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  • 401.
    Svahn, Mattias
    et al.
    Stockholm school of Economics.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Communicating the obvious: How Agents Against Power Waste influenced the attitudes of players and their families2014Ingår i: Cases on the societal effects of persuasive games / [ed] Dana Ruggiero, Bath Spa University, UK: IGI Global, 2014, s. 193-215Kapitel i bok, del av antologi (Refereegranskat)
    Abstract [en]

    This chapter describes the game design and study of “Agents Against Power Waste” (AAPW); a large scale field experiment where a persuasive pervasive game was put to use to influence households’ attitudes towards electricity consumption. This game is particularly interesting as although it was only the children of the family that were playing the whole family was affected and to some extent forced to take part in the play activity. The style of game design has been called ‘social expansion'. The chapter focuses on how this impacted the psychological process of persuasion in responding families and individuals.

  • 402.
    Söderman, Anton
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion.
    How to improve value towards third-party developers: An analysis of the open data platform Trafiklab2016Självständigt arbete på avancerad nivå (yrkesexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Detta examensarbete syftar till att skapa förbättringsförslag till en specifik typ avmjukvara utifrån använderupplevelse. Detta område är inom den öppna data branschen,öppna data innebär att man öppnar upp data så att vem som helst ta del och använda sigav den. Inom kollektivtrafikbranschen distribueras öppen data via en plattform somheter Trafiklab, som ägs gemensamt av branschens parter via en organisation mednamnet Samtrafiken. Det är inom detta område som denna uppsats försöker besvarafrågan hur Trafiklab kan bli mer värdefullt för tredjepartsutvecklare utifrån enmultidisciplinär ansats. Detta kommer att genomföras genom att både försöka ta reda påvad för värde Trafiklab idag har och hur deras nätverk gör värdeskapande möjligt.Detta projekt bestod av tre delprojekt som alla byggde på varandra. Först genomfördeen förstudie att skapa en grund för vidare undersökning presenteras teori kring öppendata och plattform. En plattform är något som skapar en grund som andra aktörer kanbygga på, ett exempel på detta är Apples iPhone där andra aktörer kan byggakomplementerande applikationer. När man har plattformer som tillhandahåller öppendata är det viktig med en balans mellan kontroll och tillgänglighet, något somsammanfattas i teorin kring ”plattform gränsresurser”. Det andra delprojektet varutformades och genomfördes av en enkät, baserat delvis på en redan genomförd enkät.Detta leda till det tredje delprokelt till mer djupgående intervjuer med enkät deltagarnaför att få en mer detaljerad bild av situationen.Resultatet från studien som helhet presenteras i form av en genomgång av Samtrafikenoch Trafiklab följt av en presentation av tredjepartsutvecklares åsikter om Trafiklab.Utvecklarnas kommentarer var i grunden positiva men det fanns områden därförbättringar skulle kunna genomföras. Detta var inom områden som dokumentation,kommunikation, förenkling att börja utveckla och Trafiklabs syn påtredjepartsutvecklare och deras relation. Detta resultat sammanfattas och diskuterassedan med hjälp av de teoretiska begreppen. Där presenteras en kartläggning avTrafiklabs plattforms ekosystem. Detta följs av en mer grundläggande teoretiskdiskussion som avslutas med att ”plattform gränsresurs modellen” appliceras ochförbättringsförslag ges.Uppsatsen avslutas med att föreslå att begreppet öppen data inte enbart betonartillgänglighet men också transparens. Detta gäller både för Trafiklab och för öppen datai Sverige generellt. Några ytterligare förslag till Trafiklab och på fortsatt intressantforsking inom området ges också som avslutning.

    Ladda ner fulltext (pdf)
    How to improve value towards third-party developers
  • 403.
    Teodor, Norén
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Emanuel, Palm
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Character Balance in MOBA Games2015Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [en]

    As live streaming of video games has become easier, electronic sports have grown quickly and they are still increasing as tournaments grow in viewers and prizes. The purpose of this paper is to examine the theory Metagame Bounds by applying it to League of Legends and Dota 2, to see if it is a valid way of looking at character balance in the Multiplayer Online Battle Arena game genre. The main mode of both games consist of matches played on a map where a team of five players is up against another team of five players. Characters in the games generally have four abilities and a number of attributes, making them complex to compare without context. We gathered character data from websites and entered the data into a file that we used with the Metagame Bounds application. We compared the graphs that the data yielded with how often a character wins and how often it is played. To examine whether the characters were balanced we also played the games and analysed the characters in depth. All statistical data gathered was retrieved over the span of a few hours on the 21st of April 2015 from the websites Champion.gg for League of Legends and Dotabuff for Dota 2. Sirlin’s (2001) definition of multiplayer game balance is “A multiplayer game is balanced if a reasonably large number of options available to the player are viable – especially, but not limited to, during high-level play by expert players.” and with the data we see that these games are balanced in terms of characters according to that definition. Overall we believe that Metagame Bounds is a valid way of looking at balance within the genre, but the data is not completely reliable on its own and should be compared with other statistics.

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  • 404.
    Ternsjö, Simon
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi.
    Optimization of routine to find the correct zone for GPS coordinates2013Självständigt arbete på avancerad nivå (yrkesexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    In this thesis a logistics program for keeping track of delivery cars was developed. The program was developed for Jetpak, a logistics company and customer of the IT consulting company Softronic where this thesis work was preformed. Jetpak has divided Sweden into areas called ''trafikledningszoner'' (TLZs) which are used to direct the most suitable car for a new delivery. The aim was to improve Jetpaks current system for keeping track of their cars by increasing the speed at which the cars' TLZs are tracked as well as by visualising the TLZs on a map and make them editable. Two programs were developed to perform this task. The look up program uses the crossing method to calculate in what TLZ each car is in using its GPS coordinates. The editing program displays and enables editing of TLZs on a Google map. This work has resulted in the possibility of a greater understanding of the exact layout of the TLZs as well as a possibility to edit them to better suit Jetpaks needs. This is an improvement over the current system because more understanding and more control is given to Jetpak. However, these programs can still be improved to ease the editing process by adding more usable functionality.

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  • 405.
    Thorvald, Peter
    et al.
    University of Skövde, School of Engineering Science.
    Lindblom, Jessica
    University of Skövde, School of Informatics.
    Andreasson, Rebecca
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    On the development of a method for cognitive load assessment in manufacturing2019Ingår i: Robotics and Computer-Integrated Manufacturing, ISSN 0736-5845, E-ISSN 1879-2537, Vol. 59, s. 252-266Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    The increasing complexity and demands of assembly operations in manufacturing has been shown to lead to increased cognitive load in assembly workers. Previous work has outlined the complexity of an assembly worker's situation both in terms of difficulty and speed of work and there have been a few attempts at creating frameworks and methods for understanding the key aspects of what creates increased cognitive load. This paper presents the development of an analytic method, denoted CLAM (Cognitive Load Assessment for Manufacturing), and a tool for assessing cognitive load in manufacturing, primarily assembly. It outlines the journey of the development as well as discusses and problematizes relevant meta-methodological issues paired with method development. The intended contribution of the work is to make a difference in reducing the cognitive load of assembly workers on the shop floor, thus focusing the development on applicability and usability of the tool in practice. With this purpose in mind, focus of the method development has been on the practitioners, i.e. the method should not require any expert knowledge to be applied. The CLAM method and accompanying documentation such as a handbook containing instructions towards using the method and interpreting the results, is available in an online tool.

  • 406.
    Tschirner, Simon
    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 GMOC Model: Supporting Development of Systems for Human Control2015Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [en]

    Train traffic control is a complex task in a dynamic environment. Different actors have to cooperate to meet strong requirements regarding safety, punctuality, capacity utilization, energy consumption, and more. The GMOC model has been developed and utilized in a number of studies in several different areas. This thesis describes GMOC and uses train traffic control as the application area for evaluating its utility.

    The GMOC model has its origin in control theory and relates to concepts of dynamic decision making. Human operators in complex, dynamic control environments must have clear goals, reflecting states to reach or to keep a system in. Mental models contain the operator’s knowledge about the task, the process, and the control environment. Systems have to provide observability, means for the operator to observe the system’s states and dynamics, and controllability, allowing the operators to influence the system’s states. GMOC allows us to constructively describe complex environments, focusing on all relevant parts. It can be utilized in user-centred system design to analyse existing systems, and design and evaluate future control systems.

    Our application of GMOC shows that automation providing clear observability and sufficient controllability is seen as transparent and most helpful. GMOC also helps us to argue for visualization that rather displays the whole complexity of a process than tries to hide it.

    Our studies in train traffic control show that GMOC is useful to analyse complex work situations. We identified the need to introduce a new control strategy improving the traffic plan by supporting planning ahead. Using GMOC, we designed STEG, an interface implementing this strategy. Improvements that have been done to observability helped the operators to develop more adequate mental models, reducing use of cognitive capacity but increasing precision of the operative traffic plans. In order to improve the traffic controllers’ controllability, one needs to introduce and share a real-time traffic plan, and provide the train drivers with up-to-date information on the surrounding traffic. Our studies indicate that driver advisory systems, including such information, reduce the need for traffic re-planning, improve energy consumption, and increase quality and capacity of train traffic.

