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  • 1.
    Abadir Guirgis, Georg
    Linköping University, Department of Computer and Information Science.
    Lärarperspektiv på riskutbildningen för motorcyklister2011Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    Under det senaste decenniet har det i Sverige blivit allt populärare att åka motorcykel. Enobligatorisk riskutbildning för behörighet A och A1 infördes från och med den 1 november2009. Då riskutbildningen är ny har få utvärderingar gjorts.Denna studie utvärderar riskutbildningen för motorcyklister utifrån trafikskolläraresperspektiv. Målet har varit att sammanställa synpunkter och erfarenheter från lärarna påutbildningen. Ett ytterligare mål har varit att undersöka trafikskollärarnas upplevda effekter avutbildningen på elevers trafikbeteende. Sex semistrukturerade intervjuer med trafikskolläraresamt en observationsstudie på olika trafikskolor genomfördes. Utöver detta genomfördesdeltagande observation av en fortbildning där 15 trafikskollärare deltog. Resultatet frånstudien visar att lärarna anser att behovet av riskutbildningen är stort och attimplementationen av den nya riskutbildningen gått bra. Förutom att elever efter utbildningenrefererar till den, vilket enligt lärarna indikerar att de tagit till sig vad som sagts, märks det nui större utsträckning än tidigare att elever kör lugnare och tänker sig mer för i vissasituationer. Detta påtalades vara ett klart önskvärt resultat.

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    Lärarperspektiv på riskutbildningen för motorcyklister
  • 2.
    Abadir Guirgis, Georg
    Linköping University, Department of Computer and Information Science. Linköping University, Faculty of Arts and Sciences.
    Mindre energi och rätt tid: Utvärdering av utbildning och träning för lokförare i energieffektiv körning – en simulatorstudie2013Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    During the 80’s, the first train simulator was introduced in Swedish train driver education and is still the only full scale simulator being used to educate train drivers in Sweden. The reason for this seems to be a lack of educational and economic motives for an expanded usage of simulators within education and training. Energy savings within the railway domain, i.e. energy-efficient driving, is currently a topic for all train operators in Sweden. Some operators already educate their drivers in energy efficient driving and tests of energy efficiency in real traffic has shown a potential energy saving of 16 %, after drivers have completed a theoretical education in energy-efficient driving. Because there were some uncertainties in the data from the tests carried out in real traffic, where conditions and experimental procedures varied between the drivers and it also turned out that education and access to a support system while driving resulted in a small saving in energy (13 %) there was a need to examine the potential savings under controlled conditions. Therefore, a study was conducted using a train simulator. In the simulator, the researcher has full control over the data and conditions are the same for all drivers. The simulator used in the study was developed by VTI (Swedish National Road and Transport Research Institute) and modeled after an X50 Regina. The purpose of this study was to investigate whether the same theoretical education in energy-efficient driving, in combination with simulator training under ideal conditions, could contribute to the same, or better energy saving compared to the results of the tests from real traffic. Furthermore, the effect of feedback during training with regard to energy savings was also investigated. 24 train driver students were divided into three groups with 8 students in each. Two of these groups completed two sessions (reference and test session) with theoretical education and simulator training between the sessions. The last group (control group) completed two sessions (reference and test session) without education and training between the sessions. The two groups that were given theoretical education conducted their simulator training under two different conditions, where one group trained with feedback (energy consumption and rail gradient) and the other group trained without feedback. It turns out that a theoretical education in energy efficient driving, combined with 30 minutes of simulator training, resulted in a total saving of about 24 % energy for both groups. Also, considering that the control group improved their energy consumption by simply driving the simulator two times (8 % total energy saving), the energy saving was almost equal to the result of the tests in real traffic. Since the results were equal even though the conditions differed, there is reason to investigate how different driving conditions affect the outcome. There is also a need to better understand why education in combination with a support system resulted in a lower energy saving than for those who were only given education during the tests in real traffic, and also why feedback during training in the simulator did not give a detectable effect. Basically, there are many reasons to further investigate how to design simulator training and support systems for train drivers. In addition to the energy savings, the results showed that drivers improved their arrival times i.e. arrive more accurate in relation to the time table. The results suggest that there is great potential for train simulators in the Swedish train driver education, both for training and for evaluating the effects of the training.

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    Mindre energi och rätt tid
  • 3.
    Abbas, Muhammad Hassan
    et al.
    Linköping University, Department of Computer and Information Science.
    Khan, Mati-ur-Rehman
    Linköping University, Department of Computer and Information Science.
    Correlational Analysis of Drivers Personality Traits and Styles in a Distributed Simulated Driving Environment2007Independent thesis Basic level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this thesis report we conducted research study on driver's behavior in T-Intersections using simulated environment. This report describes and discusses correlation analysis of driver's personality traits and style while driving at T-Intersections.

    The experiments were performed on multi user driving simulator under controlled settings, at Linköping University. A total of forty-eight people participated in the study and were divided into groups of four, all driving in the same simulated world.

    During the experiments participants were asked to fill a series of well-known self-report questionnaires. We evaluated questionnaires to get the insight in driver's personality traits and driving style. The self-report questionnaires consist of Schwartz's configural model of 10 values types and NEO-five factor inventory. Also driver's behavior was studied with the help of questionnaires based on driver's behavior, style, conflict avoidance, time horizon and tolerance of uncertainty. Then these 10 Schwartz's values are correlated with the other questionnaires to give the detail insight of the driving habits and personality traits of the drivers.

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    FULLTEXT01
  • 4.
    Abeer, Dyoub
    et al.
    University of L'Aquila.
    Costantini, Stefania
    University of L'Aquila.
    Andrea, Monaldini
    Univeversity of L'Aquila.
    Dell'Acqua, Pierangelo
    Linköping University, Department of Science and Technology.
    Towards Empathetic Care Robots2023In: Workshop AI Responsabile e Affidabile / [ed] Anna Monreale,Roberta Calegari,Francesca Pratesi, https://www.ital-ia2023.it/workshop/ai-responsabile-e-affidabile , 2023Conference paper (Refereed)
  • 5.
    Adnan, Muhammad
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, The Institute of Technology.
    Usability Evaluation of Smart Phone Application Store2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this study, the usability of smart phone application store app is evaluated. The study was performed on different smart phone operating systems. Data about usability was gathered through surveys and think aloud based experiment. Anova analysis was also performed on data to identify significant issues. A lot of smartphone users reported issues with installing, locating and searching about apps. Many users had issues with uninstalling of apps and navigating the search results when looking for apps. The smartphone operating system and the app store does not provide seamless navigation and alot of content is not tailored for smart phone users.

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    Master Thesis_Muhammad Adnan
  • 6.
    Adolfsson, Sofie
    Linköping University, Department of Computer and Information Science.
    ’The Big Five of Teamwork’ i en flygtrafikledningsdomän: En observationsstudie på Arlanda ATCC2018Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [en]

    Today, many industries are dependent on a solid teamwork. However, there is a need for objective measurement assessment for teamwork and therefore this project aims to create and test an observation protocol based on the theoretical model ’The Big Five of Teamwork’ compiled by Salas, Sims & Burke (2005). The observation protocol was used to observe teamwork between two air traffic controllers at Arlanda ATCC. After the observations the air traffic controllers answered a survey to receive subjective aspects from the model. A total of 15 structured observations were conducted. The results revealed that it’s possible to estimate teamwork on air traffic controllers using an observation protocol based on six of eight components, where team orientation and shared mental model were not included. The components appeared to be more than just an observable behavior, thus only observations does not give a fair picture of the component. The result also showed that air traffic controllers themselves perceive all components as a part of the work. The observations showed that the cooperation could look different and differ from team to team, and that air traffic controllers adapt to each other’s needs. 

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  • 7.
    Ahlström, Christer
    et al.
    Linköping University, Department of Biomedical Engineering. Linköping University, Faculty of Science & Engineering. Swedish Natl Rd and Transport Res Inst VTI, S-58195 Linkoping, Sweden.
    Wachtmeister, Jesper
    Mobile Behav, Sweden.
    Nyman, Mattias
    DING Designingenjorerna Sverige AB, Sweden.
    Nordenstrom, Axel
    DING Designingenjorerna Sverige AB, Sweden.
    Kircher, Katja
    Linköping University, Department of Behavioural Sciences and Learning, Psychology. Linköping University, Faculty of Arts and Sciences. Swedish Natl Rd and Transport Res Inst VTI, S-58195 Linkoping, Sweden.
    Using smartphone logging to gain insight about phone use in traffic2020In: Cognition, Technology & Work, ISSN 1435-5558, E-ISSN 1435-5566, Vol. 22, no 1, p. 181-191Article in journal (Refereed)
    Abstract [en]

    The prevalence of mobile phone usage in traffic has been studied by road-side counting, naturalistic driving data, surveillance cameras, smartphone logging, and subjective estimates via surveys. Here, we describe a custom-made smartphone logging application along with suggestions on how future such applications should be designed. The developed application logs start and end times of all phone interactions (mobile phone applications, incoming/outgoing phone calls and text messages, audio output, and screen activations). In addition, all movements are automatically classified into transport, cycling, walking, running, or stationary. The capabilities of the approach are demonstrated in a pilot study with 143 participants. Examples of results that can be gained from smartphone logging include prevalence in different transportation modes (here found to be 12% while driving, 4% while cycling, and 7% while walking), which apps are being used (here found to be 19% navigation, 12% talking, 12% social media, and 10% games) and on which road types (rural, urban, highway etc.). Smartphone logging was found to be an insightful complement to the other methods for assessing phone use in traffic, especially since it allows the analyses of which apps are used and where they are used, split into transportation mode and road type, all at a relatively low cost.

