Logo: to the web site of Uppsala University

uu.sePublications from Uppsala University
Change search
Refine search result
12345 1 - 50 of 214
CiteExportLink to result list
Permanent link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Rows per page
  • 5
  • 10
  • 20
  • 50
  • 100
  • 250
Sort
  • Standard (Relevance)
  • Author A-Ö
  • Author Ö-A
  • Title A-Ö
  • Title Ö-A
  • Publication type A-Ö
  • Publication type Ö-A
  • Issued (Oldest first)
  • Issued (Newest first)
  • Created (Oldest first)
  • Created (Newest first)
  • Last updated (Oldest first)
  • Last updated (Newest first)
  • Disputation date (earliest first)
  • Disputation date (latest first)
  • Standard (Relevance)
  • Author A-Ö
  • Author Ö-A
  • Title A-Ö
  • Title Ö-A
  • Publication type A-Ö
  • Publication type Ö-A
  • Issued (Oldest first)
  • Issued (Newest first)
  • Created (Oldest first)
  • Created (Newest first)
  • Last updated (Oldest first)
  • Last updated (Newest first)
  • Disputation date (earliest first)
  • Disputation date (latest first)
Select
The maximal number of hits you can export is 250. When you want to export more records please use the Create feeds function.
  • 1.
    Abeywickrama, Ruby
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Transcending Memories Beyond Borders: Carrying Memorabilia from Home to Abroad.: Transferring Personal Memorabilia for a Meaningful Cross-Country Experience.2023Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Collecting memorabilia has been a longstanding practice as it evolved around cultures and societies. Despite existing research about preserving memorabilia, meaningful preservation methods remain unclear due to the individual and idiosyncratic nature of practices [18,22,40,43,47,59]. Migrants who collect memorabilia face challenges in preserving them due to unavoidable circumstances such as lack of transportation, physical measurements and weight of memorabilia. In 2020, 281 million people migrated globally, accounting for 3.6% of the world's population, and as this issue continues to grow, finding practical solu tions is crucial [36,38]. The aim of this study is to explore ways to digitally preserve memorabilia to maintain their material qualities and meaning across diverse geographical contexts (RQ1). The study also focused on understanding what objects migrants regard as worth preserving (RQ2) and how digital memorabilia can be designed to serve as memory tokens (RQ3). The research employed an exploratory case study approach, focusing on first-generation Sri Lankan migrants [11,30]. Qualitative data was collected through interviews and the use of 3D printing and augmented reality was evaluated through prototype testing using a research-through-design approach [29,58]. Results revealed that souvenirs encapsulates sentimental, economic and aesthetic values that provides a symbolic meaning to its’ owner and contributes to constructing their identity. Migrants were willing to try new technologies and augmented reality was recognised as a satisfying experience. To transfer memorabilia meaningfully among different geographical context, a holistic solution for memorabilia preservation was expected by migrants where physical protection of memorabilia is emphasized. Further research in this study involves utilizing photogrammetry scanning and 3D modeling to closely replicate real-life memorabilia and further evaluating mixed-reality user interactions such as augmented reality. 

    Download full text (pdf)
    fulltext
  • 2.
    Ahmad, Awais
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division Vi3.
    Premanandan, Shweta
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division Vi3. Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Cajander, Åsa
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computing Education Research. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division Vi3. Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Johansson, Birgitta
    Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Public Health and Caring Sciences, Caring Sciences. Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Women's and Children's Health, Healthcare Sciences and e-Health. Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Immunology, Genetics and Pathology, Cancer precision medicine.
    Carlsson, Maria
    Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Public Health and Caring Sciences, Caring Sciences.
    Henriksson, Anna
    Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Public Health and Caring Sciences, Caring Sciences.
    Pettersson, Mona
    Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Public Health and Caring Sciences, Caring Sciences. Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Public Health and Caring Sciences, Centre for Research Ethics and Bioethics.
    Tiblom Ehrsson, Ylva
    Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Public Health and Caring Sciences, Caring Sciences. Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Surgical Sciences, Otolaryngology and Head and Neck Surgery.
    Langegård, Ulrica
    Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Immunology, Genetics and Pathology, Cancer precision medicine.
    Design for Well-Being of Informal Caregivers: Insights from Carer eSupport Users Caring for Head and Neck Cancer Patients.Manuscript (preprint) (Other academic)
  • 3.
    Akkuzu, Beliz
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Behavioural Observations as Objective Measures of Trust in Child-Robot Interaction: Mutual Gaze2023Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Given the subjective nature of trust as a phenomenon and its unified multifaceted contributions for every individual context,the development of a computational model of trust proves to be a difficult endeavour. In this study, we investigate mutual gaze as a behavioural measure of social trust and liking in child-robot interaction. Developing on a prior user study involving 52 children interacting with a robot with variable human-likeness and lexical alignment in two interaction contexts (task-based and dialogue-based), we investigate the effects of human-likeness and lexical alignment on mutual gaze, associations and correlations between metrics assessing social trust and liking, and the development of mutual gaze as an objective measure of social trust and liking. We achieve this through several statistical analyses between the percent of mutual gaze in each interaction, human-likeness, lexical alignment, scores from social trust and liking metrics, self-disclosure content, age, and time. The main findings of our study support the use of mutual gaze as an objective measure for liking, but there is still not sufficient evidence to supportthe use of mutual gaze as an objective measure to identify and capture social trust as a whole. Furthermore, we found that human-likeness and lexical alignment do not significantly affect mutual gaze in an interaction, but the interaction context does. Moreover, it seems that age plays a role in the amount of mutual gaze in an interaction, where older participants engage in less mutual gaze compared to the younger participants. Alongside this, the amount of mutual gaze the participant engages in is stable across periods when they are not interacting with the robot, changing more towards the first half of the first interaction and the second half of the second interaction. Based on the study, our findings suggest using different objective behavioural measures for social trust compared to its related concepts such as liking. Also, our results have found that there may be other constructs intertwined with liking, such as attention and interest, which may need to be addressed with separate metrics.