    Delarbeten
    1. GMOC: A conceptual model for human control of dynamic systems, applied to train traffic control
    Öppna denna publikation i ny flik eller fönster >>GMOC: A conceptual model for human control of dynamic systems, applied to train traffic control
    (Engelska)Ingår i: Artikel i tidskrift (Övrigt vetenskapligt) Submitted
    Abstract [en]

    When developing new control systems and user interfaces for human operators, a deep understanding of their work is essential in order to build support systems that improve important aspects of work, such as safety, efficiency, satisfaction and development of skills. Many methods for analysis of human work exist, but these are often complex and lead to results that do not fully support the design and development process. We introduce GMOC, a conceptual model that contains necessary components to describe and analyse human control work. This model also supports design and development of new control systems, based on identification of problems in the current environment. The GMOC model is discussed in relation to existing theories about human control and design for skilled professionals. Detailed examples of its application to operational train traffic control are presented.

    Nyckelord
    human control; process control; operator interfaces; user-centred system development; train traffic control
    Nationell ämneskategori
    Människa-datorinteraktion (interaktionsdesign)
    Forskningsämne
    Människa-dator interaktion; Datavetenskap med inriktning mot människa-datorinteraktion
    Identifikatorer
    urn:nbn:se:uu:diva-246718 (URN)
    Projekt
    KAJTFuture Train Traffic Control
    Tillgänglig från: 2015-03-09 Skapad: 2015-03-09 Senast uppdaterad: 2018-01-11
    2. Recognizing complexity: Visualization for skilled professionals in complex work situations
    Öppna denna publikation i ny flik eller fönster >>Recognizing complexity: Visualization for skilled professionals in complex work situations
    2013 (Engelska)Ingår i: Building Bridges: HCI, Visualization, and Cognitive Ergonomics, Springer Berlin/Heidelberg, 2013Konferensbidrag, Publicerat paper (Refereegranskat)
    Ort, förlag, år, upplaga, sidor
    Springer Berlin/Heidelberg, 2013
    Nationell ämneskategori
    Människa-datorinteraktion (interaktionsdesign)
    Forskningsämne
    Människa-dator interaktion
    Identifikatorer
    urn:nbn:se:uu:diva-211400 (URN)
    Konferens
    2011 IFIP WG 13.7 Workshop on Human-Computer Interaction and Visualization, HCIV 2011
    Tillgänglig från: 2013-11-22 Skapad: 2013-11-22 Senast uppdaterad: 2018-01-11Bibliografiskt granskad
    3. Solutions to the problem of inconsistent plans in railway traffic operation
    Öppna denna publikation i ny flik eller fönster >>Solutions to the problem of inconsistent plans in railway traffic operation
    2014 (Engelska)Ingår i: Journal of Rail Transport Planning & Management, ISSN 2210-9706, Vol. 4, nr 4, s. 87-97Artikel i tidskrift (Refereegranskat) Published
    Nationell ämneskategori
    Människa-datorinteraktion (interaktionsdesign)
    Identifikatorer
    urn:nbn:se:uu:diva-238660 (URN)10.1016/j.jrtpm.2014.10.002 (DOI)
    Projekt
    ONTIMEKAJTFuture Train Traffic Control
    Forskningsfinansiär
    EU, FP7, Sjunde ramprogrammet, FP7-SCP01–GA–2011-285243
    Tillgänglig från: 2014-11-22 Skapad: 2014-12-15 Senast uppdaterad: 2018-01-11Bibliografiskt granskad
    4. Analysis of collaboration applied to train drivers and train traffic controllers in Sweden
    Öppna denna publikation i ny flik eller fönster >>Analysis of collaboration applied to train drivers and train traffic controllers in Sweden
    Visa övriga...
    2013 (Engelska)Ingår i: Rail Human Factors: Supporting reliability, safety and cost reduction, London: Taylor & Francis, 2013, s. 389-398Konferensbidrag, Publicerat paper (Refereegranskat)
    Abstract [en]

    Earlier studies of human operators in complex and dynamic work situations have demonstrated the importance of understanding the operator’s goal, mental model, observability, and controllability. Based on this model we have been able to analyse and design control systems and user interfaces supporting efficient control and high situation awareness. We now extended this model to include collaboration between different actors in complex control environments. This paper describes basic elements of the model, extension to collaboration, and its application to understand important problems and prerequisites for development of control systems in train traffic control in Sweden.

    Ort, förlag, år, upplaga, sidor
    London: Taylor & Francis, 2013
    Nyckelord
    Human Control, Collaboration, Railway Traffic, GMOC
    Nationell ämneskategori
    Människa-datorinteraktion (interaktionsdesign)
    Identifikatorer
    urn:nbn:se:uu:diva-196294 (URN)000328455900041 ()978-1-138-00037-7 (ISBN)
    Konferens
    4th International Conference on Rail Human Factors; March 5-7, 2013, London, UK
    Projekt
    Future Train Traffic Control
    Forskningsfinansiär
    EU, FP7, Sjunde ramprogrammet, FP7-SCP01–GA–2011-285243
    Tillgänglig från: 2014-03-15 Skapad: 2013-03-06 Senast uppdaterad: 2018-01-11Bibliografiskt granskad
    5. Designing train driver advisory systems for situation awareness
    Öppna denna publikation i ny flik eller fönster >>Designing train driver advisory systems for situation awareness
    2013 (Engelska)Ingår i: Rail Human Factors: Supporting reliability, safety and cost reduction, London: Taylor & Francis, 2013, s. 150-159Konferensbidrag, Publicerat paper (Refereegranskat)
    Abstract [en]

    During the past decade, train Driver Advisory Systems (DAS) have been an emerging topic. Many projects have been started with the goal to increase punctuality and decrease energy consumption. We found that many systems provide too little information, e.g. only a speed advice, and thus do neither improve drivers’ skills nor their Situation Awareness (SA) of the traffic situation. In collaboration with train drivers, we developed key concepts for future DAS. This paper discusses today’s problems and principles to solve them. We explain how SA can be supported and how this can improve overall quality of train traffic.

    Ort, förlag, år, upplaga, sidor
    London: Taylor & Francis, 2013
    Nyckelord
    Situation Awareness, Driver Advisory Systems, Train Driver, Eco-Driving
    Nationell ämneskategori
    Människa-datorinteraktion (interaktionsdesign)
    Identifikatorer
    urn:nbn:se:uu:diva-196983 (URN)000328455900016 ()978-1-138-00037-7 (ISBN)
    Konferens
    4th International Conference on Rail Human Factors; March 5-7, 2013, London, UK
    Projekt
    Future Train Traffic Control
    Forskningsfinansiär
    EU, FP7, Sjunde ramprogrammet, FP7 SCP01 GA 2011-285243
    Tillgänglig från: 2014-03-15 Skapad: 2013-03-15 Senast uppdaterad: 2018-01-11Bibliografiskt granskad
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    presentationsbild
  • 407.
    Tschirner, Simon
    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.
    Andersson, Arne W.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Sandblad, Bengt
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Designing train driver advisory systems for situation awareness2013Ingår i: Rail Human Factors: Supporting reliability, safety and cost reduction, London: Taylor & Francis, 2013, s. 150-159Konferensbidrag (Refereegranskat)
    Abstract [en]

    During the past decade, train Driver Advisory Systems (DAS) have been an emerging topic. Many projects have been started with the goal to increase punctuality and decrease energy consumption. We found that many systems provide too little information, e.g. only a speed advice, and thus do neither improve drivers’ skills nor their Situation Awareness (SA) of the traffic situation. In collaboration with train drivers, we developed key concepts for future DAS. This paper discusses today’s problems and principles to solve them. We explain how SA can be supported and how this can improve overall quality of train traffic.

    Ladda ner fulltext (pdf)
    fulltext
  • 408.
    Tschirner, Simon
    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.
    Andersson, Arne W.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Sandblad, Bengt
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Improved Railway Service by Shared Traffic Information: Design Concepts for Traffic Control and Driver Advisory Systems2013Konferensbidrag (Refereegranskat)
    Abstract [en]

    The demands on modern railway traffic are high. More efficiency is required, meaning better utilisation of infrastructure capacity and reduced energy consumption, while safety and on time performance have to be guaranteed. The operation of railway traffic includes many actors in different roles, at different organisations, as well as many different technical systems. Improved collaboration between the actors and more intelligence in control systems are needed to increase efficiency. However, today’s systems for automation are often badly integrated in the control systems and can come in conflict with the human operators’ tasks. Systems for exchange of central information such as the current traffic plan do not exist, making it impossible for train drivers to follow updated plans in case of disrupted traffic. This paper identifies the different roles involved in railway traffic and explores the concept of a real-time traffic plan (RTTP) to coordinate their collaboration. We present a Swedish system that is implemented and in use, allowing re-planning, and sharing of such an RTTP. We discuss general and specific design solutions for systems for train traffic control and driver advice and explain a way of introducing automation that supports the traffic controllers without interfering with their planning.

  • 409.
    Tschirner, Simon
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion.
    Jansson, Anders
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Sandblad, Bengt
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion.
    Andersson, Arne W
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion.
    GMOC: A conceptual model for human control of dynamic systems, applied to train traffic controlIngår i: Artikel i tidskrift (Övrigt vetenskapligt)
    Abstract [en]

    When developing new control systems and user interfaces for human operators, a deep understanding of their work is essential in order to build support systems that improve important aspects of work, such as safety, efficiency, satisfaction and development of skills. Many methods for analysis of human work exist, but these are often complex and lead to results that do not fully support the design and development process. We introduce GMOC, a conceptual model that contains necessary components to describe and analyse human control work. This model also supports design and development of new control systems, based on identification of problems in the current environment. The GMOC model is discussed in relation to existing theories about human control and design for skilled professionals. Detailed examples of its application to operational train traffic control are presented.