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  • 8.
    Ahlström, Johannes
    Linköping University, Department of Computer and Information Science.
    Permutationer av omskrivningsregler: Egenskaper hos omskrivningsregler till lättläst svenska2013Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    Studien ar en analysering av omskrivningsregler framtagna av Decker (2003), dessa omskrivningsregler har implementerats i ett verktyg som heter CogFLUX. Syftet med dessa omskrivningsregler ar att forenkla det svenska spraket och gora det mer lattlast. CogFLUX tar en given text som input och omskrivningsregler valjs ut och appliceras pa texterna med hjalp av verktyget. Detta verktyg returnerar sedan en omskriven text och de tre olika lasbarhetsmatten LIX, OVIX och NR for texten. Syftet med studien har varit att se huruvida olika permutationer av en given uppsattning omskrivningsregler ger olika resultat matt med lasbarhetsmatten samt om det finns kombinationer av omskrivningsregler som fungerar battre an andra. Utvardering har skett pa tre olika texttyper pa vardera ca 5000 ord. Resultaten har visat att olika permutationer av omskrivningsregler inte ger nagon matbar effekt matt med lasbarhetsmatt. Av totalt atta applicerade omskrivningsregler har fyra visat sig vara effektiva och forenkla texter matt med lasbarhetsmatten.

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    permutationer av omskrivningsregler
  • 9.
    Aho Mathiesen, Hella
    Linköping University, Department of Computer and Information Science.
    Requirements on HRA?: A review of requirements on HRA from international standards, swedish NPP's and interviews with performers in the field.2011Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    HRA (Human Reliability Analysis) is a part of PSA (Probabilistic Risk Assessment) to evaluate if and which human actions that could contribute to a core damage in a NPP (Nuclear Power Plant). This thesis investigates requirements that are put on HRA in connection to requirements that are put on the PSA, both from the view of international standard but also through HRA method descriptions and performed analyses from Swedish NPPs as well as through interviews with performers in the field.

    The results shows that the requirements that are put on the HRA from the international standards are generic (few specific requirements are to be found) and can be said to be reflected in the performed analysis on Swedish NPPs. Another result shows that there isn't much difference between different NPP units on how the HRA is performed; the general requirements from the international standards are most often followed in some sense. There is more a questions of level of detail and/or traceability described in the analysis that can be said to be of difference. The results also shows on the fact that it is very hard to transform the more qualitative results from the HRA into a quantitative value that can work as an input to the PSA. Some of the interviewees expressed a sort of resignation that it felt as if the qualitative parts of the HRA weren't seen in the same light as the quantitative parts, and that there is no consensus on how for example factors that influence the work of the operators (such as stress, the quality of instructions, complexity of the task or available time) in a reliable way can be evaluated quantitatively. This is something that further research could be focused on.

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    FULLTEXT01
  • 10.
    Akbaba, Derya
    et al.
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
    Meyer, Miriah
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
    “Two Heads are Better than One”: Pair-Interviews for Visualization2023In: 2023 IEEE Visualization and Visual Analytics (VIS), Institute of Electrical and Electronics Engineers (IEEE), 2023Conference paper (Refereed)
    Abstract [en]

    Visualization research methods help us study how visualization systems are used in complex real-world scenarios. One such widely used method is the interview — researchers asking participants specific questions to enrich their understanding. In this work, we introduce the pair-interview technique as a method that relies on two interviewers with specific and delineated roles, instead of one. Pair-interviewing focuses on the mechanics of conducting semi-structured interviews as a pair, and complements other existing visualization interview techniques. Based on a synthesis of the experiences and reflections of researchers in four diverse studies who used pair-interviewing, we outline recommendations for when and how to use pair-interviewing within visualization research studies.

  • 11. Order onlineBuy this publication >>
    Akram Hassan, Kahin
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
    It’s About Time: User-centered Evaluation of Visual Representations for Temporal Data2021Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    The primary goal for collecting and analyzing temporal data differs between individuals and their domain of expertise e.g., forecasting might be the goal in meteorology, anomaly detection might be the goal in finance. While the goal differs, one common denominator is the need for exploratory analysis of the temporal data, as this can aid the search for useful information. However, as temporal data can be challenging to understand and visualize, selecting appropriate visual representations for the domain and data at hand becomes a challenge. Moreover, many visual representations can show a single variable that changes over time, displaying multiple variables in a clear and easily accessible way is much harder, and inference-making and pattern recognition often require visualization of multiple variables. Additionally, as visualization aims to gain insight, it becomes crucial to investigate whether the representations used help users gain this insight. Furthermore, to create effective and efficient visual analysis tools, it is vital to understand the structure of the data, how this data can be represented, and have a clear understanding of the user needs. Developing useful visual representations can be challenging, but through close collaboration and involvement of end-users in the entire process, useful results can be accomplished. 

    This thesis aims to investigate the usability of different visual representations for different types of multivariate temporal data, users, and tasks. Five user studies have been conducted to investigate different representation spaces, layouts, and interaction methods for investigating representations’ ability to facilitate users when analyzing and exploring such temporal datasets. The first study investigated and evaluated the experience of different radial design ideas for finding and comparison tasks when presenting hourly data based on an analog clock metaphor. The second study investigated 2D and 3D parallel coordinates for pattern finding. In the third study, the usability of three linear visual representations for presenting indoor climate data was investigated with domain experts. The fourth study continued on the third study and developed and evaluated a visual analytics tool with different visual representations and interaction techniques with domain experts. Finally, in the fifth study, another visual analytics tool presenting visual representations of temporal data was developed and evaluated with domain experts working and conducting experiments in Antarctica. 

    The research conducted within the scope of this thesis concludes that it is vital to understand the characteristics of the temporal data and user needs for selecting the optimal representations. Without this knowledge, it becomes much harder to choose visual representations to help users gain insight from the data. It is also crucial to evaluate the perception and usability of the chosen visual representations. 

    List of papers
    1. A Study on 2D and 3D Parallel Coordinates for Pattern Identification in Temporal Multivariate Data
    Open this publication in new window or tab >>A Study on 2D and 3D Parallel Coordinates for Pattern Identification in Temporal Multivariate Data
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    2019 (English)Conference paper, Published paper (Refereed)
    Abstract [en]

    Parallel coordinates are commonly used for non-temporal multivariate data, but there is little support for their usability for displaying temporal multivariate data. In this paper, we introduce a study evaluating the usability of 2D and 3D parallel coordinates for pattern identification in temporal multivariate data. The results indicate that 3D parallel coordinates have higher usability, as measured with higher accuracy and faster response time as well as subjective ratings, compared to 2D.

    Place, publisher, year, edition, pages
    IV 2019: IEEE conference proceedings, 2019
    Series
    IEEE International Conference on Information Visualisation, ISSN 2375-0138
    Keywords
    Temporal Data, User Evaluation, 2D Parallel Coordinates, 3D Parallel Coordinates
    National Category
    Computer and Information Sciences
    Identifiers
    urn:nbn:se:liu:diva-159079 (URN)10.1109/IV.2019.00033 (DOI)000507461900024 ()978-1-7281-2838-2 (ISBN)
    Conference
    2019 23rd International Conference Information Visualization (IV)
    Available from: 2019-07-22 Created: 2019-07-22 Last updated: 2021-11-14
    2. A Study on Visual Representations for Active Plant Wall Data Analysis
    Open this publication in new window or tab >>A Study on Visual Representations for Active Plant Wall Data Analysis
    Show others...
    2019 (English)In: DATA, E-ISSN 2306-5729, Vol. 4, no 2, article id 74Article in journal (Refereed) Published
    Abstract [en]

    The indoor climate is closely related to human health, well-being, and comfort. Thus, an understanding of the indoor climate is vital. One way to improve the indoor climates is to place an aesthetically pleasing active plant wall in the environment. By collecting data using sensors placed in and around the plant wall both the indoor climate and the status of the plant wall can be monitored and analyzed. This manuscript presents a user study with domain experts in this field with a focus on the representation of such data. The experts explored this data with a Line graph, a Horizon graph, and a Stacked area graph to better understand the status of the active plant wall and the indoor climate. Qualitative measures were collected with Think-aloud protocol and semi-structured interviews. The study resulted in four categories of analysis tasks: Overview, Detail, Perception, and Complexity. The Line graph was found to be preferred for use in providing an overview, and the Horizon graph for detailed analysis, revealing patterns and showing discernible trends, while the Stacked area graph was generally not preferred. Based on these findings, directions for future research are discussed and formulated. The results and future directions of this research can facilitate the analysis of multivariate temporal data, both for domain users and visualization researchers.