    Download full text (pdf)
    Akkuzu_Behavioural_Measures_2023
  • 4.
    Ali, Saad
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Multiplayer Functionality In HRTF (Head-Related Transfer Function) Audio Games To Increase Players' Interest2022Independent thesis Advanced level (degree of Master (Two Years)), 80 credits / 120 HE creditsStudent thesis
    Abstract [en]

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

    Download full text (pdf)
    fulltext
  • 5.
    Altarriba Bertran, Ferran
    et al.
    University of California Santa Cruz, USA.
    Duval, Jared
    University of California Santa Cruz, USA.
    Márquez Segura, Elena
    Universidad Carlos III Madrid, Spain.
    Turmo Vidal, Laia
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Chisik, Yoram
    Juanet Casulleras, Marina
    Garcia Pañella, Oscar
    Universitat de Barcelona, Spain.
    Isbister, Katherine
    University of California Santa Cruz, USA.
    Wilde, Danielle
    University of Southern Denmark, Kolding, Denmark.
    Chasing Play Potentials in Food Culture: Learning from Traditions to Inspire Future Human-Food Interaction Design2020In: DIS '20: Proceedings of the 2020 ACM Designing Interactive Systems Conference, Association for Computing Machinery (ACM), 2020Conference paper (Refereed)
    Abstract [en]

    In this pictorial, we turn to culture and traditions to present an annotated portfolio of play-food potentials, i.e. interesting design qualities and/or interaction mechanisms that could help promote playful and social engagement in food practices. Our portfolio emerged from a one-day workshop where we played with and analyzed a collection of 27 food traditions from diverse cultural backgrounds and historical periods. We highlight play forms and experiential textures that are underexplored in Human-Food Interaction (HFI) research. Our contribution is intended to inspire designers to broaden the palette of play experiences and emotions embraced in HFI.

    Download full text (pdf)
    fulltext
  • 6.
    Altarriba Bertran, Ferran
    et al.
    University of California Santa Cruz, USA.
    Turmo Vidal, Laia
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Dagan, Ella
    University of California Santa Cruz, USA.
    Duval, Jared
    University of California Santa Cruz, USA.
    Márquez Segura, Elena
    Universidad Carlos III Madrid, Spain.
    Isbister, Katherine
    University of California Santa Cruz, USA.
    Chasing Play with Instagram: How Can We Capture Mundane Play Potentials to Inspire Interaction Design?2020In: CHI EA '20: Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, Hawai'i, USA: Association for Computing Machinery (ACM), 2020, article id LBW203Conference paper (Refereed)
    Abstract [en]

    Play and playfulness permeate our daily lives and are often the target of interaction designers. Yet, designing for play while embracing the idiosyncrasies of users and their contexts is challenging. Here we address recent calls for new situated and emergent play design methods by turning to social media, which is currently a source of inspiration for arts, crafts, fashion, and more. We present @chasing.play: an exploration of how Instagram may help designers capture and share instances of mundane playful engagement to inspire play design. We report on the findings of a pilot study where we experimented with the tool, and raise a challenges and open questions we plan to address in the future. Our work can trigger discussions among researchers about the potential of social media as a design tool and inspire action towards collectively defining strategies to leverage that potential.