  • 410.
    Tschirner, Simon
    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.
    Sandblad, Bengt
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Andersson, Arne W.
    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.
    Solutions to the problem of inconsistent plans in railway traffic operation2014Ingår i: Journal of Rail Transport Planning & Management, ISSN 2210-9706, Vol. 4, nr 4, s. 87-97Artikel i tidskrift (Refereegranskat)
  • 411.
    Tschirner, Simon
    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.
    Sandblad, Bengt
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Andersson, Arne W.
    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.
    Hellström, Peter
    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.
    Isaksson-Lutteman, Gunnika
    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.
    Analysis of collaboration applied to train drivers and train traffic controllers in Sweden2013Ingår i: Rail Human Factors: Supporting reliability, safety and cost reduction, London: Taylor & Francis, 2013, s. 389-398Konferensbidrag (Refereegranskat)
    Abstract [en]

    Earlier studies of human operators in complex and dynamic work situations have demonstrated the importance of understanding the operator’s goal, mental model, observability, and controllability. Based on this model we have been able to analyse and design control systems and user interfaces supporting efficient control and high situation awareness. We now extended this model to include collaboration between different actors in complex control environments. This paper describes basic elements of the model, extension to collaboration, and its application to understand important problems and prerequisites for development of control systems in train traffic control in Sweden.

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    fulltext
  • 412.
    Turmo Vidal, Laia
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Márquez Segura, Elena
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Christopher, Boyer
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Enlightened Yoga:: Designing an Augmented Class with Wearable Lights to Support Instruction2019Konferensbidrag (Refereegranskat)
    Abstract [en]

    Designing technology to support instructed physical training is challenging, due to how instructions rely on complex interactional and situational social processes. To support in-the-moment instruction, we engaged in a co-creative Research through Design process with a Yoga instructor. Together, we designed and deployed Enlightened Yoga: a training class featuring wearable projecting lights that augment the instructor's and trainee's movements, and highlight the orientation and positioning of key body parts. We present insights from the design process and a study of the class. We show how the wearable lights enabled a new shared frame of reference between instructor and trainees, that became instructable through the way participants could reference and orient themselves to it. This allowed the instructor to extend his instructional strategies, and enabled trainees to better act upon cues. We discuss how this was made possible by jointly designing the technology, its coupling with the body, instructions and exercises.

  • 413.
    Turmo Vidal, Laia
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Márquez Segura, Elena
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Parrilla Bel, Luis
    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.
    BalBoa: A Balancing Board for Handstand Training2019Ingår i: CHI EA '19 Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2019, artikel-id LBW1414Konferensbidrag (Refereegranskat)
    Abstract [en]

    Balance is an essential physical skill to master, but a challenging one given that it requires a heightened body awareness to control, maintain and develop. In HCI physical training research, the design space of technology support for developing such body awareness remains narrow. Here, we introduce BalBoa, a balancing board to support balance training during handstands. We describe key highlights of the design process behind the Balboa, and present a work-in-progress prototype, which we tested with handstand beginners and experts. We discuss feedback from our users, preliminary insights, and sketch the future steps towards a fully developed prototype.

  • 414.
    Turmo Vidal, Laia
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Márquez Segura, Elena
    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.
    Sensory bodystorming for collocated physical training desig2018Ingår i: NordiCHI '18 Proceedings of the 10th Nordic Conference on Human-Computer Interaction, Oslo, Norway: ACM Publications, 2018, s. 247-259Konferensbidrag (Refereegranskat)
    Abstract [en]

    Although the use of technology to support physical training has been gaining traction in HCI, the design space of sensory augmentations to improve and support physical training remains narrow. To help open this design space in the domain of collocated instructed physical training, we first present Sensory Bodystorming, a hybrid ideation method influenced by material and embodied approaches to ideation. Sensory Bodystorming targets the generation of ideas that support, and are underpinned by, a rich and nuanced sensorial experience. Ideas are generated through physically engaging with evocative sensorial stimuli elicited by ideation probes featuring diverse material qualities. Secondly, we present ideas resulting from three Sensory Bodystorming sessions that extend prior sensory augmentation works in the domain. Lastly, we identify interesting research and design directions based on prior works and our own.

  • 415.
    Usman, Muhammad
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    The “Educator” User interface for Smartphone Educational Software2011Självständigt arbete på avancerad nivå (masterexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [en]

    The “Educator” a Smartphone application which helps in gaining knowledge easily and italso helps in being more productive during the time spent in waiting for buses and train.This broken time can be used extensively by making use of the Educator. This educationalapplication brings learning possibilities at peoples fingertips. It provides various optionsto people with a variety of learning skills which include multiple choice questions, puzzles,language cards, and online home exams for students.

    Ladda ner (pdf)
    Fall2010Master One year Usman, Muhammad The “Educator” User interface for Smartphone Educational Software
  • 416.
    Vester, Lisa
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion.
    Liss, Anna
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion.
    Förstår utvecklare slutanvändare?: En jämförelse baserad på en undersökning av mjukvaruanvändning2016Självständigt arbete på avancerad nivå (yrkesexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    This thesis examines if developers of software can be considered aware of the usage of the product. The study was made to reveal the developers perception about the usage, and comparing their perception with the actual usage. The scope of the study was to investigate a software system used in a contact center, specifically the part of the software where the administration is performed. The first part of the study consisted of interviews with the developers of the software to obtain their perception of the usage. Further, a second study was performed to determine the most important functionalities in the software for the end users, and evaluate the usability of the software. This was achieved by performing a contextual inquiry with end users. The results of the study concluded that the developers could be considered to have a moderate awareness of the usage. Although, the study revealed that the developers had limited understanding of the functionalities that are the most important for the end users. One of the essential functionalities according to the contextual inquiry, was left unmentioned by a majority of the developers. On the basis of Nielsen’s theoretical usability concepts, the usability of the client was evaluated as low, something the developers also were considered aware of. Finally, the study concludes a lack of a profound understanding amongst the developers regarding the difficulties and limitations that the end users face.

    Ladda ner fulltext (pdf)
    fulltext
  • 417.
    Vestman, Frida
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi.
    Ärendehantering i Windows 8: Nytt användargränssnitt för iipax permission2012Självständigt arbete på grundnivå (yrkesexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    This master thesis was performed at IdaInfront AB. The aim of the thesis was toinvestigate how the design principles ofthe user interface in Windows 8 can beapplied to a case management system. Theuser interface in Windows 8 is based ona design language called Metro and it isprimarily designed for touch screens.Ida Infront AB wanted to know whatpossibilities and limitations the Metrointerface offers.The study has resulted in a prototypeapplication that is developed in Windows8. The prototype shows how the Metrointerface can be applied on a casemanagement system. Some limitations inthe usability have been identified inthe Metro interface when applied to acase management system. The mainlimitation is that it is difficult todisplay a lot of information at the sametime in Metro applications. The abilityto display a lot of information isimportant when IT systems are used tosupport decision making. The Metrointerface also offers several newfeatures that are usable for a casemanagement system, such as semanticzoom, notifications, so called tiles andbuilt in functionality of sharingcontent between applications.

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  • 418. Vieritz, Helmut
    et al.
    Ullrich, Carsten
    Isaksson, Erik
    Schmitz, Hans-Christian
    von der Heiden, Bodo
    Borau, Kerstin
    Shen, Ruimin
    Palmér, Matthias
    Lind, Thomas
    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.
    Laaksoharju, Mikael
    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.
    Case Study 1: Using widget bundles for formal learning in higher education2015Ingår i: Responsive Open Learning Environments: Outcomes of Research from the ROLE Project, Springer, 2015, s. 79-113Kapitel i bok, del av antologi (Övrigt vetenskapligt)
  • 419.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Play, Participation and Empowerment: Design strategies and dilemmas2016Ingår i: CHI PLAY 2016: Proceedings Of The 2016 Annual Symposium On Computer-Human Interaction In Play, 2016, s. 3-3Konferensbidrag (Refereegranskat)
  • 420.
    Waern, Annika
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Back, Jon
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Activity as the Ultimate Particular of Interaction Design2017Ingår i: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, New York: Association for Computing Machinery (ACM), 2017, s. 3390-3402Konferensbidrag (Refereegranskat)
    Abstract [en]

    In the turn towards practice-oriented research in interaction design, one of the most important proposals has been the emphasis on the 'ultimate particulars' produced by design, as embodiments of design knowledge. In current HCI research, those particulars are almost always taken to be ‘things’ – artefacts or singular systems. We argue that this emphasis may have come at a cost that can be described as a loss of identity; interaction design research was never primarily concerned with the design of artefacts, but with how humans act and interact with each other with and through artefacts. We propose a complementary perspective by looking at design projects and traditions where the ‘ultimate particulars’ can be considered to be activities rather than things. The article is concerned with how knowledge needs to be articulated in the scholarly engagement with such design practices. We argue that engagement with activitycentric design gets design research one step closer towards understanding salient contemporary design practices and what Buchanan calls ‘environmental design’.

  • 421.
    Waern, Annika
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Back, Jon
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Sallnäs Pysander, Eva-Lotta
    Royal Inst Technol, Stockholm, Sweden.
    Heefer, Jasper
    Royal Inst Technol, Stockholm, Sweden.
    Rau, Andreas
    Royal Inst Technol, Stockholm, Sweden.
    Paget, Susan
    Ultuna Lantbruksuniv, Uppsala, Sweden.
    Petterson, Linda
    URBIO, Stockholm, Sweden.
    DigiFys: The interactive play landscape2015Konferensbidrag (Refereegranskat)
    Abstract [en]

    The DigiFys project explores the design of interactive landscapes for children's outdoor play. The project combines landscape architecture with design of interactive technology, working towards designs that support children in their everyday play activity, close to home. In the creative lab session, we want to co-design the play landscape together with local children. The focus is on acquiring a perspective on similarities and differences between the children’s play culture in Sweden where the project originates, and Malaysia.