    Place, publisher, year, edition, pages
    MDPI, 2019
    Keywords
    visualization; qualitative evaluation; temporal multivariate data; active plant walls, Visualisering; kvalitativ utvärdering; tidsvarierande multivariate data; active plant walls
    National Category
    Computer and Information Sciences
    Identifiers
    urn:nbn:se:liu:diva-157027 (URN)10.3390/data4020074 (DOI)000475303500028 ()
    Available from: 2019-05-23 Created: 2019-05-23 Last updated: 2021-02-26Bibliographically approved
    3. PINGU Principles of Interactive Navigation for Geospatial Understanding
    Open this publication in new window or tab >>PINGU Principles of Interactive Navigation for Geospatial Understanding
    Show others...
    2020 (English)In: 2020 IEEE PACIFIC VISUALIZATION SYMPOSIUM (PACIFICVIS), IEEE , 2020, p. 216-225Conference paper, Published paper (Refereed)
    Abstract [en]

    Monitoring conditions in the periglacial areas of Antarctica helps geographers and geologists to understand physical processes associated with mesoscale land systems. Analyzing these unique temporal datasets poses a significant challenge for domain experts, due to the complex and often incomplete data, for which corresponding exploratory tools are not available. In this paper, we present a novel visual analysis tool for extraction and interactive exploration of temporal measurements captured at the polar station at the James Ross Island in Antarctica. The tool allows domain experts to quickly extract information about the snow level, originating from a series of photos acquired by trail cameras. Using linked views, the domain experts can interactively explore and combine this information with other spatial and non-spatial measures, such as temperature or wind speed, to reveal the interplay of periglacial and aeolian processes. An abstracted interactive map of the area indicates the position of measurement spots to facilitate navigation. The design of the tool was made in tight collaboration with geographers, which resulted in an early prototype, tested in the pilot study. The following version of the tool and its usability has been evaluated in the user study with five domain experts and their feedback was incorporated into the final version, presented in this paper. This version was again discussed with two experts in an informal interview. Within these evaluations, they confirmed the significant benefit of the tool for their research tasks.

    Place, publisher, year, edition, pages
    IEEE, 2020
    Series
    IEEE Pacific Visualization Symposium, ISSN 2165-8765
    Keywords
    Human-centered computing; Visualization; Visualization techniques; Treemaps; Human-centered computing; Visualization; Visualization design and evaluation methods
    National Category
    Human Computer Interaction
    Identifiers
    urn:nbn:se:liu:diva-170939 (URN)10.1109/PacificVis48177.2020.7567 (DOI)000578516400027 ()978-1-7281-5697-2 (ISBN)
    Conference
    IEEE Pacific Visualization Symposium (PacificVis), Tianjin, PEOPLES R CHINA, apr 14-17, 2020
    Available from: 2020-11-01 Created: 2020-11-01 Last updated: 2021-02-26
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  • 12.
    Albrektson, Maja
    Linköping University, Department of Computer and Information Science.
    Att skapa en användarcentrerad återkopplingsrapport: En designprocess kring data2019Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    Människor utsätts för mer information än någonsin tidigare. För att underlätta processandet av information är det viktigt att presentera informationen på rätt sätt - anpassat efter användaren. Detta projekt genomfördes i samarbete med Linköpings kommun och det övergripande syftet var att undersöka hur man kan utforma ett gränssnitt för de återkopplingsrapporter som ska nå ut till anställda på företaget. För den första frågeställningen “Vad önskar förvaltningarna för information/data i en återkopplingsrapport?” valdes en kvalitativ ansats och en tematisk analys utfördes utifrån data från nio intervjudeltagare som arbetade på kommunen. Analysen visade att den data förvaltningarna var mest intresserad av handlade om volym, kategorier, vidarekopplingar, service och jämförelser med andra förvaltningar. Resultaten av den tematiska analysen lade även grunden för att besvara resterande två frågeställningar - “Hur bör denna information visualiseras för att den lättast ska kunna förstås och användas?” samt “Hur skulle ett gränssnitt för återkopplingsrapporten till förvaltningarna kunna se ut?”. För att besvara dessa frågeställningar presenterades tidigare forskning om hur rapporter utformas idag och teori kring existerande gestaltlagar samtidigt som det producerades en persona, kontextscenarier, en kravspecifikation samt skisser och en temporär prototyp av dashboard-karaktär.

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  • 13.
    Alenljung, Zackarias
    Linköping University, Department of Computer and Information Science.
    Augmented Reality and Remote Interaction with Military Unmanned Ground Vehicles2022Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Interaction with unmanned ground vehicles have traditionally been done through a lap-top based system. New technology is on the rise which can provide new benefits to operating soldiers, with superimposed information and a more lightweight control unit, namely augmented reality. Designing interfaces for augmented reality systems have seen an improvement but has yet to be widely implemented in various domains. Satisfaction and high user acceptance are aspects that have been identified to be factors for success in the field of human-robot interaction. This thesis intends to explore interface design solutions for interactions with unmanned ground vehicles through augmented reality in head-mounted displays. This has been done through an iterative design process in the form of concept generation and prototyping. The produced prototype has then been evaluated with users to find usability issues and to measure the potential in the prototype to be satisfactory and have a high user acceptance. The evaluation resulted in eight usability issues of which three was critical. The three usability issues are (1) Video module was placed too far down of the user’s view, (2) Difficulties to find modules outside of the view, and (3) Crucial information to distinguish units was non-existent. The prototype did show signs of having potential of being satisfactory and have a high user acceptance, although there are issues which still need to be resolved before this user interface could be used by the military. It is a first step towards integrating augmented reality as a tool when interacting with UGV.

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  • 14.
    Alexandersson, Joel
    et al.
    Linköping University, Department of Computer and Information Science.
    Choura, Lucia
    Linköping University, Department of Computer and Information Science.
    Enhancing Usability in Aerospace Software Development Processes Through Gamification2024Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis explores the integration of gamification into the Software Development Process (SDP) at Saab, a defense and aerospace company. The thesis aims to address some of the complexities of the SDP standard used in the industry, DO-178C. The research primarily focuses on how gamification principles can enhance the usability of software development processes in aerospace. The method includes a pre-study, an inception phase, and two sprints, where a gamified tool is designed, implemented, and revised based on feedback from developers at Saab. The results of interviews after these sprints, along with insights from the inception phase, are discussed to evaluate the effectiveness and impact of the gamified tool. 

    The findings indicate that gamification can make the SDP more approachable and engaging for developers, with elements like real-time progress tracking, quizzes, and certificates being well-received. However, the effectiveness of these gamification elements varies among individuals, underscoring the importance of tailoring these elements to user preferences and the specific context of aerospace software development.

    This research contributes to the understanding of gamification's role in improving SDP usability in the aerospace industry, highlighting the need for careful customization of gamification to individuals and the context. Although the study provides valuable insights, it also acknowledges limitations, including the hypothetical nature of the gamified tool used and the reliance on user feedback, suggesting future research should involve more practical implementations and a focus on long-term impacts on productivity and user satisfaction.

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  • 15.
    Alfredsson Ågren, Kristin
    et al.
    Linköping University, Department of Health, Medicine and Caring Sciences, Division of Prevention, Rehabilitation and Community Medicine. Linköping University, Faculty of Medicine and Health Sciences.
    Kjellberg, Anette
    Linköping University, Department of Health, Medicine and Caring Sciences, Division of Prevention, Rehabilitation and Community Medicine. Linköping University, Faculty of Medicine and Health Sciences.
    Hemmingsson, Helena
    Linköping University, Department of Health, Medicine and Caring Sciences, Division of Prevention, Rehabilitation and Community Medicine. Linköping University, Faculty of Medicine and Health Sciences. Stockholm Univ, Sweden.
    Digital participation? Internet use among adolescents with and without intellectual disabilities: A comparative study2020In: New Media and Society, ISSN 1461-4448, E-ISSN 1461-7315, Vol. 22, no 12, p. 2128-2145Article in journal (Refereed)
    Abstract [en]

    Internet use is an integrated part of everyday life, especially among young people. However, knowledge of this for young people with disabilities is scarce. This study investigates digital participation of adolescents with intellectual disabilities by comparing aspects of Internet use among adolescents with and without intellectual disabilities. Cross-sectional comparative design was used and a national survey from the Swedish Media Council was cognitively adapted for adolescents with intellectual disabilities aged 13-20 years. The results reveal that a significantly lower proportion of the 114 participating adolescents with intellectual disabilities had access to Internet-enabled devices and performed Internet activities, except for playing games, than the reference group (n = 1161). The greatest difference was found in searching for information. Analyses indicate that adolescents with intellectual disabilities are following a similar pattern of Internet use as the reference group, but a digital lag is prevalent, and a more cognitively accessible web could be beneficial.

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  • 16.
    Allander, Ida
    Linköping University, Department of Computer and Information Science. Linköping University, Faculty of Arts and Sciences.
    Motivationsfaktorer i rörelsespel: En undersökning av designelement inom rörelsespel för att motivera användare till fysisk aktivitet.2024Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [en]

    The increasing digitalization in society has led to a decrease in physical activity and an increase in sedentary behavior, particularly in the workplace. The aim of this study is to explore motivational factors, such as challenges and rewards, and how they are implemented in exergames to motivate and engage users to increase their physical activity at work and reduce sedentary behavior. A preliminary study was conducted with a survey to gain insights into the issue in workplaces and to recruit participants for a future user study. Following this, the user study was carried out with a total of 11 participants who were assigned one of two apps over a three-week period. Semi-structured interviews were used to explore participants' subjective experiences with the apps and the results were analyzed thematically. The results showed that the most effective design elements in exergames for motivating office employees to engage in physical activity are as follows: making movement a necessity for playing the game, using external motivation (surprises, rewards, notifications), having an intuitive and user-friendly design, incorporating a suitable theme, and adapting to different player types. The thesis discusses how these components can be crucial in designing movement apps that engage and motivate users of various ages with diverse preferences and needs.