  • 7.
    Back, Jon
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Designing an Audience in the StreetsManuscript (preprint) (Other academic)
  • 8.
    Back, Jon
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Designing Public Play: Playful Engagement, Constructed Activity, and Player Experience2016Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

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

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

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

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

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

    List of papers
    1. Playing with Structure: An Analytic Model of Transformative Play
    Open this publication in new window or tab >>Playing with Structure: An Analytic Model of Transformative Play
    (English)Manuscript (preprint) (Other academic)
    National Category
    Human Computer Interaction
    Identifiers
    urn:nbn:se:uu:diva-268059 (URN)
    Available from: 2015-12-02 Created: 2015-12-02 Last updated: 2018-01-10
    2. Designing an Audience in the Streets
    Open this publication in new window or tab >>Designing an Audience in the Streets
    (English)Manuscript (preprint) (Other academic)
    National Category
    Human Computer Interaction Social Sciences Interdisciplinary
    Identifiers
    urn:nbn:se:uu:diva-268058 (URN)
    Available from: 2015-12-02 Created: 2015-12-02 Last updated: 2018-01-10
    3. Designing for Children's Outdoor Play
    Open this publication in new window or tab >>Designing for Children's Outdoor Play
    Show others...
    2016 (English)In: Proceedings Of The 2016 ACM Conference On Designing Interactive Systems, 2016, p. 28-38Conference paper, Published paper (Refereed)
    Abstract [en]

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

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

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

    Available from: 2015-12-02 Created: 2015-12-02 Last updated: 2022-01-29
    4. ‘Knock Once for Yes’ – Knocking as Feedback in the Location-Based Game Passing On
    Open this publication in new window or tab >>‘Knock Once for Yes’ – Knocking as Feedback in the Location-Based Game Passing On
    2014 (English)In: Proceedings of the 9th International Conference on the Foundations of Digital Games: Society for the Advancement of the Science of Digital Games, 2014Conference paper, Published paper (Refereed)
    Abstract [en]

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

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

    Keywords
    Location-based, asymmetric gameplay, negotiating language, physical feedback, player behavior
    National Category
    Human Computer Interaction
    Research subject
    Computer Science with specialization in Human-Computer Interaction
    Identifiers
    urn:nbn:se:uu:diva-239070 (URN)978-0-9913982-2-5 (ISBN)
    Conference
    9th International Conference on the Foundations of Digital Games (FDG), 2014, April 3-7, 2014, Ft. Lauderdale, FL
    Available from: 2014-12-18 Created: 2014-12-18 Last updated: 2018-01-11Bibliographically approved
    5. "We are two strong women": Designing Empowerment in a Pervasive Game
    Open this publication in new window or tab >>"We are two strong women": Designing Empowerment in a Pervasive Game
    2013 (English)In: Defragging game studies: Proceedings of DIGRA 2013, DIGRA , 2013Conference paper, Published paper (Refereed)
    Abstract [en]

    Gender-aware design is important in computer games in general, and perhaps even more so in the design of pervasive games, as these are played in the ordinary world. As pervasive games blur the distinction between game and non-game situations, they influence the everyday lives of their players.

    We discuss the design process for the game ‘Codename Heroes’ from a gender-aware perspective. The focus is on how players reacted to the experience of playing the game during a sequence of design workshops. We found that playing the game made people less sensitive to ‘fear of the outside’. The participants were aware they ‘should’ feel unsafe in unknown neighbourhoods, but mostly did not. Furthermore, a combination of collaboration with internal competition fostered a sense of empowerment. Finally, we could confirm what previous researchers have seen, that women participants tended to blame themselves, rather than the technology or the situation, for errors.

    Place, publisher, year, edition, pages
    DIGRA, 2013
    Keywords
    Game, Design, Gender, Pervasive game
    National Category
    Interaction Technologies
    Research subject
    Human-Computer Interaction
    Identifiers
    urn:nbn:se:uu:diva-212715 (URN)
    Conference
    The sixth international conference of the Digital Games Research Association (DIGRA); 26-29 August 2013; Atlanta, GA, USA
    Available from: 2013-12-13 Created: 2013-12-13 Last updated: 2016-01-28Bibliographically approved
    6. Talking it Further: From Feelings and Memories to Civic Discussions In and About Places
    Open this publication in new window or tab >>Talking it Further: From Feelings and Memories to Civic Discussions In and About Places
    2012 (English)Conference paper, Published paper (Refereed)
    National Category
    Human Computer Interaction
    Identifiers
    urn:nbn:se:uu:diva-268055 (URN)
    Conference
    NordiCHI 2012
    Available from: 2015-12-01 Created: 2015-12-01 Last updated: 2018-01-10
    7. Experimental Game Design
    Open this publication in new window or tab >>Experimental Game Design
    2015 (English)In: Game Research Methods: An Overview / [ed] Lankoski, Petri; Björk, Staffan, ETC press, 2015Chapter in book (Refereed)
    Place, publisher, year, edition, pages
    ETC press, 2015
    National Category
    Social Sciences Interdisciplinary
    Identifiers
    urn:nbn:se:uu:diva-268056 (URN)9781312884731 (ISBN)
    Available from: 2015-12-01 Created: 2015-12-01 Last updated: 2018-01-10
    Download full text (pdf)
    fulltext
    Download (jpg)
    presentationsbild
  • 9.
    Back, Jon
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    ‘Knock Once for Yes’ – Knocking as Feedback in the Location-Based Game Passing On2014In: Proceedings of the 9th International Conference on the Foundations of Digital Games: Society for the Advancement of the Science of Digital Games, 2014Conference paper (Refereed)
    Abstract [en]