    Ladda ner fulltext (pdf)
    fulltext
  • 422.
    Waern, Annika
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Bergström, Karl
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Rosqvist, Daniel
    Tom Tits Experiment AB.
    Månsson, Lisa
    Tom Tits Experiment AB.
    Gaming in the crucible of science: Gamifying the Science Center Visit2014Ingår i: Proceedings of the 11th Advances in Computer Entertainment Technology Conference / [ed] Shoichi Hasegawa and Christian Geiger, 2014Konferensbidrag (Refereegranskat)
    Abstract [en]

    Gamification can be done for many purposes. We describean experiment with gamification that, while addressing aninformal learning environment, was not done to directly support learning. In the design of an overarching game experience for a science center, the goals were to support a focused visit, and create incitement for families to engage together. We describe how the science center environment poses multiple challenges for game and interaction design, which differ from ordinary gamification projects. We explain how these were addressed by designing for group interactivity, supporting both open and challenge-based play, and a careful combination of physical and digital interaction.

  • 423. Wang, Xiaoye Michael
    et al.
    Lind, Mats
    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.
    Bingham, Geoffrey P.
    Large continuous perspective change with noncoplanar points enables accurate slant perception2018Ingår i: Journal of Experimental Psychology: Human Perception and Performance, ISSN 0096-1523, E-ISSN 1939-1277, Vol. 44, nr 10, s. 1508-1522Artikel i tidskrift (Refereegranskat)
  • 424.
    Wennberg, Alex
    et al.
    KTH Royal Inst Technol, Stockholm, Sweden.
    Åhman, Henrik
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Hedman, Anders
    Medieteknik och interaktionsdesign, MID, KTH Royal Inst Technol, Stockholm, Sweden.
    The intuitive in HCI: A critical discourse analysis2018Ingår i: Proceedings of the 10th Nordic Conference on Human-Computer Interaction. ACM, 2018., New York: ACM Press, 2018, s. 505-514Konferensbidrag (Refereegranskat)
    Abstract [en]

    The concept of the intuitive has been central to HCI practices for a long time, as is evident in both textbooks and research articles. However, while the notion of the intuitive is so often referred to and used in the literature, relatively little work has been done with respect to what the notion actually means. We carried out a literature analysis of 76 articles published at the CHI conference between 2004 and 2016, all discussing or claiming to design for the intuitive. The articles were approached through the lens of discourse analysis, and an inductive reading was carried out to identify different perspectives on the notion. Six different perspectives on the intuitive were found. With few exceptions, the articles do not contain any discussions of functionally impaired users. We argue that the use of the term in the articles is exclusionary, rendering that which it does not consider (those with functional impairments) invisible.

  • 425.
    Westlund, Elin
    Linköpings universitet, Institutionen för datavetenskap.
    Nya tankar och starka känslor: en studie om begreppsprovokation på skolbarn i Åkerby skulpturpark2008Självständigt arbete på avancerad nivå (magisterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Denna studie har undersökt möjligheten att använda begreppsprovokation pedagogiskt i en museimiljö – en skulpturpark. Idén är att medelst skulpturer av surrealistisk karaktär låta barnen röra sig i gränslandet mellan fiktion och verklighet; för att utmana tanken och vidga begreppsrymden. Metoder som främjar barns fria tänkande och kreativitet motiveras bland annat i FN:s barnkonvention och i svensk skollag.

    I studien deltog 10 barn i åldern 9-10 år. Barnen uttryckte sina tankar vid 12 av parkens skulpturer, varav 7 med förväntad begreppsprovocerande verkan och 5 utan sådan förväntad effekt. Samlade uttryck jämfördes sedan i en diskursiv analys.

    Bland de slutsatser som dras efter analys är att begreppsprovokationen ökade rörligheten i barnens tankar och känslor, samt även ökade deras engagemang gentemot skulpturerna och sina tankar. Andra konstateranden är att uppgiften att förutsättningslöst lyssna på och uttrycka sina tankar och känslor var ovan för barnen, att variationen på barnens uttryck styrdes av etablerade sociokulturella normer och att uttolkarens roll för resultatanalysen ofrånkomligen är avgörande.

  • 426.
    White, Edward Peter Greenwood
    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.
    Thatcher, Andrew
    How mobile phones affect the sustainability of the work/life balance of their users2015Ingår i: Foundations of Augmented Cognition, Springer, 2015, s. 393-400Konferensbidrag (Refereegranskat)
    Abstract [en]

    This study examined the relationship between sustainability of mobile phone users and work-life balance. Twenty-seven interviews were performed on managerial level mobile phone owners over the duration of a month and half. The study extends Clark's [1] original Border theory that fails to mention how mobile phones (or indeed any other information and communication technology) influence the borders between the two domains. This study found technology has a definitive impact with separate users groups emerging from the data; border-extenders, border-adapters and border-enforcers.

  • 427. Whitehouse, Diane
    et al.
    Patrignani, Norberto
    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.
    Computers, time and speed: Five slow tech case studies2014Ingår i: ICT and society / [ed] K. Kimppa, D. Whitehouse, T. Kuusela and J. Phahlamohlaka, Berlin/Heidelberg: Springer Berlin/Heidelberg, 2014, s. 122-135Konferensbidrag (Refereegranskat)
    Abstract [en]

    This chapter examines briefly the notions of time and speed. It introduces the notion of Slow Tech:information technology that is good, clean and fair, and places an especial emphasis on technologythat is clean. This chapter does not delve deep into the Slow Tech concept. Rather, it highlights a setof arguments about why speed is not always important or necessary. People are now increasinglybeginning to think about much longer periods and phases that may extend at least as long as theexistence of human beings on the globe. As illustrations, the chapter explores five specific casestudies. Each comes from a different location, yet all describe global implications and challenges.One example is in fact a mathematical model. Two sites, in sympathy with the location of theHuman Choice and Computing 11 (HCC11) conference, are from Scandinavia – one from Onkalo,Finland, and a second from Svalbard, a northern Norwegian island. A further two cases are from theUnited States of America. The logic behind these five case studies strengthens the arguments aboutwhy − with the support of the Slow Tech concept − it is increasingly important for society and itsmany stakeholders to question the current information and communication technology (ICT)obsession with speed and rethink the relationships between society and technology.

  • 428. Whitehouse, Diane
    et al.
    Patrignani, Norberto
    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.
    From slow food to slow tech: A reflection paper2013Ingår i: ICT, society and human beings / [ed] P. Kommers and C. Gauzente, Prague: IADIS Press, 2013, s. 141-145Konferensbidrag (Refereegranskat)
    Abstract [en]

    Increasing challenges are facing the information society, particularly in terms of its sustainability and continuity. Humanbeings are finding it more and more difficult to cope with the accelerating speed of information and communicationtechnologies (ICT). Society has been seduced by a rapid pace of development of ICT, progressively celebrated year onyear for its growing speed and power. This reflection paper proposes a new way of thinking about ICT in the future: aslower, more careful, more considered, and more ethical manner (a slow tech approach). It concentrates on the need forslow tech: ICT that is good, clean, and fair. It then provides some additional reflections on how such an approach couldbe developed further.

  • 429.
    Wood, Gavin
    et al.
    Northumbria Univ, Newcastle Upon Tyne, Tyne & Wear, England.
    Back, Jon
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Choi, Jaz Hee-jeong
    RMIT Univ, Melbourne, Vic, Australia.
    Dylan, Thomas
    Northumbria Univ, Newcastle Upon Tyne, Tyne & Wear, England.
    Louw, Marti
    Carnegie Mellon Univ, Human Comp Interact Inst, Pittsburgh, PA 15213 USA.
    Designing for Outdoor Play2019Ingår i: CHI EA '19 EXTENDED ABSTRACTS: EXTENDED ABSTRACTS OF THE 2019 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, ASSOC COMPUTING MACHINERY , 2019, artikel-id W18Konferensbidrag (Refereegranskat)
    Abstract [en]

    There is widespread societal concern regarding the reduction in the amount of time that we all spend playing outdoors. Outdoor play can be important for our social and physical well-being and moreover helps us to connect to space, place and environment. Of course, the CHI community continues to explore play across many contexts; however, specifically designing for outdoor play remains underexplored. This workshop aims to bring together those who are interested in technological, social and design aspects of outdoor play for all ages. We will use participants' insights, energies and expertise to explore the challenges and focus on how we can build a community to share innovative designs, generate knowledge and make actionable research in this context.

  • 430.
    Yeh, Alexander
    et al.
    Chalmers University of Technology, Gothenburg, Sweden.
    Ratsamee, Photchara
    Osaka University, Osaka, Japan.
    Kiyokawa, Kiyoshi
    Nara Institute of Science and Technology (NAIST), Nara, Japan.
    Uranishi, Yuki
    Osaka University, Osaka, Japan.
    Mashita, Tomohiro
    Osaka University, Osaka, Japan.
    Takemura, Haruo
    Osaka University, Osaka, Japan.
    Fjeld, Morten
    Chalmers University of Technology, Gothenburg, Sweden.
    Obaid, Mohammad
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Exploring proxemics for human-drone interaction2017Ingår i: Proc. 5th International Conference on Human Agent Interaction, New York: ACM Press, 2017, s. 81-88Konferensbidrag (Refereegranskat)
    Abstract [en]

    We present a human-centered designed social drone aiming to be used in a human crowd environment. Based on design studies and focus groups, we created a prototype of a social drone with a social shape, face and voice for human interaction. We used the prototype for a proxemic study, comparing the required distance from the drone humans could comfortably accept compared with what they would require for a nonsocial drone. The social shaped design with greeting voice added decreased the acceptable distance markedly, as did present or previous pet ownership, and maleness. We also explored the proximity sphere around humans with a social shaped drone based on a validation study with variation of lateral distance and heights. Both lateral distance and the higher height of 1.8 m compared to the lower height of 1.2 m decreased the required comfortable distance as it approached.