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  • 17.
    Allmér, Caroline
    Linköping University, Department of Computer and Information Science. Linköping University, Faculty of Arts and Sciences.
    Utvärdering av en interaktiv brand- och räddningsinstruktion genom tematisk analys baserad på användarintervjuer och heuristisk utvärdering2013Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    Syftet med rapporten är att utvärdera en interaktiv brand- och räddningsinstruktion som framförallt används inom försvarsmakten. Utvärderingen gick ut på att ta reda på hur användarna använder instruktionen och hur de vill att den ska utvecklas i framtiden för att möta deras behov. Utvärderingen genomfördes genom intervjuer med sju användare från olika delar av landet samt en heuristisk utvärdering utifrån Nielsens tio användbarhetsprinciper och med hänsyn till Sweller och Chandlers ”cognitive load theory”. Resultatet visade att instruktionen framförallt används som uppslagsbok och att användarna vill se en utveckling av instruktionen där den blir större och omfattar mer information, till exempel om haverier och utländska luftfartyg och att text och illustrationer i instruktionen är uppdaterad och korrekt. Utifrån analysen togs flertalet utvecklingsförslag fram och presenteras i slutet av rapporten.

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    utvardering av en interaktiv brand och raddningsinstruktion
  • 18.
    Alm, Helen
    Linköping University, Department of Computer and Information Science.
    Duk i buk: Functional Resonance Accident Model i en vårdrelaterad kontext2008Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Ett stort antal människor dör på grund av skador som de fått inom vården och som hade kunnat förebyggas. Det finns siffror som pekar på att dessa vårdskador överskrider antalet döda i trafiken. Vid Östergötlands landsting finns sedan år 2005 en fast enhet som arbetar med patientsäkerhet. En av deras uppgifter är att, tillsammans med berörd verksamhet, utföra händelseanalyser inför anmälningar av Lex Maria-fall. Den analysmetod som används av patientsäkerhetsenheten är uppbyggd på en epidemiologisk olycksmodell.

    Syftet med denna studie har varit att använda analysmetoden FRAM (Functional Resonance Accident Model), som är en systemisk analysmetod utarbetad av Erik Hollnagel, i en vårdrelaterad kontext, någonting som inte har gjorts tidigare. FRAM har applicerats på en händelse under en operation då material glömdes kvar i patientens buk. Samtidigt har patientsäkerhetsenheten analyserat samma händelse med sin metod. En jämförelse mellan de två olika analysmetodernas slutsatser har gjorts.

    För insamling av information om arbetet i operationssal har en triangulering av observation, intervjuer med sakkunniga och genomgång av viss dokumentation genomförts. De personer som varit inblandade i den aktuella händelsen har intervjuats av patientsäkerhetsenhetens analysteam. När de båda analyserna var genomförda ordnades en fokusgrupp med diskussion kring analysmetoder.

    Studien har visat att FRAM kan vara lämplig för tillämpning på vårdskador. Det finns fördelar med en systemisk analysmetod som FRAM då den i större utsträckning speglar den omfattande komplexitet som, i detta fall, en operationssal och dess omgivning består av. Detta medför dock att analysprocessen blir mer omfattande och krävande. I dagsläget används landstingets analysmetod av ett stort antal människor efter en relativt kort utbildning, vilket skulle vara svårt att genomföra med FRAM. Det är även tydligt att mer forskning behövs då FRAM är en relativt ny analysmetod under utveckling.

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  • 19.
    Alm, Jesper
    et al.
    Linköping University, Department of Computer and Information Science.
    Chou Chen, Johan
    Linköping University, Department of Computer and Information Science.
    Danho, Sparel
    Linköping University, Department of Computer and Information Science.
    Ekblom, Axel
    Linköping University, Department of Computer and Information Science.
    Karlén, Jacob
    Linköping University, Department of Computer and Information Science.
    Renström, Emilia
    Linköping University, Department of Computer and Information Science.
    Solvang Stoltz, Oskar
    Linköping University, Department of Computer and Information Science.
    Tegström, Mikaela
    Linköping University, Department of Computer and Information Science.
    En studie om navigerbarhetens påverkan på användbarhet och användares tilltro till e-handel för begagnad kurslitteratur2021Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [en]

    The rise of e-commerce in combination with an increased interest in second-hand products have resulted in multiple marketplaces where buyers and sellers can meet. One area where marketplaces of this kind is used is course litterature, where students often buy and sell used books. The purpose of this report is to study how a web application for buying and selling second-hand course litterature can be designed to affect the perceived usability and trust mainly based on navigability. During the development stage, two user tests were conducted to study how the introduction of new functionality and design affected the usability and trust of the web application. The test results indicate that a website’s search functionality can affect its perceived navigability both negatively and positively depending on how well it meets the users’ expectations. Furhermore, the test results confirm the theory about the importance of link- and button-labels for website navigability.

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  • 20.
    Almgren, Kristian
    Linköping University, Department of Computer and Information Science. Linköping University, Faculty of Arts and Sciences.
    Dubbeldokumentation i patientjournalen: varför sker det?2013Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    Landstinget i Östergötland har problem med ständigt växande informationsmängder i patienters journaler. Anledningen till att detta är ett problem är att journalen blir svår att överblicka vilket gör det svårt för exempelvis läkare och sjuksköterskor att snabbt hitta relevant information och skaffa sig en uppfattning om patientens sjukdomshistoria vid exempelvis patientmottagning. Informationsöverflödet gör patientjournalen ostrukturerad och därmed svår att söka i. Det tar lång tid att hitta specifika data som eftersöks vilket kan leda till frustration och irritation i den redan tidsmässigt pressade arbetsdagen. Enligt tidigare studie är dubbeldokumentation i patientjournalen en stor bidragande faktor till detta problem. Syftet med denna studie är att undersöka varför problemet uppstår, dvs. orsaken till dubbeldokumentation.

    Både observation och intervju har använts som datainsamlingsmetod. Data har sedan analyserats med tematisk analys.

    Studien resulterade i sex olika teman; The Efficiency-Thoroughness Trade-Off Principle (ETTO), Strategier, Uppdatering och Bekräftelse, Dubbeldokumentation, Störningar, Artefakter.

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  • 21.
    Almquist, Mathias
    et al.
    Linköping University, Department of Computer and Information Science, Database and information techniques. Linköping University, Faculty of Science & Engineering.
    Almquist, Viktor
    Linköping University, Department of Computer and Information Science, Database and information techniques. Linköping University, Faculty of Science & Engineering.
    Krishnamoorthi, Vengatanathan
    Linköping University, Department of Computer and Information Science, Database and information techniques. Linköping University, Faculty of Science & Engineering.
    Carlsson, Niklas
    Linköping University, Department of Computer and Information Science, Database and information techniques. Linköping University, Faculty of Science & Engineering.
    Eager, Derek
    Univ Saskatchewan, Canada.
    The Prefetch Aggressiveness Tradeof in 360 degrees Video Streaming2018In: PROCEEDINGS OF THE 9TH ACM MULTIMEDIA SYSTEMS CONFERENCE (MMSYS18), ASSOC COMPUTING MACHINERY , 2018, p. 258-269Conference paper (Refereed)
    Abstract [en]

    With 360 degrees video, only a limited fraction of the full view is displayed at each point in time. This has prompted the design of streaming delivery techniques that allow alternative playback qualities to be delivered for each candidate viewing direction. However, while prefetching based on the users expected viewing direction is best done close to playback deadlines, large buffers are needed to protect against shortfalls in future available bandwidth. This results in conflicting goals and an important prefetch aggressiveness tradeoff problem regarding how far ahead in time from the current playpoint prefetching should be done. This paper presents the first characterization of this tradeoff. The main contributions include an empirical characterization of head movement behavior based on data from viewing sessions of four different categories of 360 degrees video, an optimization-based comparison of the prefetch aggressiveness tradeoffs seen for these video categories, and a data-driven discussion of further optimizations, which include a novel system design that allows both tradeoff objectives to be targeted simultaneously. By qualitatively and quantitatively analyzing the above tradeoffs, we provide insights into how to best design tomorrows delivery systems for 360 degrees videos, allowing content providers to reduce bandwidth costs and improve users playback experiences.

  • 22.
    Almén, Lisbeth
    Linköping University, Department of Electrical Engineering. Linköping University, The Institute of Technology.
    Reducing the effects of driver distraction: a comparison of distraction alerts on driver attention2003Licentiate thesis, monograph (Other academic)
    Abstract [en]

    With the advancement of technology the traffic environment is becoming increasingly complex. Not only is there an increase in the number of in-vehicle displays and systems that are installed or brought into the car, there is also an increasing number of vehicles as well as other road users and messages on the road. All these factors have a potential of causing the driver to become distracted. Since a major contributor to traffic accidents today is driver distraction it is becoming increasingly important to understand how to mitigate the effects associated with distraction.

    The overall aim of this thesis is to investigate what effects the use of a distraction alert into the car has on driver attention.

    The thesis is based on three experimental studies, in which the topic of driver distraction and how it can be reduced is central. Two of the studies were performed in a simulated driving environment in which two different distraction alerts were tested and compared. The Kansei study was performed to acquire knowledge and input for the second simulator study.

    The studies show that it is rather difficult to make a driver distracted on demand with an artificial distracter. They further show that the used method needs to be developed before a potential distraction alert can be recommended.