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

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

    Download full text (pdf)
    fulltext
  • 10.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Back, Svante
    Bombina Bombast, Malmö, Sweden.
    Bexell, Emma
    Bombina Bombast, Malmö, Sweden.
    Stanisic, Stefan
    Bombina Bombast, Malmö, Sweden.
    Rosqvist, Daniel
    National Museum of Science and Technology, Stockholm, Sweden.
    the Quest: An Escape Room Inspired Interactive Museum Exhibition2019In: CHI PLAY '19 Extended Abstracts: Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, ACM Digital Library, 2019, p. 81-86Conference paper (Refereed)
    Abstract [en]

    In this project, we report on designing an interactive museum exhibit in a technology museum, inspired by escape room game mechanics and technology. The project aims to create a deeper more immersed engagement with and interest in the exhibition, and thereby increase the interest in the exhibit's subject. In the game, the players take on the role of grandchildren to a known (fictitious) turn-of-the-century explorer and set out to find the treasures she hid around the world during her years of adventure. Clues to the treasures are hidden within the museum exhibition and by using knowledge found around the exhibition the players can solve the riddles and find the treasure, while also picking up some knowledge along the way.

  • 11.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Bedwell, Benjamin
    Benford, Steve
    Eklund, Lina
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Sundnes Løvlie, Anders
    Preston, William
    Rajkowska, Paulina
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Ryding, Karin
    Spence, Jocelyn
    Thorn, Emily-Clare
    Waern, Annika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Wray, Tim
    GIFT: Hybrid Museum Experiences through Gifting and Play2018In: Proceedings of the Workshop on Cultural Informatics / [ed] Angeliki Antoniou, Manolis Wallace, 2018, Vol. 2235, p. 31-40Conference paper (Refereed)
    Abstract [en]

    he GIFT project develops new approaches to creating hybrid physi-cal-digital visitor experiences in museums. Through design exploration of two concepts focusing on gifting and playful appropriation, the project charts how museums can create a deeper and more meaningful experience by giving visitors the tools to tell their own stories. The project is highly cross-disciplinary com-bining HCI research, artist-led exploration, technology explorations, and experi-ence design in collaboration with museums. Furthermore, the project gathers 10 prominent museums from Europe and the US in an action research project that both serves to ground the prototypes and framework in the needs of museums, while also facilitating the museum sector's need to become 'digital-ready', under-standing and capitalising on digital technology. As the project has progressed through half of its duration, we report on initial findings and how these have shaped our direction of progress.

    Download full text (pdf)
    fulltext
  • 12.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Heeffer, Caspar
    Paget, Susan
    Rau, Andreas
    Sallnäs Pysander, Eva Lotta
    Waern, Annika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Designing Children’s Digital-Physical Play in Natural Outdoors Settings2016In: CHI Extended Abstracts, 2016Conference paper (Refereed)
    Abstract [en]

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

    Download full text (pdf)
    fulltext
  • 13.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Heeffer, Caspar
    Royal Institute of Technology, Media Technology and Interaction Design.
    Paget, Susan
    Swedish University of Agricultural Sciences, Department of Urban and Rural Development.
    Rau, Andreas
    Royal Institute of Technology, Media Technology and Interaction Design.
    Sallnäs Pysander, Eva Lotta
    Royal Institute of Technology, Media Technology and Interaction Design.
    Waern, Annika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Designing for Children's Outdoor Play2016In: Proceedings Of The 2016 ACM Conference On Designing Interactive Systems, 2016, p. 28-38Conference paper (Refereed)
    Abstract [en]

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

  • 14.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Johansson, Karin B.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Playing Cool - Winter Weather’s Influence on Location-Based Gaming2021In: Proceedings of the ACM on Human-Computer Interaction, E-ISSN 2573-0142, Vol. 5, no 242, p. 1-16Article in journal (Refereed)
    Abstract [en]

    Location-based games are highly dependent on the physical environment. One important but often overlooked factor is weather. In this paper we focus on winter weather, as this is a common weather that is often not designed for specifically. By performing a qualitative observation, interview, and questionnaire study of families during and after playing a GPS-based mobile game in a winter setting, this paper studies how winter conditions affected the gaming experience. Three main factors were observed to have a big impact on the gaming experience: snow, ice and cold. We outline ways these weather conditions were found to be both obstacles, and adding value to the game. Finally, we suggest design implications for winter weather, mainly; the need for short games due to cold, adaption of gameplay for movement in snow, to avoid interactions based on handling the phone, and to adapt maps to the effects of snow and ice. By explaining how winter conditions affect the gaming experience, location-based games can be better adapted for these weather conditions, and thereby help in making better design decisions.