  • 431.
    Zabramski, Stanislaw
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    A Hindrance or an Aid?: The Impact of User Interface on Ideation in Computer-Mediated Drawing2014Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Users’ performance in ideation during computer-mediated creative drawing can be affected by the design of a computer’s User Interface (UI). This paper presents results from a series of empirical comparative studies in which participants were presented with a creative drawing task and their ideation performance was measured in terms of the number and quality of ideas created with the use of three different input methods (mouse, stylus-, and touch-input), or two graphical UIs (GUIs). The results showed no significant differences between the different computer input methods, or between the simple and more complex GUI. However, when present in combination, these test conditions can be expected to create cumulative effects, which might explain the substantial differences observed in previous research on computerized creative drawing tasks. Quality-quantity trade-off and a new form of operational bias were observed and their effects on user satisfaction and ideation performance are discussed.

  • 432.
    Zabramski, Stanislaw
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Careless touch: a comparative evaluation of mouse, pen, and touch input in shape tracing task2011Ingår i: Proceedings of the 23rd Australian Computer-Human Interaction Conference (OzCHI '11) / [ed] Cécile Paris, Nathalie Colineau, Vivienne Farrell, Graham Farrell and Weidong Huang, New York, NY, USA: ACM Press, 2011, s. 329-332Konferensbidrag (Refereegranskat)
    Abstract [en]

    This short paper is a work-in-progress report on an experimental, exploratory comparison and evaluation of three input methods (mouse, pen, and touch-input) in a line-tracing task. A method to compare the original shape and user-generated version is presented. Measurements of user efficiency and accuracy showed that participants replicating a particular shape using touch-input performed the worst in terms of accuracy but were the fastest in comparison to the remaining input methods. No effect of controlled visual feedback was observed. Additionally, subjective operational biases were observed that, together with input method and expected shape related issues, might strongly affect the results.

    Ladda ner fulltext (pdf)
    fulltext
  • 433.
    Zabramski, Stanislaw
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Creating Digital Traces of Ideas: Evaluation of Computer Input Methods in Creative and Non-Creative Drawing2014Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [en]

    Ideas are formed in a process of idea generation that includes creation, development, and communication of new ideas. Drawing has been used as a support for ideation for centuries. Today, computerized tools are commonly used for drawing. Such tools form a user interface between the human and the resulting drawing presented on the screen. The interface may come between the user and the drawing in a disruptive way also affecting the ideation process.

    Using controlled laboratory studies, this thesis investigates the consequences of drawing with different user interfaces in two types of tasks: creative drawing tasks (based on a standardized test of creativity) and non-creative drawing tasks (i.e. shape-tracing tasks where no new idea is created). The goal was to identify and evaluate the consequences of the several issues originating from the use of different input devices, the functionality of the graphical user interfaces, the formulation of the drawing task, and the user’s previous experience.

    The results showed that drawing tasks are oriented toward quality of outcomes and that higher input accuracy led to higher quality of outcomes of both creative and non-creative drawing tasks. This came with a trade-off between the quantity and quality. In ideation, less accurate input devices facilitated significantly more ideas but these were of lower quality. In non-creative tracing, higher speeds caused lower quality of outcomes.

    The users subjectively preferred higher accuracy, also when an inaccurate user interface offered an eraser function. However, using the eraser allowed avoiding reinterpretations of ideas and led to ideation strategies characterized by laborious drawing that negatively affected the quality and quantity of the ideas produced. For non-creative drawing, the more difficult the shapes were, the lower the tracing accuracy.

    In the thesis a new framework for interaction analysis is introduced that improves the theoretical and practical understanding of computerized drawing tasks and the phenomena resulting from different aspects of the user interface design of computerized drawing tools.

    This thesis demonstrates that the inaccuracy of computerized tools cannot only make our drawings less aesthetically pleasing but also negatively affect ideas that are created in the process.

    Delarbeten
    1. Activity or Product?: Drawing and HCI
    Öppna denna publikation i ny flik eller fönster >>Activity or Product?: Drawing and HCI
    2013 (Engelska)Ingår i: Proceedings of MIDI '13: Proceedings of the International Conference on Multimedia, Interaction, Design and Innovation, New York, NY, USA: Association for Computing Machinery (ACM), 2013, s. 29-38Konferensbidrag, Publicerat paper (Refereegranskat)
    Abstract [en]

    Drawing tasks are rarely addressed experimentally by the HCI community, and even then pointing, steering, or gesturing is promoted as an approach towards drawing. We critically analyze the status quo, propose an improved framework for task analysis, and give suggestions on how to perceive drawing task at a meta-level.

    Ort, förlag, år, upplaga, sidor
    New York, NY, USA: Association for Computing Machinery (ACM), 2013
    Nyckelord
    Pointing, steering, gesturing, tracing, drawing, W6
    Nationell ämneskategori
    Människa-datorinteraktion (interaktionsdesign)
    Forskningsämne
    Människa-dator interaktion
    Identifikatorer
    urn:nbn:se:uu:diva-207259 (URN)10.1145/2500342.2500346 (DOI)978-1-4503-2303-1 (ISBN)
    Konferens
    International Conference on Multimedia, Interaction, Design and Innovation MIDI '13, 24-25 June, 2013, Warsaw, Poland
    Tillgänglig från: 2013-09-11 Skapad: 2013-09-11 Senast uppdaterad: 2018-01-11Bibliografiskt granskad
    2. Careless touch: a comparative evaluation of mouse, pen, and touch input in shape tracing task
    Öppna denna publikation i ny flik eller fönster >>Careless touch: a comparative evaluation of mouse, pen, and touch input in shape tracing task
    2011 (Engelska)Ingår i: Proceedings of the 23rd Australian Computer-Human Interaction Conference (OzCHI '11) / [ed] Cécile Paris, Nathalie Colineau, Vivienne Farrell, Graham Farrell and Weidong Huang, New York, NY, USA: ACM Press, 2011, s. 329-332Konferensbidrag, Publicerat paper (Refereegranskat)
    Abstract [en]

    This short paper is a work-in-progress report on an experimental, exploratory comparison and evaluation of three input methods (mouse, pen, and touch-input) in a line-tracing task. A method to compare the original shape and user-generated version is presented. Measurements of user efficiency and accuracy showed that participants replicating a particular shape using touch-input performed the worst in terms of accuracy but were the fastest in comparison to the remaining input methods. No effect of controlled visual feedback was observed. Additionally, subjective operational biases were observed that, together with input method and expected shape related issues, might strongly affect the results.

    Ort, förlag, år, upplaga, sidor
    New York, NY, USA: ACM Press, 2011
    Nyckelord
    Shape, tracing, drawing, freehand, mouse, pen, touch, evaluation, comparison, method
    Nationell ämneskategori
    Människa-datorinteraktion (interaktionsdesign)
    Forskningsämne
    Datavetenskap med inriktning mot människa-datorinteraktion
    Identifikatorer
    urn:nbn:se:uu:diva-163289 (URN)10.1145/2071536.2071588 (DOI)978-1-4503-1090-1 (ISBN)
    Konferens
    OzCHI '11 The Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, Canberra, Australia, November 28 - December 02, 2011
    Anmärkning
    © ACM, 2011. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in Proceedings of the 23rd Australian Computer-Human Interaction Conference (OzCHI'11). http://dx.doi.org/10.1145/2071536.2071588Tillgänglig från: 2011-12-12 Skapad: 2011-12-09 Senast uppdaterad: 2018-01-12Bibliografiskt granskad
    3. The Effect of Shape Properties on Ad-hoc Shape Replication with Mouse, Pen, and Touch Input
    Öppna denna publikation i ny flik eller fönster >>The Effect of Shape Properties on Ad-hoc Shape Replication with Mouse, Pen, and Touch Input
    2012 (Engelska)Ingår i: MindTrek '12 Proceeding of the 16th International Academic MindTrek Conference / [ed] Artur Lugmayr, New York, NY, USA: ACM Press, 2012, s. 275-278Konferensbidrag, Publicerat paper (Refereegranskat)
    Abstract [en]

    This paper summarizes observations from four empirical studies focusing on shape replication with three input methods. The aim was to identify and assess how the components of several semirandomly generated shapes influence how accurately untrained users can replicate each of these components. We found that the pen is the least and touch the most error-prone method when used for drawing. Additionally, the distribution of errors was analyzed. The results may be used to predict which shape properties make shape replication more difficult. Additionally, the results may be used to design shapes that are easy to replicate.