  • 23.
    Alvarsson, Albin
    Linköping University, Department of Computer and Information Science.
    Wizard-of-Oz system för interaktion på distans med den sociala roboten Furhat2022Independent thesis Basic level (degree of Bachelor), 10,5 credits / 16 HE creditsStudent thesis
    Abstract [en]

    In the last decades the average life expectancy of humans has increased significantly. There are more old people than ever before. At the same time there is a big staff shortage at nursing homes. A future study will examine the effect of introducing a socially intelligent robot called Furhat in such a home. In this work a so-called Wizard-of-Oz control system is developed which enables remote control of the normally autonomous Furhat. This control system will later be used in the future study. The Wizard-of-Oz control system is developed with the intention of reaching the lowest possible response time between the control system and Furhat to minimize the risk of unnatural conversation due to long wait times between actions. It is found that a response time at or above 500ms can have a clearly degrading effect on a conversation. By following code-standards with a focus on developing fast code an average response time in the range of 35-245ms depending on the action taken is reached.

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  • 24.
    Amdahl, Per
    et al.
    Linköping University, Department of Computer and Information Science.
    Chaikiat, Per
    Linköping University, Department of Computer and Information Science.
    Personas as Drivers: - an alternative approach for creating scenarios for ADAS evaluation2007Independent thesis Advanced level (degree of Magister), 20 points / 30 hpStudent thesis
    Abstract [en]

    Research and development on vehicle safety has lately started to direct its focus towards how to actively support the driver and make it easier for her to drive safely through letting Advanced Driver Assistance Systems (ADAS) have effect on how the driver interacts with the vehicle and the surrounding traffic. This requires research on both how the driver and vehicle perform in different situations, in terms of psychology, cognition and individual differences. In addition, physical limitations and requirements of the driver and the vehicle must be taken into account. Therefore scenarios for evaluation of these systems are required. In the area of user-centered design a rather new method, Personas, is being adopted. This thesis tries to explore if the Persona method is a viable tool for creating scenarios for such evaluations. Experiences after completing this work imply that personas indeed is a viable way to include aspects and raise issues concerning individual variability and situational context in ADAS scenarios.

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  • 25.
    Aminoff, Hedvig
    Linköping University, Department of Computer and Information Science.
    Coordination in Emergency Management from a Joint Cognitive Systems Perspective2007Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Emergency management (EM) can benefit from new information and communication technology (ICT). However, the complexity of the field poses high demands upon prospective system developers. The design of technological support in a field where roles and actions are entwined and never completely predetermined, requires an understanding of interactions in the socio-technical system as a whole.

    In this thesis, an attempt is made to work from a Cognitive Systems Engineering stance to identify important characteristics of coordination in intermunicipal EM. Applying perspectives from distributed cognition, joint activity and common ground, Hollnagel’s COCOM and ECOM models have been applied to identify points of entry into work practices. Working with data from a simulated forest-fire in a role-playing exercise, an analysis of dialogues uncovered ambiguity in how functions are handled in a large event, indicating vulnerabilities in face of larger crises. In addition, it became evident that functions moved across roles during the evolving event, and it was possible to uncover recognizable phases of a response. The results underline characteristics that should be supported by future ICT, and occurrences that can be explored in future studies.

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  • 26.
    Amolegbe, Elvira
    et al.
    Linköping University, Department of Computer and Information Science.
    Berggren, Jakob
    Linköping University, Department of Computer and Information Science.
    Burman, Frans
    Linköping University, Department of Computer and Information Science.
    Falk, Axel
    Linköping University, Department of Computer and Information Science.
    Folkunger, Philip
    Linköping University, Department of Computer and Information Science.
    Nyreröd Granath, Lars
    Linköping University, Department of Computer and Information Science.
    Waller, Alice
    Linköping University, Department of Computer and Information Science.
    Wallhem, Max
    Linköping University, Department of Computer and Information Science.
    Åström, Daniel
    Linköping University, Department of Computer and Information Science.
    Usability of a subscription-based book service: - How can a web application for a subscription-based book service be designed to reduce the number of clicks and improve subjective user experiences for given tasks in the aspect of usability?2022Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [en]

    To increase the number of customers buying from a web application, theory states that the application needs to be easy to use. In this study, navigability and usability will be investigated and tested on a web-based book-subscription service. The purpose of this study is to come to new conclusions regarding what is important for navigability and usability for subscription services that target students. A web application was created for an online book club subscription service for students at Linköping University. It was created in two different iterations where each iteration was tested on 12 students, which according to theory is a sufficient number of testers. The first iteration was designed based on theory and the second was redesigned based on the input from the test users. Counting the number of clicks taken by the user was the main method used for evaluating navigability, while Concurrent Thinking Aloud, System Usability Scale and Retrospective Probing Procedure were the methods used to measure usability. The most considerable changes made between the two iterations were the updating of the filtering function on the find book club page and the implementation of a search function on the same page. This was also the page where the most improvement in the number of clicks was made. In line with the theory, the usability improved in the tests after changes had been made that test users had commented on. The number of clicks did mostly decrease in the second iteration but not in all categories. This result does not mean that the user experience was not improved since some requested functionality was implemented that required additional clicks.

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    Usability of a subscription-based book service
  • 27.
    Amundin, Mats
    et al.
    Kolmården Wildlife Park.
    Hållsten, Henrik
    Filosofiska institutionen, Stockholms universitet.
    Eklund, Robert
    Linköping University, Department of Culture and Communication, Language and Culture. Linköping University, Faculty of Arts and Sciences.
    Karlgren, Jussi
    Kungliga Tekniska Högskolan.
    Molinder, Lars
    Carnegie Investment Bank, Swedden.
    A proposal to use distributional models to analyse dolphin vocalisation2017In: Proceedings of the 1st International Workshop on Vocal Interactivity in-and-between Humans, Animals and Robots, VIHAR 2017 / [ed] Angela Dassow, Ricard Marxer & Roger K. Moore, 2017, p. 31-32Conference paper (Refereed)
    Abstract [en]

    This paper gives a brief introduction to the starting points of an experimental project to study dolphin communicative behaviour using distributional semantics, with methods implemented for the large scale study of human language.

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    A proposal to use distributional models to analyse dolphin vocalisation
  • 28.
    Andersson, Ellen
    Linköping University, Department of Computer and Information Science.
    Cognitive Workload, Game Experience, and Intrinsic Motivation2017Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [en]

    When it comes to game design, two features that have been linked to the success of a game are playability and the subjective game experience. This is perhaps not surprising, as the main purpose of a game is to entertain. What cognitive factors that may underlie these features has, however, not been explored. This study examines the relationship between both workload and cognitive workload and player experience. The results suggest that an increase in workload, including cognitive workload, positively affect the player experience of the game as well as the player’s intrinsic motivation.

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  • 29.
    Andersson, Jonatan
    Linköping University, Department of Computer and Information Science, Human-Centered systems.
    Assessment and Improvement of Initial Learnability in Complex Systems: A Qualitative Study to Promote Intuitive Software Development2016Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This Master’s Thesis aimed to assess and propose improvements for initial learnability in Sectra AB’s Picture Archiving Communication System (PACS) by integrating usability engineering and agile software development. Assessing initial learnability and re-designing complex systems is difficult as they have a high skill cap and take longer time to learn in comparison to simpler ones. Further, companies that use agile methodologies often focus on completing small items which might hide the overarching vision of a product that can lead to usability problems. While there are several methods for assessing usability, no research has specifically focused on assessing initial learnability in complex systems. This study however investigates how this may be achieved by combining current methodologies for measuring learnability with usability engineering and agile software development. Initial learnability issues and needs were assessed after evaluating Sectra PACS using 5 participants and analysed using impact mapping as well as conducting a focus group within the organisation that owns the product.

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  • 30.
    Andersson, Jonatan
    Linköping University, Department of Computer and Information Science. Linköping University, Faculty of Arts and Sciences.
    Design och utkast av ett informationssystem för akutkliniken vid Karolinska Sjukhuset: Design samt utvärdering av prototyp för akutpatienter i väntan på vård2014Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    På Karolinska Sjukhusets akutklinik i Solna har man upplevt problem med att personalen får lägga mycket tid på att besvara på patienters frågor som man många gånger tror beror på brist av information. Syftet med studien var att visa på hur ett informationssystem skulle kunna öka den s.k. informationssystems-framgången för Karolinska Sjukhuset med fokus på kopplingen mellan organisationen och patienterna. Detta gjordes genom att skapa två prototyper med hjälp av Adobe Photoshop, Illustrator samt Axure RP som sedan kördes via          en iPhone. Studien ämnade även utvärdera dessa produkter för att hitta eventuella användbarhetsproblem som kan komma att sänka en potentiell användarens nöjdhet. Detta gjorde med hjälp av ett tänka-högt-protokoll som kompletterades av en SUS-enkät.

     

    Studien resulterade i en klargörande analys om vad som var bra- respektive dåligt med de olika prototyperna samt hur de bör tillämpas och vilka resultat det kan få för patienterna, personalen samt Karolinska Sjukhuset som organisation. Det visade sig att en mobilapplikation var något som försöksdeltagarna uppskattade samt tyckte var nödvändigt för att bidra till ett förbättrat informationsflöde på akutkliniken. Vidare bör man dock fortsätta att användbarhetstesta produkten samt experimentera med olika typer med informationspresentation för att optimera gränssnittet samt göra produkten uppdaterad och intressant. 