    Download full text (pdf)
    fulltext
  • 15.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Johansson, Karin
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Hangvar, Jonas
    Drakryggen, Sweden.
    Let’s Play Something New!: Designing for Digital Malleability in Outdoor Playgrounds2023In: Mindtrek '23: Proceedings of the 26th International Academic Mindtrek Conference, Association for Computing Machinery (ACM), 2023, p. 233-244Conference paper (Refereed)
    Abstract [en]

    Outdoor playground design has traditionally involved building installations that after inauguration remain stationary and rigid. New technologies open possibilities to reinvent playground design, but also provide new challenges. This paper focuses on how an outdoor playground can be made malleable through digital technology, and how such a design can increase play values and provide more flexible possibilities for an iterative design process, also after inauguration. During a total period of 5 years, using a Research-through-Design, and more specifically Reflective Design, approach researchers participated in a co-design project where a hybrid Internet of Things-enhanced permanent outdoor playground was developed and studied. The installations have been up and running around the clock, and used daily, for 2.5 years. The study suggests ways to design digitally malleable playground installations in permanent playgrounds. Further it points to areas where malleability functions may be restricted, due to reasons such as municipality policy, security and resources. It shows that the malleability functions were mainly used to increase usability, for educational purposes, to enhance play values, and to allow for appropriation and co-creation. The malleability features enabled an interactive design after design approach, and those possibilities were utilised in several ways, adding values to the playground, compared to rigid playground designs.

    Download full text (pdf)
    fulltext
  • 16.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Johansson, Karin
    Ecorado, Linköping, Sweden.
    Wireband, Joacim
    Drakryggen, Linköping, Sweden.
    Value Driven Design for Playful Technology Enhanced Installations in Public Settings2021In: C&C '21: Creativity and Cognition, Association for Computing Machinery (ACM), 2021, article id 34Conference paper (Refereed)
    Abstract [en]

    Art and installations in public settings are often created on commission from a municipality or similar public sector. Within the public sector there are many values that the community strives to enhance. Values related to democracy, inclusion, and aesthetics are but a few. When designing for public environments, the design process might be affected by the need to strive for those values in addition to, or even rather than, the more common considerations focused on user experience or commercial aspects. In this pictorial we present how identified core values influenced a design process aimed at designing innovative IoT-enhanced playground installations in a public setting. Inspired by annotated portfolios, we explicate how these core values influenced the final design.

    Download full text (pdf)
    fulltext
  • 17.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Márquez Segura, Elena
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Waern, Annika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Designing for Transformative Play2017In: ACM Transactions on Computer-Human Interaction, ISSN 1073-0516, E-ISSN 1557-7325, Vol. 24, no 3, article id 18Article in journal (Refereed)
    Abstract [en]

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

  • 18.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Márquez Segura, Elena
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Waern, Annika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Playing with Structure: An Analytic Model of Transformative PlayManuscript (preprint) (Other academic)
  • 19.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Paget, Susan
    Swedish University of Agricultural Sciences.
    Sallnäs Pysander, Eva Lotta
    Royal Institute of Technology Stockholm.
    Turmo Vidal, Laia
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Waern, Annika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Playing Close to Home:: Interaction and Emerging Play in Outdoor Play Installations2018Conference paper (Refereed)
    Abstract [en]

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

  • 20.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Spence, Jocelyn
    University of Nottingham..
    Evaluation2022In: Hybrid Museum Experiences: Theory and Design / [ed] Annika Waern; Anders Sundnes Løvlie, Amsterdam University Press, 2022, p. 177-194Chapter in book (Other academic)
    Abstract [en]

    This chapter gives an overview of methods and tools for evaluating hybrid experiences in a museum context, and in general, what is gained by doing studies of visitor experiences. It of fers strategies for the why, what, who, where, when, and how of conducting evaluations. This includes goal-setting for multiple stakeholders, formative studies, analyses, and ethics. The strategies cover both quick-and-dirty methods as well as in-depth studies.