    Ort, förlag, år, upplaga, sidor
    New York, NY, USA: ACM Press, 2012
    Nyckelord
    Mouse, stylus, pen, touch, shape, replication, tracing, drawing
    Nationell ämneskategori
    Människa-datorinteraktion (interaktionsdesign)
    Forskningsämne
    Människa-dator interaktion
    Identifikatorer
    urn:nbn:se:uu:diva-184676 (URN)10.1145/2393132.2393192 (DOI)978-1-4503-1637-8 (ISBN)
    Konferens
    Academic MindTrek 2012 International Conference on Media of the Future, October 03-05, 2012, Tampere, Finland
    Tillgänglig från: 2012-11-12 Skapad: 2012-11-12 Senast uppdaterad: 2018-01-12Bibliografiskt granskad
    4. Easy vs. Tricky: The Shape Effect in Tracing, Selecting, and Steering With Mouse, Stylus, and Touch
    Öppna denna publikation i ny flik eller fönster >>Easy vs. Tricky: The Shape Effect in Tracing, Selecting, and Steering With Mouse, Stylus, and Touch
    2013 (Engelska)Ingår i: Academic MindTrek '13: Proceedings of International Conference on Making Sense of Converging Media / [ed] Artur Lugmayr, New York, NY, USA: Association for Computing Machinery (ACM), 2013, s. 99-103Konferensbidrag, Publicerat paper (Refereegranskat)
    Abstract [en]

    This paper is a work-in-progress report on an experimental comparison and evaluation of users' performance in four line-tracing tasks based on two shapes and performed with three input methods (mouse, stylus, and touch-input). The shapes' properties used in the study created the two classes of shapes: easy and hard to replicate. As expected these two classes had different impact on user's performance in each task tested (tracing, lasso selection, steering through narrow and wide tunnel). The results show that participants replicating the shapes using touch-input were the least accurate but were the fastest in comparison to the remaining input methods. The stylus was the least error-prone method and the mouse was the slowest device in drawing tasks (tracing and selection). The differences in error distances between the input methods were less pronounced in steering tasks but timing data showed that mouse was still the slowest one. While the time of replication did not differ between the two shapes tested, the differences between the errors participants made were significant for all tasks and input devices, and patterns of these differences were consistent between the shapes. These results confirm predictions from a previous study and show which shapes' properties can make their replication more difficult. The results can be used to design shapes that are easy to replicate, e.g., in surface-based gestural interaction.

    Ort, förlag, år, upplaga, sidor
    New York, NY, USA: Association for Computing Machinery (ACM), 2013
    Nyckelord
    Mouse, stylus, pen, touch, shape, tracing, drawing, steering
    Nationell ämneskategori
    Människa-datorinteraktion (interaktionsdesign)
    Forskningsämne
    Människa-dator interaktion
    Identifikatorer
    urn:nbn:se:uu:diva-212409 (URN)10.1145/2523429.2523444 (DOI)978-1-4503-1992-8 (ISBN)
    Konferens
    the 17th International Academic MindTrek Conference, Tampere, Finland; October 01 - 04, 2013.
    Tillgänglig från: 2013-12-10 Skapad: 2013-12-10 Senast uppdaterad: 2018-01-11Bibliografiskt granskad
    5. A Hindrance or an Aid?: The Impact of User Interface on Ideation in Computer-Mediated Drawing
    Öppna denna publikation i ny flik eller fönster >>A Hindrance or an Aid?: The Impact of User Interface on Ideation in Computer-Mediated Drawing
    2014 (Engelska)Artikel i tidskrift (Refereegranskat) Submitted
    Abstract [en]

    Users’ performance in ideation during computer-mediated creative drawing can be affected by the design of a computer’s User Interface (UI). This paper presents results from a series of empirical comparative studies in which participants were presented with a creative drawing task and their ideation performance was measured in terms of the number and quality of ideas created with the use of three different input methods (mouse, stylus-, and touch-input), or two graphical UIs (GUIs). The results showed no significant differences between the different computer input methods, or between the simple and more complex GUI. However, when present in combination, these test conditions can be expected to create cumulative effects, which might explain the substantial differences observed in previous research on computerized creative drawing tasks. Quality-quantity trade-off and a new form of operational bias were observed and their effects on user satisfaction and ideation performance are discussed.

    Nyckelord
    idea generation, evaluation, comparison, creativity, TTCT, figural, drawing, quality, quantity, ideas, user interface, mouse, pen, stylus, touch
    Nationell ämneskategori
    Människa-datorinteraktion (interaktionsdesign)
    Forskningsämne
    Människa-dator interaktion
    Identifikatorer
    urn:nbn:se:uu:diva-220880 (URN)
    Tillgänglig från: 2014-03-22 Skapad: 2014-03-22 Senast uppdaterad: 2018-01-11
    6. Did We Miss Something? Correspondence Analysis of Usability Data
    Öppna denna publikation i ny flik eller fönster >>Did We Miss Something? Correspondence Analysis of Usability Data
    2013 (Engelska)Ingår i: Human-Computer Interaction – INTERACT 2013: 14th IFIP TC 13 International Conference, Cape Town, South Africa, September 2-6, 2013, Proceedings, Part IV / [ed] Paula Kotzé, Gary Marsden, Gitte Lindgaard, Janet Wesson, Marco Winckler, Berlin/Heidelberg: Springer Berlin/Heidelberg, 2013, s. 272-279Konferensbidrag, Publicerat paper (Refereegranskat)
    Abstract [en]

    We have applied a multivariate exploratory technique called Correspondence Analysis (CA) to create and analyze a model of the dataset of experiment results. The dataset originates from a comparative usability study of tracing with the use of mouse, pen, and touch input and contains both categorical and continuous data – i.e. results of questionnaires and task measurements. CA allowed to visually and numerically assess the main variables in the dataset and how they interact with each other. In our study, pen input had the best measured performance and was preferred by the users. Touch input was the least accurate of all input methods tested but it was preferred by users over mouse especially in the conditions lacking of visual feedback of drawing. CA helped to detect that secondary effect even though it cannot be explained by the performance results alone. The importance of the influence of user’s previous experience is also noted. We conclude that CA helped to identify all major phenomena known from previous studies but also was sensitive to minor and secondary effects, what makes it a well suited method to quickly evaluate usability data.

    Ort, förlag, år, upplaga, sidor
    Berlin/Heidelberg: Springer Berlin/Heidelberg, 2013
    Serie
    Lecture Notes in Computer Science, ISSN 0302-9743 ; 8120
    Nyckelord
    shape, freehand, tracing, drawing, mouse, pen, stylus, touch, evaluation, comparison, error, measurement, subjective
    Nationell ämneskategori
    Människa-datorinteraktion (interaktionsdesign)
    Forskningsämne
    Människa-dator interaktion
    Identifikatorer
    urn:nbn:se:uu:diva-207264 (URN)10.1007/978-3-642-40498-6_20 (DOI)000345125400020 ()978-3-642-40497-9 (ISBN)978-3-642-40498-6 (ISBN)
    Konferens
    14th IFIP TC 13 International Conference on Designing for Diversity, September 2-6, 2013, Cape Town, South Africa
    Tillgänglig från: 2013-09-11 Skapad: 2013-09-11 Senast uppdaterad: 2018-01-11Bibliografiskt granskad
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    Ladda ner (jpg)
    presentationsbild
  • 434.
    Zabramski, Stanislaw
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Creative drawing with computers2012Ingår i: CHI EA '12: Proceedings of the 2012 ACM annual conference extended abstracts on Human Factors in Computing Systems - Extended Abstracts, 2012, s. 963-966Konferensbidrag (Refereegranskat)
    Abstract [en]

    The output of creative drawing is negatively influenced by any constrains imposed on the artist. That may be the case especially in computer-based environments. In my research I focus on the identification and assessment of the influence computer input methods (i.e. mouse, stylus-, and touch-input) might have on the results of free-hand drawing tasks in terms of user's creativity and drawing performance.

    Ladda ner fulltext (pdf)
    fulltext
  • 435.
    Zabramski, Stanislaw
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Quickly touched: Shape replication with use of mouse, pen- and touch-input2011Ingår i: User Interface - Kansei in practice 2011: Interfejs użytkownika - Kansei w praktyce 2011 / [ed] Leonard Bolc, Warsaw, Poland: Wydawnictwo Polsko‐Japońskiej Wyższej Szkoły Technik Komputerowych , 2011, s. 134-141Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper presents results of an experimental study of unconstrained line-tracing task with use of mouse, pen- and touch-input. Our results show that participants using touch input performed as good as with use of mouse in terms of similarity of reproduced shape with pen-input as the best tool for drawing. Touch-input users were also the fastest in comparison to the remaining input methods. Additionally, we have observed subjective operational biases that together with shape-related issues might have an influence on the final scores.

    Ladda ner fulltext (pdf)
    fulltext
  • 436.
    Zabramski, Stanislaw
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Gkouskos, Dimitrios
    Lind, Mats
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    A comparative evaluation of mouse, pen- and touch-input in computerized version of the Torrance tests of creative thinking2011Ingår i: Proceedings of the DESIRE'11 Conference - Creativity and Innovation in Design / [ed] Clare J. Hooper, Jean-Bernard Martens, Panos Markopoulos, New York, USA: The Association for Computing Machinery , 2011, s. 383-386Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper presents the results of an experiment comparing mouse, pen- and touch-inputs in computerized figural creativity test. The results show no statistically significant differences in creativity scores obtained by participants using mentioned devices as computer input methods. The results indicate that creativity testing can be introduced to a variety of modern computer devices with insignificant influence of the three most popular input devices tested. That also shows that the differences between the computerized and paper-based TTCT noticed in a previous research might be the result of User Interface artifacts used.