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    729G40 Kandidatuppsats
  • 31.
    Andersson, Matilda
    Linköping University, Department of Computer and Information Science. Linköping University, Faculty of Arts and Sciences.
    Vägen mot en guideapplikation: Designförslag till en guide i kulturhistorisk miljö2012Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    Detta projekt har skapat en design till en applikation, vars mål är att få människor i närnatur och samtidigt möjliggöra för dem att lära sig mer om den kulturhistoria denna natur har att bjuda.I projektet har designen till en guideapplikation för användning i miljö med kulturhistoriska arv undersökts och tagits fram. Projektet är en fallstudie och använder ramverket Minnesmark som en grund för designen.Designen är framtagen genom att använda en målinriktad designmetod och designprocess av Goodwin(2009). Med detta menas att personor och scenarier har varit de främsta verktygen för att generera krav till designen. Krav baseras även på ramverket Minnesmarks möjligheter och begränsningar. Vidare krav kommer även från intervjuer med två olika guider.En första design; en prototyp, utvärderades av åtta personer för att förbättra designen. Utifrån dessa förbättringar togs den slutgiltiga designen fram som består av fem olika delar vilka tillsammans skapar en applikation att använda i miljö med kulturhistoriska arv.

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  • 32.
    Andersson, Sofie
    Linköping University, Department of Computer and Information Science.
    Kvalitativa skillnader mellan olika grupper av utvärderare i en användbarhetsinspektion.2010Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Denna studie syftar till att undersöka om det framkommer kvalitativa skillnader i de förväntade användbarhetsproblem som kommenteras på av olika grupper av utvärderare i en användbarhetsinspektion. Metoden som används för användbarhetsinspektionen är heuristik utvärdering, dock utan en sedvanlig problembedömning. De olika utvärderargrupperna som har undersökts är användbarhetsexperter och utvecklare. Den heuristiska utvärderingen har utförts på ett system utvecklat för att medborgare i Sverige ska kunna ansöka om tjänster hos socialtjänsten, administrera sina ärenden och kontakta socialtjänsten. Utvärderarna har innan utvärderingen påbörjats informerats om användargrupper, användarscenarion och Nielsens tio heuristiker. Kommentarerna kring användbarhetsproblem har analyserats för att undersöka om de två grupperna av utvärderare fokuserar på olika aspekter i systemet, om de hittar olika slags användbarhetsproblem och om de tar olika användargruppers perspektiv i utvärderingen. Resultatet som har funnits är att utvärderarna till stor del fokuserar på olika delar av systemet. Det finns också en tendens till att grupperna hittar olika slags användbarhetsproblem i form av allvarlighetsgrad och de tar till stor del olika användargruppers perspektiv vid utvärderingen.

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  • 33.
    Andersson, Torbjörn
    et al.
    Linköping University, Department of Management and Engineering, Machine Design. Linköping University, The Institute of Technology.
    Warell, Anders
    Division of Industrial Design, Dept of Design Sciences, Lund University,.
    Holmlid, Stefan
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, The Institute of Technology.
    Ölvander, Johan
    Linköping University, Department of Management and Engineering, Machine Design. Linköping University, The Institute of Technology.
    Desirability in the development of In-Car Infotainment Systems2011In: Workshop: User Experience in Cars / [ed] David Wilfinger, 2011Conference paper (Other academic)
    Abstract [en]

    This paper describes a workflow for designing experiences whileinteracting with an advanced driver assistant system. Future driver assistancesystems that utilize sensors and Car2X-communication in order to detect threatsin the car environment can help the driver to avoid collisions. To increase theacceptance of such a system, the interaction between the driver and the systemshould be able to generate positive experiences. To generate those experiences,a story-based design workflow was used. Concepts created with this workflowshould be able to address specific psychological needs of the driver. Theimplementation of this workflow revealed different schemes of positiveexperiences during driver interaction in critical situations.

  • 34.
    Andreasson, Lovisa
    et al.
    Linköping University, Department of Computer and Information Science.
    Asp, Agnes
    Linköping University, Department of Computer and Information Science.
    Gustafsson, Eric
    Linköping University, Department of Computer and Information Science.
    Halling, Edvin
    Linköping University, Department of Computer and Information Science.
    Kristiansson, Johan
    Linköping University, Department of Computer and Information Science.
    Lindhe, Axel
    Linköping University, Department of Computer and Information Science.
    Nordin, Anton
    Linköping University, Department of Computer and Information Science.
    Normell, Jakob
    Linköping University, Department of Computer and Information Science.
    Spjuth, Gabriel
    Linköping University, Department of Computer and Information Science.
    The Impact of Good Navigation and Trust in E-commerce: The importance of navigation and trustworthiness when creating a web application for selling emission allowances2022Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [en]

    The purpose of this report was to study how the design of a web application can induce trust and navigability. To study this, a web application was created where the private consumer can buy a part of an emission allowance, tailored to the consumers’ specific needs. Since environmental companies are subject to hard audits, not only by authorities but also by the consumers, it was concluded that this type of web application is well suitable to test how design can induce trust. This web application was tested by different test groups in three iterations. The user tests made use of the Critical thinking-aloud protocol, System Usability Scale, and Smith’s Lostness formula, and consisted of two assignments followed by various questions regarding how the test subject experienced the assignments. After each iteration, the web application was altered in alignment with the feedback received from the test subjects. Each iteration had a completely different test group to ensure that the alterations were effective on a larger scale than only to address the last test group's concerns. The results from the user test improved with each iteration and after the final iteration, all test subjects were unanimous in that they experienced the web application as secure and trustworthy enough to make a payment using their debit card on the site. It was concluded that implementing a website according to existing theories and websites is important to create trust and navigability. Design, information pages, typography, colors, and shape, have an impact on trustworthiness while placement of functionality as well as popups for completed tasks improve navigability. This study can hopefully be viewed as a foundation for future research in the field of design and its impact on trustworthiness and navigability. 

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  • 35.
    André, Johannes
    Linköping University, Department of Computer and Information Science.
    Mötesplatser och odling i framtidens städer2018Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    Detta är ett examensarbete av undersökande karaktär för att se i vilken riktning man kan gå när man utformar mötesplatser i det offentliga rummet i nya stadsdelar. Utgångspunkten för detta arbete är den nya stadsdelen Ebbepark som håller på att byggas i Linköping i Östergötland. I Ebbepark kommer människor båda att bo och jobba. I studien undersöks om det finns några gemensamma nämnare mellan dessa två grupper (boende och anställda på företag i Linköping) och hur de idag träffar andra människor i sin närhet. Vad som även undersöks är hur de tänker kring hur dessa mötesplatser skulle kunna utformas och vad man skulle kunna göra på en sådan mötesplats. De två undersökta grupperna får även möjligheten att reflektera över om urbana odlingar skulle kunna vara ett inslag i dessa mötesplatser och vad de tror att urbana odlingar skulle kunna bidra med för dem. Från resultaten av den enkätundersökning som har genomförts har det visat sig att det inte återfinns någon signifikant skillnad på någon av frågorna mellan de två olika grupperna i studien. Att det inte finns någon signifikant skillnad mellan grupperna leder till att man enklare kan se i vilken riktning som mötesplatserna kan utformas. Detta kan man då göra genom att studera medelvärden för respektive kvantitativ fråga i enkäten. Det blir även intressant att studera de identifierade teman från en tematisk analys på den kvalitativa delen av enkäten. Detta för att erhålla en djupare förståelse för hur respektive enskild individ resonerar. Från de kvantitativa resultaten ser man att deltagarna överlag ställer sig positivt till växter i närheten av där de jobbar och bor. Det framkommer även att det redan finns några mötesplatser där deltagarna jobbar respektive bor men att de skulle kunna tänka sig fler. Vidare anser de att det finns en poäng med att boende och de arbetande i samma område beblandas och umgås med varandra. Från den tematiska analysen framkom att en mötesplats för de tillfrågade försöksdeltagarna antingen var en plats där man bara kunde vara, umgås och prata med andra människor. Det andra identifierade temat var att man på en mötesplats samlas kring någon form av aktivitet. Dessa två identifierade teman pekar antingen på lågintensiva eller högintensiva mötesplatser. När man vidare studerar fler av de teman som uppkom i analysen så träffades människor ofta i samband med måltider. När de tillfrågades vad man kunde göra på en mötesplats så menade flera personer att de ville prata med andra människor och ville gärna fika. Detta är mer i linje med de lågintensiva mötesplatserna där man inte behöver träffas kring en given aktivitet. Denna kandidatuppsats är ett examensarbete som har genomförts tillsammans med Vissheim och Sankt Kors Fastighets AB. Vissheim är ett nystartat företag som har tagit fram en lösning för autonom odling. Sankt Kors är det företag som driver byggnationen av den nya stadsdelen Ebbepark i Linköping, Östergötland.