  • 21.
    Back, Jon
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Waern, Annika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media.
    Codename Heroes – Designing for Experience in Public Places in a Long Term Pervasive Game2014In: Proceedings of the 9th International Conference on the Foundations of Digital Games: Society for the Advancement of the Science of Digital Games, 2014Conference paper (Refereed)
    Abstract [en]

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

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

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

    Download full text (pdf)
    fulltext
  • 22.
    Bang, GiHoon
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Human-Telepresence Robot Proxemics Interaction: An ethnographic approach to non-verbal communication2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This research aims to find distinct and crucial factors needed in order to design a better robot through exploring the meaning of movement. The researcher conducted six-weeks of iterative work to collect data via an ethnographic method. The researcher examined the interactions between a telepresence robot and human beings in an authentic environment through the collected data and analyzed it based on proxemics theory. The research observed that the robot was given social space when it approached the participants with pauses in between movements. Furthermore, the research introduces proxemics pivot and its notion. Proxemics pivot refers to the part of the robot that people perceive as a standard point when they adjust the proximity between the robot and themselves. The proxemics pivot was considered “a face” and was attributed social properties; the other parts of the robot did not receive the same consideration.

    Download full text (pdf)
    fulltext
  • 23.
    Bergman, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    The Exploration of a Uni-Mode Survey: Impact of Verbose Verbal CATI Elements on Survey Comprehension for CAWI Respondents2024Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This research explores what type of verbal/text survey content translates effectively between survey modes within a Computer Assisted Telephone Interview (CATI) and Computer Assisted Web Interview (CAWI) mixed-mode survey project within unified mixed-mode survey design. This phenomenon is researched through the implementation of online probes within an existing CAWI survey project for sections close to an original CATI design. This research provides insights into how respondents understand and conceptualize verbal content within a unified mixed-mode CAWI survey in today’s online survey environment. This research is timely as the penetration of mobile has increased drastically, which may have implications on CAWI/CATI mixed-mode research considering the conflicting best practices for mobile CAWI survey design and CATI survey design. The results show that respondents do not engage with introductory pages enough to reliably recall their information, even when significantly shortened and simplified. Additionally, respondents are sensitive to high amounts of text and topics within survey question spaces. This means that some aspects of CATI survey design do not translate to CAWI and may even be cause for data quality concerns. These findings highlight some key issues faced by researchers and practitioners, provide some guidance on how design choices may impact results, and presents rich opportunities for future research.

    Download full text (pdf)
    fulltext
  • 24.
    Bertran, Ferran Altarriba
    et al.
    Univ Calif Santa Cruz, Social Emot Technol Lab, Santa Cruz, CA 95064 USA..
    Kim, Soomin
    Seoul Natl Univ, Dept Commun, Seoul, South Korea..
    Chang, Minsuk
    Korea Adv Inst Sci & Technol, Sch Comp, Naver AI Lab, Seoul, South Korea..
    Dagan, Ella
    Univ Calif Santa Cruz, Social Emot Technol Lab, Santa Cruz, CA 95064 USA..
    Duval, Jared
    Univ Calif Santa Cruz, Social Emot Technol Lab, Santa Cruz, CA 95064 USA..
    Isbister, Katherine
    Univ Calif Santa Cruz, Social Emot Technol Lab, Santa Cruz, CA 95064 USA..
    Turmo Vidal, Laia
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Social Media as a Design and Research Site in HCI: Mapping Out Opportunities and Envisioning Future Uses2021In: Extended abstracts of the 2021 CHI conference on human factors in computing systems  (CHI'21), Association for Computing Machinery (ACM) Association for Computing Machinery (ACM), 2021Conference paper (Refereed)
    Abstract [en]

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

  • 25.
    Bertran, Ferran Altarriba
    et al.
    UC Santa Cruz, Santa Cruz, CA 95064 USA..
    Márquez Segura, Elena
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Duval, Jared
    UC Santa Cruz, Santa Cruz, CA 95064 USA..
    Isbister, Katherine
    UC Santa Cruz, Santa Cruz, CA 95064 USA..
    Chasing Play Potentials: Towards an Increasingly Situated and Emergent Approach to Everyday Play Design2019In: DIS '19: Proceedings of the 2019 on Designing Interactive Systems Conference, Association for Computing Machinery (ACM) , 2019, p. 1265-1277Conference paper (Refereed)
    Abstract [en]

    User involvement is well established in game and play design. But in a time when play design is becoming relevant in domains beyond pure entertainment, and play blends into everyday activity in diverse ways, we need to revisit old, and develop new, user involvement methods. Using a situated perspective and Research through Design, we present Situated Play Design (SPD), a novel approach for the design of playful interventions aimed at open-ended, everyday activities that are non-entertainment based. Like user-centered game and play design methods, our contribution leverages user engagement; like Participatory Design methods, our method acknowledges the co-creating role of end users. SPD extends those approaches by focusing on uncovering existing manifestations of contextual playful engagement and using them as design material. Through two case studies, we illustrate our approach and the design value of using existing and emergent playful interactions of users in context as inspirations for future designs. This allows us to provide actionable strategies to design for in-context playful engagement.