    Ladda ner fulltext (pdf)
    fulltext
  • 437.
    Zabramski, Stanislaw
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Gkouskos, Dimitrios
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Lind, Mats
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    A comparative evaluation of mouse, stylus and finger input in shape tracing2011Ingår i: Proceedings of the 1st European Workshop on HCI Design and Evaluation: The inuence of domain on Human Computer Interaction design and evaluation / [ed] Georgios Christou, Panayiotis Zaphiris, Ee Lai-Chong Law, Toulouse, France: IRIT Press , 2011, s. 57-61Konferensbidrag (Refereegranskat)
    Abstract [en]

    A comparison of the aggregated performance measurements for three input methods in a line-tracing task is presented. Results indicate that users perform best using touch input, both in tasks with and without visual feedback, therefore we recommend touch input as the preferred input method for simple drawing tasks.

    Ladda ner fulltext (pdf)
    FULLTEXT01
  • 438.
    Zabramski, Stanislaw
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Ivanova, Vita
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Yang, Guo
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Gadima, Nur
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Leepraphantkul, Rathakan
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    The Effects of GUI on Users’ Creative Performance in Computerized Drawing2013Ingår i: Proceedings of MIDI '13: Proceedings of the International Conference on Multimedia, Interaction, Design and Innovation, New York, NY, USA: Association for Computing Machinery (ACM), 2013, s. 142-151Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper presents the results of an empirical comparative study investigating how the outcomes of a computerized figural creativity test are affected when the participants use two different versions of the Graphical User Interface (GUI) on a mouse-operated desktop PC. The results show that participants get insignificantly lower creativity scores with the elaborated GUI, contrary to the GUI that has no visual artifacts available and offers more similar user experience to pen and paper, even though they spend significantly more time on drawing with the elaborated one. That phenomenon is expected to contribute to the cumulative effect of GUI and input method noticed by previous research. That implies that creative drawing and testing should be carefully introduced into computer-based environments.

    Ladda ner fulltext (pdf)
    fulltext
  • 439.
    Zabramski, Stanislaw
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Neelakannan, Sarathkumar
    Paper equals screen: A comparison of a pen-based figural creativity test in computerized and paper form2011Ingår i: Proceedings of the DESIRE'11 Conference - Creativity and Innovation in Design / [ed] Clare J. Hooper, Jean-Bernard Martens, Panos Markopoulos, New York, USA: The Association for Computing Machinery , 2011, s. 47-50Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper, we present the results of an experiment investigating how the results of a figural creativity test are affected when paper and pen or tablet PC and stylus are used to test participants. The results show no effect of the testing method on creativity scores obtained by participants. The results indicate that the differences between computerized and paper-based figural creativity tests noticed by previous research might be limited to the influence of User Interface artifacts used. That implies that creativity testing can be introduced to a variety of stylus based computer devices with insignificant influence of the transition from regular pen and paper to screen and stylus as a computer input device.

    Ladda ner fulltext (pdf)
    fulltext
  • 440.
    Zabramski, Stanislaw
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Shrestha, Suman
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Stuerzlinger, Wolfgang
    York University, Toronto, Canada.
    Easy vs. Tricky: The Shape Effect in Tracing, Selecting, and Steering With Mouse, Stylus, and Touch2013Ingår i: Academic MindTrek '13: Proceedings of International Conference on Making Sense of Converging Media / [ed] Artur Lugmayr, New York, NY, USA: Association for Computing Machinery (ACM), 2013, s. 99-103Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper is a work-in-progress report on an experimental comparison and evaluation of users' performance in four line-tracing tasks based on two shapes and performed with three input methods (mouse, stylus, and touch-input). The shapes' properties used in the study created the two classes of shapes: easy and hard to replicate. As expected these two classes had different impact on user's performance in each task tested (tracing, lasso selection, steering through narrow and wide tunnel). The results show that participants replicating the shapes using touch-input were the least accurate but were the fastest in comparison to the remaining input methods. The stylus was the least error-prone method and the mouse was the slowest device in drawing tasks (tracing and selection). The differences in error distances between the input methods were less pronounced in steering tasks but timing data showed that mouse was still the slowest one. While the time of replication did not differ between the two shapes tested, the differences between the errors participants made were significant for all tasks and input devices, and patterns of these differences were consistent between the shapes. These results confirm predictions from a previous study and show which shapes' properties can make their replication more difficult. The results can be used to design shapes that are easy to replicate, e.g., in surface-based gestural interaction.

    Ladda ner fulltext (pdf)
    accepted
  • 441.
    Zabramski, Stanislaw
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Stuerzlinger, Wolfgang
    York University, Toronto, Canada.
    Activity or Product?: Drawing and HCI2013Ingår i: Proceedings of MIDI '13: Proceedings of the International Conference on Multimedia, Interaction, Design and Innovation, New York, NY, USA: Association for Computing Machinery (ACM), 2013, s. 29-38Konferensbidrag (Refereegranskat)
    Abstract [en]

    Drawing tasks are rarely addressed experimentally by the HCI community, and even then pointing, steering, or gesturing is promoted as an approach towards drawing. We critically analyze the status quo, propose an improved framework for task analysis, and give suggestions on how to perceive drawing task at a meta-level.

    Ladda ner fulltext (pdf)
    fulltext
  • 442.
    Zabramski, Stanislaw
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Stuerzlinger, Wolfgang
    York University, Toronto, Canada.
    Did We Miss Something? Correspondence Analysis of Usability Data2013Ingår i: Human-Computer Interaction – INTERACT 2013: 14th IFIP TC 13 International Conference, Cape Town, South Africa, September 2-6, 2013, Proceedings, Part IV / [ed] Paula Kotzé, Gary Marsden, Gitte Lindgaard, Janet Wesson, Marco Winckler, Berlin/Heidelberg: Springer Berlin/Heidelberg, 2013, s. 272-279Konferensbidrag (Refereegranskat)
    Abstract [en]

    We have applied a multivariate exploratory technique called Correspondence Analysis (CA) to create and analyze a model of the dataset of experiment results. The dataset originates from a comparative usability study of tracing with the use of mouse, pen, and touch input and contains both categorical and continuous data – i.e. results of questionnaires and task measurements. CA allowed to visually and numerically assess the main variables in the dataset and how they interact with each other. In our study, pen input had the best measured performance and was preferred by the users. Touch input was the least accurate of all input methods tested but it was preferred by users over mouse especially in the conditions lacking of visual feedback of drawing. CA helped to detect that secondary effect even though it cannot be explained by the performance results alone. The importance of the influence of user’s previous experience is also noted. We conclude that CA helped to identify all major phenomena known from previous studies but also was sensitive to minor and secondary effects, what makes it a well suited method to quickly evaluate usability data.

    Ladda ner fulltext (pdf)
    fulltext
  • 443.
    Zabramski, Stanislaw
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Stuerzlinger, Wolfgang
    York University, Toronto, Canada.
    The Effect of Shape Properties on Ad-hoc Shape Replication with Mouse, Pen, and Touch Input2012Ingår i: MindTrek '12 Proceeding of the 16th International Academic MindTrek Conference / [ed] Artur Lugmayr, New York, NY, USA: ACM Press, 2012, s. 275-278Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper summarizes observations from four empirical studies focusing on shape replication with three input methods. The aim was to identify and assess how the components of several semirandomly generated shapes influence how accurately untrained users can replicate each of these components. We found that the pen is the least and touch the most error-prone method when used for drawing. Additionally, the distribution of errors was analyzed. The results may be used to predict which shape properties make shape replication more difficult. Additionally, the results may be used to design shapes that are easy to replicate.

    Ladda ner fulltext (pdf)
    fulltext
  • 444.
    Zhong, Jinyun
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    A Case Study: The Impact on Usability of PRINCE2 Project Management Method2011Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    In order to take a look at the relationship between PRINCE2 (one of the most popular project management methods) and the degree of usability of the produced system, a case study was conducted in a company.

    During the case study, participants were recruited for a brainstorming section, during which they brainstormed some issues and features regarding PRINCE2 framework. These ideas were later summarized by the researcher as the preparation of a Card Sorting section. The same participants were invited again for a Card Sorting, during which they sorted the summarized issues and features into different categories labeled with different aspect of PRINCE2. An analysis was then carried out to find the most commonly agreed issues/features in a certain aspect of PRINCE2.

    The result of the study shows some strength that PRINCE2 has such as clear definition of authority and accountability, good support for planning, but there’re some concerns in tailoring/embedding of the method and etc.

  • 445.
    Zhou, Zhuoming
    et al.
    UC Santa Cruz, Santa Cruz, CA 95064 USA.
    Márquez Segura, Elena
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Duval, Jared
    UC Santa Cruz, Santa Cruz, CA 95064 USA.
    John, Michael
    UC Santa Cruz, Santa Cruz, CA 95064 USA.
    Isbister, Katherine
    UC Santa Cruz, Santa Cruz, CA 95064 USA.
    Astaire: A Collaborative Mixed Reality Dance Game for Collocated Players2019Ingår i: CHI PLAY'19: Proceedings Of The Annual Symposium On Computer-Human Interaction In Play, 2019, s. 5-18Konferensbidrag (Refereegranskat)
    Abstract [en]

    Despite the growth of Virtual Reality (VR), the design space of collocated social play in VR remains narrow. Here we present Astaire, a collaborative hybrid VR dance game for two players sharing an HTC Vive VR system. The game resulted from a design research process using embodied design methods, and drawing upon concepts in HCI and Play Design, including social affordances, and asymmetric and interdependent play. Here we present insights from a study playtesting Astaire alongside two VR games that inspired ours: Keep Talking and Nobody Explodes (KTNE), and Audioshield. We examined players' and spectators' enjoyment, and interpersonal relationships, which were self-reported higher for Astaire. Using data from semi-structured interviews, we foreground design elements that impacted our participants' play experience, grouped under the themes of balance of players' roles, the physicality afforded by the game, and the social experience enabled. Our work contributes to opening the design space of hybrid collocated VR-through our game, we surface inspirational design concepts in HCI, and share design knowledge gained during our design process.

