
    Cajander, Åsa
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Daniels, Mats
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computer Systems.
    Åhlfeldt, Rose-Mharie
    Patients' perceptions of their medical records from different subject positions2015In: Journal of the Association for Information Science and Technology, ISSN 2330-1635, E-ISSN 2330-1643, Vol. 66, no 12, p. 2456-2470Article in journal (Refereed)
  • 249. Huvila, Isto
    et al.
    Daniels, Mats
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computer Systems.
    Cajander, Åsa
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Åhlfeldt, Rose-Marie
    Experiences and attitudes of patients reading their medical records: Differences between readers and recurrent readers2013In: Information: Interactions and Impact (i3) 2013, Aberdeen, UK: Robert Gordon University , 2013Conference paper (Refereed)
  • 250.
    Huvila, Isto
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of ALM.
    Daniels, Mats
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computer Systems.
    Cajander, Åsa
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction.
    Åhlfeldt, Rose-Mharie
    Patients reading their medical records: Differences in experiences and attitudes between regular and inexperienced readers2016In: Information research, E-ISSN 1368-1613, Vol. 21, no 1, article id 706Article in journal (Refereed)
2345678 201 - 250 of 778
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