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  • 36.
    Andrén, Stina
    Linköping University, Department of Computer and Information Science.
    What is the Lega?: Exploring the use of a movement-based interactive artifact in an art exhibition2011Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis explores the use of an interactive artifact designed to let friends physically share their experiences with each other in an art exhibition. The device, called “the Lega” is a research prototype designed with an interest in bodily interaction and visitors' interactions in museum environments. The Lega is a handheld device which has an ovoid shape that fits in the palm of a user's hand. By moving and touching the Lega in different ways the users can create tactile traces of their experiences that can be received by their friends.The thesis presents results from a qualitative analysis of material from a user observation conducted with the Lega at the Vårsalongen exhibition at Liljevalchs in the spring 2010. The analysis investigates how the visitors used the Lega in experiencing the art and to express themselves as well as their social behavior around the Lega, and how the Lega became a part of their art hall visit. Findings on different ways that users create an understanding of and finds meaning in an ambiguous artifact are presented, as well as different ways users use the body to establish a relationship with the artifact. Among these findings are those of users inventing a language of movements to express themselves with the Lega and users who mimic art pieces with the Lega.

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    What is the Lega?
  • 37.
    Annerhult, Adam
    Linköping University, Department of Computer and Information Science. Linköping University, Faculty of Arts and Sciences.
    Distribuerad kognition i cockpit Nu och Då2014Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    Denna studie replikerar Hutchins studie 1995 ”How a cockpit remember its speed”, för att undersöka skillnader och likheter i dagens cockpits.

    Syftet med studien är att ta reda på ifall dagens cockpit distribuerar kognitionen på samma sätt som förr det vill säga används till exempel fartbuggar och andra artefakter på liknande sätt. Samt att ta reda på om det har ändrats mycket hur detta då påverkar cockpit kommer ihåg hastighet inför landning.

    För att få reda på detta så har observationer gjorts i cockpit under landning. Sammanlagt så observerades sex landningar. Under dessa observationer intervjuades också piloterna om hur de hade beskrivit cockpits minne av hastigheter.

    Resultatet i studien visar att det finns mycket som fortfarande fungerar på liknande sätt som tidigare. Mycket har digitaliserats och man kan spekulera i att det ha minskat piloternas kognitiva belastning då de inte behöver utföra lika många handlingar som förr, medan andra saker är nästintill identiska med hur det såg tidigare.

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  • 38.
    Anundi, Daniel
    Linköping University, Department of Computer and Information Science.
    Estetiska upplevelser av interaktiva system med olika tempo och hastighet: en explorativ användarstudie2009Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    På senare år har intresset för att föra in estetik i MDI-teorin ökat kraftigt. Insikten om att användares känslor inför interaktiva artefakter spelar stor roll för tillfredställelsen och användarupplevelsen har medfört ett fokusskifte inom området och flertalet teorier om användares estetiska upplevelser av interaktion har framkommit. Detta arbete har tagit som utgångspunkt de teorier som siktar på att stödja designers arbete med att utforma estetiska interaktioner genom att identifiera manipulerbara attribut i artefakters interaktionsestetiska gestalt. En explorativ användarstudie har genomförts med målet att belysa hur upplevelsen av hastighet och tempo förändras genom införandet av animationer i ett gränssnitt. Resultaten visar på att toningsanimationer i övergångar i ett interaktivt system kan leda till ett långsammare och mjukare intryck av systemet men även att långsamma animationer i vissa fall kan leda till att systemet upplevs som snabbare. Upplevelsen av väntan har identifierats som en viktig faktor i ett systems uttryck av tempo och hastighet. Studien visar också att ett systems estetiska gestalt är en komplex konstruktion där såväl attribut i interaktionen som användarnas erfarenheter och förväntningar spelar in.

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  • 39.
    Anzén, Philip
    Linköping University, Department of Computer and Information Science, Human-Centered systems.
    Design av infotainment-system styrt av ögonrörelser i bilar: En explorativ studie för att ta fram ett förslag på hur man kan designa ett infotainment-system som har ögonrörelser som huvudsakliga interaktionsmetod med fokus på den funktionella designen.2014Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [sv]

    Denna studie har som syfte att ta fram ett designförslag på ett ögonrörelsestyrt infotainment-system samt utvärdera detta. Fokusen ligger på den funktionella design och dess för- och nackdelar. Studien tar upp tre olika designförslag varav ett valdes att göra en prototyp av. Prototypen skapades med hjälp av HTML5, Javascript och Python. Detta kopplades sedan samman med ett ögonrörelsesystem tillhörande Smart Eye AB. Prototypen användartestades och utvärderades med hjälp av en bilsimulator. Utvärderingen gjordes med hjälp av en enkät samt SUS-formulär. Enkäten resulterade i en kvalitativ utvärdering av prototypen medan SUS-värdet (69,88) pekar på att förbättringar bör göras för att öka den upplevda användbarheten. Studien innehåller även framtida förbättringsförslag för vidare utveckling. 

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    Kandidatuppsats - phian632
  • 40.
    Arenius, Marcus
    Linköping University, Department of Computer and Information Science.
    Getting the Feeling: “Human Error” in an educational ship-handling simulator2010Independent thesis Advanced level (degree of Master (One Year)), 30 credits / 45 HE creditsStudent thesis
    Abstract [en]

    In high-risk environments of seafaring, simulators constitute a widely used tool in preparing nauticalstudents for the challenges to be met in real-life working situations. While the technical developmentof ship bridge simulators continues at a breathtaking pace, little is known on how developments fulfiltheir intended safety critical purpose during actual simulator training exercises.In order to investigate this, a mixed-methods quasi-experimental field study (N =6) was conductedaiming at discerning the systemic causes behind committed human errors and to what extent thesecauses can be related to the technical layout of the simulator in general and a decision supportingdisplay in particular. The nautical students’ performance in terms of committed errors was analysedwhen the decision supporting display was either inactive or active during two different exercisebatches. Drawing upon eye tracking evaluation, interviews and simulator video recordings, systemiccauses leading to human errors were identified. Results indicate that all errors occur under the samekind of (stressful) interaction. Based on this design requirements aiming at promoting resilient crewbehaviour were proposed

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  • 41.
    Arkstål, Emil
    Linköping University, Department of Computer and Information Science, Human-Centered systems.
    Interactive Analytics and Visualization for Data Driven Calculation of Individualized COPD Risk2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Chronic obstructive pulmonary disease (COPD) is a high mortality disease, second to stroke and ischemic heart disease. This non-curable disease progressively exacerbates, leading to high personal and societal economic impact, reduced quality of life and often death. General treatment plans for COPD risk mistreating the individuals’ condition. To be effective, the treatment should be individualized following the practices of precision medicine. The aim of this thesis was to develop a data driven algorithm and system with visualization to assess individual COPD risk. With MRI body composition profile measurements, it is possible to accurately assess propensity of a multitude of metabolic conditions, such as coronary heart disease and type 2 diabetes.  The algorithm and system has been developed using Wolfram Language and R within the Wolfram Mathematica framework. The algorithm calculates individualized virtual control groups metabolically similar to the patient’s body composition and spirometric profile. Using UK Biobank data, our tool was used to assess patient COPD propensity using an individual-specific virtual control group with AUROC 0.778 (female) and 0.758 (men). Additionally, the tool was used to identify new body composition profiles related to COPD and associated comorbid conditions.

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    Interactive Visualization COPD Emil Arkstål
  • 42.
    Arnell, Mari
    Linköping University, Department of Computer and Information Science. Linköping University, Faculty of Arts and Sciences.
    Kassa system?: En användarcentrerad designstudie av kassagränssnitt för The Body Shop2013Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    I denna magisteruppsats har kassagränssnittet som används på kosmetikkedjan The Body shop utvärderats med avseende på hur det stödjer säljarna i sitt arbete. Syftet har varit att se vad säljares kognitiva belastning är under deras arbete och att ta fram ett kassagränssnitt som minskar denna. Studien har genomgått tre faser där den första, ”Undersökningen”, syftade till att undersöka vilken typ av kognitiv belastning säljarna utsätts för. Detta studerades genom att säljare intervjuades och observerades under användning av det befintliga kassasystemet. Den kognitiva belastningen bestod främst av information som säljarna skulle komma ihåg och delge till kunder. I butikerna använde säljarna sig av många olika typer av minnestöd vid och runt kassan. Detta ledde till slutsatsen att ett kassasystem som stödjer det här skulle underlätta för dem. Den andra fasen, ”Design”, syftade till att ta fram ett kassasystem som stödjer säljarnas arbete, hur det skulle kunna se ut och vad det borde innehålla. Som grund gjordes en kravställning och designmålsframställning utifrån resultatet från Undersökningen. Fokus låg på att kassasystemet skulle underlätta så mycket som möjligt för säljarna genom att ta bort eller förenkla moment. Två prototyper togs fram och testades av användare under den tredje fasen, ”Utvärdering”. Användartesterna syftade till att se hur väl designförslagen uppfyllde designmålen och särskild vikt lades vid de funktioner som hjälpte säljarna att distribuera minnet. Det kvalitativa resultatet från testerna visade att användarna tyckte mycket om designförslagen och den nya funktionaliteten. Särskild uppskattning visades för de funktioner som hjälpte dem att distribuera minnet, vilket ledde till slutsatsen att sådana funktioner skulle minska den kognitiva belastningen för säljare på The Body Shop.