  • 26.
    Bertran, Ferran Altarriba
    et al.
    UC Santa Cruz, Santa Cruz, CA 95064 USA..
    Márquez Segura, Elena
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Isbister, Katherine
    UC Santa Cruz, Santa Cruz, CA 95064 USA..
    Technology for Situated and Emergent Play: A Bridging Concept and Design Agenda2020In: Proceedings Of The 2020 Chi Conference On Human Factors In Computing Systems (CHI'20), Association for Computing Machinery (ACM) , 2020, article id 730Conference paper (Refereed)
    Abstract [en]

    Despite the capacity of play to spontaneously emerge in our daily life, the scope of application of play design in HCI is generally narrower, specifically targeting areas of pure leisure, or wholly utilitarian and productive play. Here we focus on the value of play design to respond to and support our natural gravitation towards emergent play that helps to meet our social and emotional needs. We present a bridging concept: Technology for Situated and Emergent Play, i.e. technology design that supports playful engagement that emerges interwoven with our everyday activities outside leisure, and that enriches these activities with socio-emotional value. Our intermediate-level contribution has value as a synthesis piece: it weaves together theories of play and play design and bridges them with concrete design examples. As a bridging concept, it contributes: i) theoretical grounding; ii) inspiring design exemplars that illustrate the theory and foreground its value; and iii) design articulations in the form of valuable experiential qualities and design features. Our work can help to focus design agendas for playful technology and inspire future designs in this space.

    Download full text (pdf)
    fulltext
  • 27.
    Biehl, Marten
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Sketching Movement-based Interactions: Defining Guidelines for Tool Support in Interdisciplinary Teams2013Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

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

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

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

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

    Download full text (pdf)
    Biehl-SketchingMovementbasedIx.pdf
  • 28.
    Bishehsari, Taraneh
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    A Wearable Device for Physiotherapeutic Home Training2021Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Download full text (pdf)
    Wearable for physiotherapy
  • 29.
    Bohné, Gunnar
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Emotions at play: gaining emotional knowledge using a video game2014Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The use of video games for teaching children different subjects is commonly believed to be a good  approach. In  general  has  learning  theme  for  these  games  focused  on  traditionally subject, such as math or biology. Important as they can be for education, other softer aspects can also be considered important for the children and education. One such aspect is emotions and the role it has on a social level. However, it is not much research showing how to use emotions  in  a  learning  game. In  this  thesis, I  examine  how  children  perceive  and  use emotions as they play a game specially designed for teaching emotions. The game utilises emotions  in  a  new  design  that  let  the  player  interact  with  cartoon  animals  in  different scenarios. I report findings based on a sample of thirty-three (33) preschool children, and six (6) parents who took part in the study. Data was collected using a qualitative method in a two step procedure with observation of play and follow up interviews in the first step, followed by video recordings of play and demonstrations using cuddly pets in the second step. Using an ecological framework for analysis and theory from the field of emotional intelligence, I show that children playing this game can perceive emotions expressed in the game. I also show that it is possible to play this particular game without the need to involve emotions. Children do not learn emotions from playing the game. These results carries important implication for the design of learning games as it illuminates that learning can come from possible sources other than the gameplay.

    Download full text (pdf)
    fulltext
  • 30.
    Bulygin, Denis
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    How do people evaluate virtual goods in social media? The case of Dota 22019Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Virtual purchases are the main source of revenue for developers of F2P games being a market with expected 17.4 billions of dollars volume in 2019. Despite the broad scope of research of virtual purchases, it is still unclear how the player evaluate non-functional goods. Based on analysis of discussions of virtual decorative items this work what experiences nonfunctional items grants players with and how those experiences discussions reflect in the item’s price. 

    With the use of Structural Topic Modeling framework this work demonstrates the dimensions of players’ experience in their association with price change on the case of Reddit.com subreddit /r/Dota2. Analysis reveals three main categories of discussions: dimensions of hedonic value, dimensions of social value, expectations mismatch. This work contributes to studies of virtual purchases by decomposing each category into experience dimensions and by revealing the relationship between extracted experience dimensions and items price.

    Download full text (pdf)
    fulltext
  • 31.
    Cajander, Åsa
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computing Education Research. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division Vi3. Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction. Uppsala University, Lägerhyddsvägen 1, Uppsala, Sweden.
    Corneliussen, Hilde G.
    Western Norway Research Institute, Postboks 163, Sogndal, Norway.
    Hertzum, Morten
    Roskilde University, Universitetsvej 1, Roskilde, Denmark.
    Ellingsen, Gunnar
    UiT – The Arctic University of Norway, Hansine Hansens veg 18, Tromsø, Norway.
    Insights from the Implementation of Open Notes in Sweden2024In: Studies in Health Technology and Informatics, ISSN 0926-9630, E-ISSN 1879-8365Article in journal (Refereed)
  • 32.
    Cajander, Åsa
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computing Education Research. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division Vi3. Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Ouhbi, Sofia
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computing Science.
    Premanandan, Shweta
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division Vi3. Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Ahmad, Awais
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis and Human-Computer Interaction. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division Vi3.
    Design Methods in Connected Health2024In: NordiCHI Adjunct 2024: Adjunct Proceedings of the 2024 Nordic Conference on Human-Computer Interaction, 2024Conference paper (Refereed)
    Abstract [en]