  • 446.
    Åberg, Anna Cristina
    et al.
    Uppsala universitet, Medicinska och farmaceutiska vetenskapsområdet, Medicinska fakulteten, Institutionen för folkhälso- och vårdvetenskap, Geriatrik.
    Halvorsen, Kjartan
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för systemteknik. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Reglerteknik.
    From, Ingrid
    Dalarna Univ, Sch Educ Hlth & Social Studies, SE-79188 Falun, Sweden.
    Bergman Bruhn, Åsa
    Dalarna Univ, Sch Educ Hlth & Social Studies, SE-79188 Falun, Sweden.
    Oestreicher, Lars
    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.
    Melander-Wikman, Anita
    Lulea Univ Technol, Div Hlth & Rehab, Dept Hlth Sci, SE-97187 Lulea, Sweden.
    A study protocol for applying user participation and co-learning: Lessons learned from the eBalance project2017Ingår i: International Journal of Environmental Research and Public Health, ISSN 1661-7827, E-ISSN 1660-4601, Vol. 14, nr 5, artikel-id 512Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    The eBalance project is based on the idea that serious exergames-i.e., computer gaming systems with an interface that requires physical exertion to play-that are well adapted to users, can become a substantial part of a solution to recognized problems of insufficient engagement in fall-prevention exercise and the high levels of fall-related injuries among older people. This project is carried out as a collaboration between eight older people who have an interest in balance training and met the inclusion criteria of independence in personal activities of daily living, access to and basic knowledge of a computer, four staff working with the rehabilitation of older adults, and an interdisciplinary group of six research coordinators covering the areas of geriatric care and rehabilitation, as well as information technology and computer science. This paper describes the study protocol of the project's initial phase which aims to develop a working partnership with potential users of fall-prevention exergames, including its conceptual underpinnings. The qualitative methodology was inspired by an ethnographical approach implying combining methods that allowed the design to evolve through the study based on the participants' reflections. A participatory and appreciative action and reflection (PAAR) approach, accompanied by inquiries inspired by the Normalization Process Theory (NPT) was used in interactive workshops, including exergame testing, and between workshop activities. Data were collected through audio recordings, photos, and different types of written documentation. The findings provide a description of the methodology thus developed and applied. They display a methodology that can be useful for the design and development of care service and innovations for older persons where user participation is in focus.

    Ladda ner fulltext (pdf)
    fulltext
  • 447.
    Åhman, Henrik
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Conceptualizing the self: A critical analysis of the self as a discursive trend in Human-Computer Interaction research2017Ingår i: Human Technology, ISSN 1795-6889, E-ISSN 1795-6889, Vol. 13, nr 2, s. 149-179Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    In Human–Computer Interaction (HCI), the human often has been conceptualized as a user. Although this notion has illuminated one aspect of the human–technology relationship, some researchers have argued for the need to explore alternative notions. One such notion becoming increasingly frequent in HCI is the self. In this paper, a study of how the self is described in 88 HCI research publications is presented. Four main aspects of the self are identified: instrumental, communicative, emotional, and playful. These four aspects differ, yet they present the self as stable, coherent, and individual. However, these characteristics have been criticized by several contemporary philosophers. This paper presents arguments from poststructuralist writers as a foundation for advocating the need to develop further these positions within HCI. The theories of Mark C. Taylor, who combines poststructuralism with complexity theory, provide a framework for viewing the self as relational to the extent that interaction becomes an existential process and thus interactive technology constitutes an existential arena.

    Ladda ner fulltext (pdf)
    fulltext
  • 448.
    Åhman, Henrik
    KTH, Medieteknik och interaktionsdesign, MID.
    Interaction as existential practice: An explorative study of Mark C. Taylor’s philosophical project and its potential consequences for Human-Computer Interaction2016Doktorsavhandling, monografi (Övrigt vetenskapligt)
    Abstract [sv]

    Denna avhandling syftar till att diskutera de möjliga konsekvenserna av att applicera Mark C. Taylors filosofi inom fältet Människa-Datorinteraktion (MDI).

    Den första delen av avhandlingen utgörs av en studie som fokuserar på två diskursiva trender inom MDI, materialitet och självet, och hur dessa diskurser beskriver interaktion. Genom en kvalitativ, induktiv innehållsanalys av 171 forskningsartiklar inom MDI-fältet identifieras ett antal teman som kan sägas utgöra dominerande perspektiv i framställningen av de tre fokusområdena. Studien identifierar också exempel på alternativa perspektiv som kontrasterar mot den vedertagna bilden av materialitet, självet samt interaktion inom MDI.

    Den andra delen av avhandlingen utgörs av en analys där Mark C. Taylors filosofiska projekt utforskas med syfte att identifiera filosofiska positioner som kan fungera som teoretiska resurser för en fördjupad förståelse av de tre fokusområdena. Genom en jämförelse mellan dessa positioner och filosofiska teman hos Friedrich Nietzsche framträder en bild där Taylors positioner kan sägas utgöra variationer och omläsningar av Nietzsches texter i relation till mer sentida teoretiska ansatser. Analysen syftar till att påvisa att Taylors projekt, som vid första anblicken kan tyckas utgöras av en rad skiftande och ibland motsägelsefulla filosofiska framställningar utan inre sammanhang, i själva verket kan förstås som en mer sammanhängande teoretisk position om den läses i relation till Nietzsches filosofi.

    Med utgångspunkt i de två litteraturstudierna diskuteras slutligen möjliga konsekvenser av att använda Taylors filosofi som teoretiskt ramverk inom MDI och följande slutsatser presenteras: att Taylors filosofi erbjuder ett perspektiv på interaktionen mellan människor och datorer som betonar interaktion som en identitetsskapande, existentiell process vilket skiljer sig från det dominerande perspektivet inom MDI; att Taylors filosofi kan relateras till och utgöra ett teoretiskt fundament för de alternativa MDI-diskurser som tidigare identifierats, samt att en sådan process kan bidra till en vidareutveckling av teoribildningen inom MDI.

  • 449.
    Åhman, Henrik
    KTH, Medieteknik och interaktionsdesign, MID.
    The aesthetic turn: Exploring the religious dimensions of digital technology2016Ingår i: Approaching Religion, ISSN 1799-3121, E-ISSN 1799-3121, Vol. 6, nr 2, s. 156-163Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    The arena for developing digital technology has undergone an aesthetic turn, broadening the focus from a functionalist approach producing centralized systems in the 1970s and 1980s to an increased awareness of the aesthetic aspects of the individual user’s interaction with technology in the 1990s and 2000s. Within the academic research fields studying digital technology (e.g. Human-Computer Interaction and Interaction Design) the aesthetic turn has resulted in a shift from a strong emphasis on user behaviour to an increased interest in aesthetic perspectives on the role of the designer, the design process, and the design material. Within these fields, aesthetics has often been interpreted as belonging to the realm of the individual; personal experiences such as pleasure, engagement, and emotions have been emphasized in both technology development and technology research. Aesthetics is not, however, only an individual phenomenon but also has relational and structural components that need to be acknowledged. Structural aspects of aesthetics condition the possibilities for individuals interacting with digital technology. Thus, the tension between individual and relational aspects of aesthetics in digital technology also reflects a tension between freedom and limitation; between change and permanence; between destabilizing and stabilizing forces. Such a broadened understanding of aesthetics offers a model of digital technology that roughly corresponds to Mark C. Taylor’s definition of religion. Taylor argues that religion is constituted by, on the one hand, a figuring moment characterized by structural stability and universality, and, on the other hand, a disfiguring moment characterized by disruption, particularity, and change. The purpose of this paper is to discuss the aesthetic turn and Taylor’s definition of religion to illustrate similarities between the two, suggesting possible religious dimensions of digital technology and how that can inform our understanding of people’s interaction with digital technology.

  • 450.
    Åhman, Henrik
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Hedman, Anders
    KTH Royal Institute of Technology.
    Frameworks for studying social media interaction: A discussion on phenomenology and poststructuralism2019Ingår i: Human-Computer Interaction – INTERACT 2019 / [ed] David Lamas, Fernando Loizides, Lennart Nacke, Helen Petrie, Marco Winckler, Panayiotis Zaphiris, Cham, Switzerland, 2019, Vol. 3, s. 701-718Konferensbidrag (Refereegranskat)
    Abstract [en]

    During the past decade or so, much HCI research has, according to many researchers, become increasingly phenomenologically oriented. Some have gone so far as to argue that HCI is now in a phenomenological paradigm. But how does such a paradigmatic view work for understanding interaction in the ever growing sphere of social media? Prima facie it may look as it would work only well since social media has become increasingly richer in terms of the sheer range of phenomenologically possible user experiences provided by new and emerging interaction technologies. However, through a critical reading of three major phenomenological works in HCI, we argue that phenomenology as traditionally applied in HCI points indirectly to alternative approaches for engaging in much of contemporary social media research due to its associated semiotic and relationally oriented contents. One possible family of approaches for analyzing such content can be found, as we will argue, in poststructuralist theory. We propose an increased engagement with poststructuralist semiotics grounded in Jacques Derrida’s philosophy and exemplify how this could contribute to the study of social media in the context of HCI.

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