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  • 43.
    Arvola, Mattias
    Linköping University, The Institute of Technology. Linköping University, Department of Computer and Information Science, MDI - Interaction and Service Design Research Group.
    A Use-Qualities Approach: Judgements in Interactive Media Design2007In: The virtual : designing digital experience : a conference 2006 / [ed] Patrik Hernwall, Handen: School of Communication, Technology and Design Södertörn College University , 2007, p. 102-118Conference paper (Refereed)
    Abstract [en]

    The activity of judging design alternatives is without doubt one of the key activities for successful design work, but the criteria used for judging goodness are often implicit. This article is about how to work with ‘use-qualities’ when judging the goodness of interactive media systems. Use-qualities denote the attributes of artefacts in use (e.g. effectiveness, safety, awkwardness). A theoretical background to the concept of use-qualities is given, as well as examples of how to create criteria for judgements based on use-qualities. The examples are drawn from the design case a novel multimedia platform for domestic leisure use. During the design process three prototypes were developed, 56 hours of situated interviews were made in eight homes, and tests were performed with 21 users. This formed the empirical material used to identify desirable use-qualities that could be utilized as criteria for judging the goodness of design alternatives. The desirable use-qualities were also hierarchically organized to clarify them as design objectives that can be shared and discussed in a design team and among stakeholders in a project. It is finally argued that working explicitly with desirable use-qualities has the potential to increase the self-consciousness of judgement in interactive media design and that it can open up for challenge, examination, specification and revision of operative criteria.

  • 44.
    Arvola, Mattias
    Linköping University, Department of Computer and Information Science, MDALAB - Human Computer Interfaces. Linköping University, The Institute of Technology.
    Assessment criteria for interaction design projects: Fostering professional perspectives on the design process2010In: When Design Education and Design Research meet…: The 12th International Conference on Engineering and Product Design Education / [ed] Boks, C., McMahon, C., Ion, W., Parkinson, B., Wiltshire: Institution of Engineering Designers, The Design Society , 2010, p. 432-437Conference paper (Refereed)
    Abstract [en]

    Quite often the product of design is assessed in interaction design education, but we need to develop criteria also for courses that focus on learning to conduct and manage the design process. An earlier approach to set grading criteria has been grounded in the SOLO (Structure of the Observed Learning Outcome) taxonomy. Students need, however, to learn practitionersᅵ criteria, rather than teachersᅵ criteria, to make a successful transfer to practice. One way of achieving that is to align criteria with the conceptions of design process quality used by professional interaction designers. The question is then what those conceptions are, and how they can be accounted for in assessment criteria for projects in interaction design education. A phenomenographic research method was used, and interviews were conducted with ten experienced interaction designers. The interviews were analyzed using qualitative content analysis. The results show that professional interaction designers see design process quality as inspiration, a well-grounded rationale, employment of established methods, and constraints management. These conceptions are mapped to a criteria-referenced grading scale. The criteria should, with careful transfer, be applicable also in other design disciplines.

  • 45.
    Arvola, Mattias
    Linköping University, Department of Computer and Information Science, MDALAB - Human Computer Interfaces. Linköping University, The Institute of Technology.
    Cognitive anthropology as a basis for studying use quality of IT in the home2000In: 7th IDA Conference on Computer and Information Science, Linköping: Linköping University, Department of Computer and Information Science , 2000, p. 69-73Conference paper (Other academic)
    Abstract [en]

    This paper describes the theory of quality-in-use of interactive IT-artefacts. It also argues for a multi-perspective view of use quality in the design and study of IT-artefacts in the home. The design community of IT-based consumer products will benefit from studying what users consider being important and meaningful use qualities. For higher transferability of results and theoretical value, an understanding of why users find these qua qualities to meaningful must be developed. Theory and methods from cognitive anthropology may provide a foundation for this. Finally future research questions and methods are presented.

  • 46.
    Arvola, Mattias
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, The Institute of Technology.
    Grading in interaction design education using design practitioners conceptions of process quality2012In: Interacting with computers, ISSN 0953-5438, E-ISSN 1873-7951, Vol. 24, no 6, p. 472-481Article in journal (Refereed)
    Abstract [en]

    The designed product is often assessed in interaction design education, but there are also courses that focus on learning the design process. It is then necessary to develop criteria for grading in such courses. To make a successful transfer from theory to practice, students also need to learn the criteria practitioners use, rather than the criteria that academically oriented teachers use. To do this, one approach is to align criteria with the conceptions practicing interaction designers have of process quality in design. Therefore, the research questions for this study are what those conceptions are, and how they can be utilized in grading criteria for interaction design projects in education. Interviews were made with 10 interaction designers. The interviews were qualitatively analyzed. The results demonstrate that practicing interaction designers conceptualize the quality of the design process in three ways: it is good if established methods are used and the design is managed within resource constraints, and within organizational and technological limitations, while also meeting stated objectives; it is even better if the design has a thought-through rationale; and ideally, the design should also be inspirational. These conceptions were transferred to points on a criteria-referenced grading scale which was used to develop course specific grading criteria. The criteria were evaluated in terms of comprehensibility and reliability. The evaluation showed that most of the students who also attended lectures understood the criteria. A high and significant covariation and a high level of agreement between the two teachers who graded the projects were shown. Further, the developed criteria should be generalizable to other process-centered interaction design courses and to assessment in other design disciplines.

  • 47.
    Arvola, Mattias
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, Faculty of Arts and Sciences.
    Interaction and Service Design as Offering Perspectives in a Space of Action2014In: Proceedings of DRS 2014: Design's Big Debates / [ed] Youn-kyung Lim, Kristina Niedderer, Johan Redström, Erik Stolterman, Anna Valtonen, Design Research Society , 2014, p. 7-15Conference paper (Refereed)
    Abstract [en]

    This paper makes the proposition that interaction and service design can be seen as offering perspectives in a space of action where acting agents grasp a finite perspective depending on objects of concern and equipment, and then reorganize the space. The meaning of this proposition is outlined in the paper, and it also presents a case study of client meetings at banks, which illustrates the proposition. That case show how equipment was used in the background while the clerk attended the client. The clerk made things available for the client in their shared region, directing the client’s perspective on the space of action. It was observed that equipment at times presented too rigid a perspective, not allowing the clerk to restructure it. Still, the clerk could make things available for himself or herself and for others, creating a multi-stable character of the region. Seeing interaction and service design in this way highlight the service moments as they appear to the individual agents who co-create the service throughout an encounter. The region set up by designers offers a frame of possible perspectives and an orientation in the service moment. 

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  • 48.
    Arvola, Mattias
    Linköping University, The Institute of Technology. Linköping University, Department of Computer and Information Science, MDI - Interaction and Service Design Research Group.
    Interaction design patterns for computers in sociable use2006In: International journal of computer applications in technology, ISSN 0952-8091, E-ISSN 1741-5047, Vol. 25, no 2-3, p. 128-139Article in journal (Refereed)
    Abstract [en]

    This paper contributes to a growing body of design patterns in interaction design for cooperative work, while also describing how to go from field studies to design patterns. It focuses on sociable face-to-face situations. The patterns are based on field studies and design work in three sociable settings, where desirable use qualities were identified and translated into forces in three design patterns for controlling information visibility. On the basis of the patterns, the design of a multiple-device multimedia platform is described. It is shown that desirable qualities of systems-in-use can be utilised as forces in patterns, which means that traditional qualitative research is highly valuable when documenting design knowledge in patterns. Three classes of interaction design patterns are identified: environments for interactions, means for interaction and interfaces for interaction. These classes describe types of patterns within a hierarchical model of interaction design.

  • 49.
    Arvola, Mattias
    Linköping University, Department of Computer and Information Science, MDALAB - Human Computer Interfaces. Linköping University, The Institute of Technology.
    Interaction design qualities: theory and practice2010In: NordiCHI '10 Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries / [ed] Hvannberg, E. Þ., Lárusdóttir, M. K., Blandford, A., Gulliksen, J., New York: ACM , 2010, p. 595-598Conference paper (Refereed)
    Abstract [en]

    This paper reports the results of an action research project investigating the articulation of interaction design qualities for a web portal for urban planning and development. A framework for analyzing interaction design qualities is presented. The framework consists of the practical, the social, the aesthetic, the structural and the ethical quality dimensions, and it was tried out in practice with developers and designers of the portal. This provided experiences used to revise the framework. The results indicate that the framework can be improved by splitting the social quality dimension into a communicational dimension and an organizational dimension. The structural dimension is also renamed to the technical dimension.

  • 50.
    Arvola, Mattias
    Linköping University, Department of Computer and Information Science, MDALAB - Human Computer Interfaces. Linköping University, The Institute of Technology. Södertörn University, Sweden.
    Interaction designers’ conceptions of design quality for interactive artifacts2010In: Proceedings of the Design Research Society International Conference, 2010: Design & Complexity / [ed] Durling, D., Bousbaci, R., Chen, L., Gauthier, P., Poldma, T., Roworth-Stokes, S., Stolterman, E., Design Research Society , 2010, p. 24-32Conference paper (Refereed)
    Abstract [en]

    It is important to be aware of different ways of seeing design quality of interactive artifacts in order to appreciate the various aspects of a design, but how do professional interaction designers understand design quality? In theory, one way of approaching design quality of interactive artifacts has been the Vitruvian principles of commodity, firmness and delight, originally created for architecture. Such frameworks are, however, seldom directly employed in practice. This paper investigates what conceptions professional interaction designers have of design quality for interactive artifacts. Interviews were conducted with ten designers. The analysis disclosed four conceptions concerning: (a) Constraints & contexts, (b) motivations & purposes, (c) use-qualities of functions & content, and (d) experiential qualities of form & behaviour. An awareness of these conceptions may facilitate the appreciation for different aspects and opportunities in a design situation.

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