    The ‘Design Methods in Connected Health’ workshop aims to bridge the gap between research, practice, and design in the field of Connected Health. Connected Health refers to the integration of various technologies, such as wireless, digital, and telehealth, to create a patient-centric healthcare model that improves care delivery and outcomes. This workshop explores innovative design approaches that enhance user experience, accessibility, and the effectiveness of electronic health technologies. Drawing from disciplines like Human-Computer Interaction (HCI), Information Systems (IS), Health Informatics, and Healthcare, participants engage in discussions and collaborative activities to examine diverse design methods and their impact on user engagement and health outcomes. The workshop's objectives include sharing best practices, fostering collaboration, and ultimately drafting a joint scientific paper based on the insights gained. Through dynamic activities, such as a gallery walk, participants critically assess design methods and collaborate to determine the most suitable approaches for Connected Health applications.

  • 33.
    Cederved, Catarina
    et al.
    Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Women's and Children's Health. Uppsala University.
    Back, Jon
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    engvall, gunn
    Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Women's and Children's Health.
    ljungman, Gustaf
    Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Women's and Children's Health.
    Ångström-Brännström, Charlotte
    Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Women's and Children's Health.
    Involving children treated for cancer in developing a serious game about radiotherapy2022In: Congress of the International Society of Peadiatric Oncology (SIOP).: Supportive Care and Palliative Care, UPPSALA, 2022Conference paper (Refereed)
  • 34.
    Cederved, Catarina
    et al.
    Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Women's and Children's Health, Pediatric oncology research with a special focus on side effects.
    Back, Jon
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Ångström Brännström, Charlotte
    Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Women's and Children's Health, Pediatric oncology research with a special focus on side effects. Department of Nursing, Umeå University, Umeå, Sweden.
    Ljungman, Gustaf
    Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Women's and Children's Health, Pediatric oncology research with a special focus on side effects.
    Engvall, Gunn
    Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Women's and Children's Health, Pediatric oncology research with a special focus on side effects.
    Behind the scenes of the development of a serious game for health for children: An interdisciplinary interview study exploring perspectives from game designers, researchers, and experts from the field of hospital careManuscript (preprint) (Other academic)
    Abstract [en]

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

  • 35.
    Cederved, Catarina
    et al.
    Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Women's and Children's Health, Pediatric oncology research with a special focus on side effects.
    Ljungman, Gustaf
    Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Women's and Children's Health, Pediatric oncology research with a special focus on side effects.
    Back, Jon
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.
    Ångström Brännström, Charlotte
    Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Women's and Children's Health, Pediatric oncology research with a special focus on side effects. Department of Nursing, Umeå University, Umeå, Sweden.
    Engvall, Gunn
    Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Women's and Children's Health, Pediatric oncology research with a special focus on side effects.
    Acceptability and potential impact on perceived anxiety of a serious game about radiotherapy in children aged 5 to 14 years: A feasibility and randomized controlled pilot trialManuscript (preprint) (Other academic)
    Abstract [en]

    A web-based serious game was developed as psychological preparation for children who are going to undergo radiotherapy. The game was developed together with children with experience of radiotherapy. The study aimed to investigate the feasibility in terms of reach, usability, and acceptability, of a serious game about radiotherapy, and to evaluate whether it can decrease anxiety levels in children aged 5 to14 years undergoing radiotherapy. The study was designed as a randomized controlled pilot trial with predefined feasibility criteria. Twenty-eight children were assessed for eligibility and 23 were found to meet the inclusion criteria. They were consecutively randomized into one of two study arms. One child was excluded after randomization due to language difficulties. If randomized into Group 1, the children received the intervention (serious game) before treatment started. Children in Group 2 received the intervention after three days of treatment. Questionnaires with fixed answers were used to assess anxiety levels (an adapted version of STAIC) and experiences of gameplay (an adapted version of PENS). The predefined feasibility criterion that the children should play the game for 20 minutes or more was not met. The second criterion, that 70% or more of the participants should return all of the questionnaires was not met either, however, more than 80% returned the PENS questionnaires. All feasibility criteria set for the study were not meet, suggesting that adaptions need to be made if a future study is going to be undertaken. There was no indication that playing the serious game decreased the children’s stated anxiety. When combining the two groups, a pattern emerged that anxiety levels decreased over time. The PENS questionnaire adapted for children showed promising results regarding player satisfaction when using the serious game within healthcare. The trial was registered at ClinicalTrials.gov:NCT04728555

  • 36.
    Chen, Qilun