liu.seSearch for publications in DiVA
Change search
Refine search result
1 - 43 of 43
CiteExportLink to result list
Permanent link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • oxford
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Rows per page
  • 5
  • 10
  • 20
  • 50
  • 100
  • 250
Sort
  • Standard (Relevance)
  • Author A-Ö
  • Author Ö-A
  • Title A-Ö
  • Title Ö-A
  • Publication type A-Ö
  • Publication type Ö-A
  • Issued (Oldest first)
  • Issued (Newest first)
  • Created (Oldest first)
  • Created (Newest first)
  • Last updated (Oldest first)
  • Last updated (Newest first)
  • Disputation date (earliest first)
  • Disputation date (latest first)
  • Standard (Relevance)
  • Author A-Ö
  • Author Ö-A
  • Title A-Ö
  • Title Ö-A
  • Publication type A-Ö
  • Publication type Ö-A
  • Issued (Oldest first)
  • Issued (Newest first)
  • Created (Oldest first)
  • Created (Newest first)
  • Last updated (Oldest first)
  • Last updated (Newest first)
  • Disputation date (earliest first)
  • Disputation date (latest first)
Select
The maximal number of hits you can export is 250. When you want to export more records please use the Create feeds function.
  • 1.
    Arvola, Mattias
    et al.
    Linköping University, Department of Computer and Information Science, MDALAB - Human Computer Interfaces. Linköping University, The Institute of Technology.
    Karsvall, Arvid
    Södertörns Högskola, Institutionen för kommunikation, medier och IT, Medieteknik.
    Tholander, Jakob
    Stockholms universitet, Mobile Life.
    Values and qualities in interaction design meetings2011In: The Endless End: The 9th International European Academy of Design Conference. Porto, Portugal, May 4-7, 2011., 2011Conference paper (Refereed)
    Abstract [en]

    How are values and qualities expressed in interaction design? Previous research into this topic has largely been conceptual. How interaction designers and clients actually reason has only been touched upon in empirical studies. The research question for this paper is how interaction designers, as a collective and in an unfolding design process, concretize values and qualities in meetings with clients. By way of video recordings, we have analyzed two interaction design workshops. The analysis indicated that values were concretized top-down, from general conceptions and the design brief given, while also explored bottom-up. Several kinds of communicative means (e.g. talk, gestures, whiteboards, post-it notes) were used to animate values and design visions. Mixing a top-down and bottom-up approach allowed the designers to be both prescriptive and sensitive the uniqueness of the design situation. Thedifferences in communicative means did not really matter for how values and qualities weremade concrete. What mattered was that people really started talking with each other.

  • 2.
    Axell, Cecilia
    et al.
    Linköping University, Department of Social and Welfare Studies, Learning, Aesthetics, Natural science. Linköping University, Faculty of Educational Sciences.
    Boström, Johan
    Linnaeus University, Department of Physics and Electrical Engineering, Växjö, Sweden.
    Preschoolers’ Conceptions of Technological Artefacts and Gender in Picture Books2016In: PATT-32 Proceedings Technology Education for 21st Century Skills / [ed] J. de Vries, Arien Bekker-Holtland and Gerald van Dijk, ITEEA , 2016, p. 57-64Conference paper (Refereed)
    Abstract [en]

    Picture books are a frequent element of daily preschool activities (Damber, Nilsson & Ohlsson, 2013; Simonsson, 2004; SOU 2006:75). They are important pedagogical tools that can help children acquire an understanding of the everyday technology they come in contact with, as well as the human application of technology (Axell, 2015; Axell & Boström, 2015). These are skills that are emphasised in the Swedish preschool curriculum. In the curriculum it is also stated that the preschool should counteract traditional gender patterns and gender roles (Skolverket, 2010). However, an investigation of a selection of picture books aimed at preschool children shows that the books content is somewhat problematic. Many of the picture books provide a focus on the function of separate artefacts without any sort of context or explanation of their implications in a societal context. There also tends to be an emphasis on traditional masculine-coded technology in the books. Building and making and working with machines is depicted as a male activity. The male stereotype is essentially connected with different kinds of vehicles like cars, airplanes, motorbikes, tractors etc. (Axell & Boström, 2015; See also Holbrok, 2008). Based on these previous findings, the aim of this pilot study was to obtain an initial concept about how children’s literature may influence preschool children’s view on technological artefacts. The study was conducted through semi-structured interviews with four five-year-olds, two girls and two boys. Through a thematic analysis (Braun & Clarke, 2006) three overarching themes were identified: The relationship between design and function, anthropomorphic animals as users of artefacts, and gender and artefacts. Some of the key findings were that the 5-year-olds did not know what “technology” is, but had good knowledge about tools. Additionally, they did not genderise any of the artefacts included in the study.

  • 3.
    Bergqvist, Malin
    Linköping University, Department of Computer and Information Science, Human-Centered systems.
    Designing for Empathy in Elderly Care: Exploration of Opportunities to Deliver Behaviour Change Interventions through mHealth Applications, to Promote Empathic Behaviour in Elderly Home Care Nursing Assistants2019Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Background

    The Swedish population is ageing quickly and the system for elderly home care is under increasing pressure. Staff turnover is high, nursing assistants are reporting stress, and employers have to recruit staff lacking sufficient experience. These factors are barriers to empathic care, considered essential to patient health outcomes. Elderly care should rely on cognitive empathy, be other-oriented and improve the client’s situation based on contextual understanding. There is a need for education and support for nursing assistants, so that they can provide empathic care.

    Purpose

    The thesis explores empathy as a skill in elderly home care to identify opportunities of promoting empathy in the client-nursing assistant interaction, by means of behaviour change interventions delivered through an mHealth application that nursing assistants already use at work.

    Method

    A group interview was conducted with six nursing assistants from four elderly home care organisations in a Swedish municipality, to learn about their experience of empathy at work, and factors affecting their ability to give empathic care. The respondents were using the same mHealth application to get and provide information about client visits. The Behaviour Change Wheel framework was used to analyze behavioural drivers of empathic care in elderly home care.

    Results

    Influences on empathic behaviour was identified in all 14 domains in the Theoretical Domains Framework. 13 target behaviours, 7 Intervention Functions and 45 Behaviour Change Techniques were suggested as suitable candidates to investigate for intervention development.

    Conclusion

    Empathy seems possible to promote through resource-efficient digital behaviour change interventions. Future studies may use this work as a starting point for development of interventions to promote empathic behaviour in elderly care.

  • 4.
    Bergqvist, Malin
    Linköping University, Department of Computer and Information Science. Linköping University, Faculty of Arts and Sciences.
    ​Ökad mobilitet, delaktighet och frihet ― IKT-stöd som fyller verkliga behov inom äldreomsorg: Behovskartläggning för kommunikation och information mellan omsorgstagare, närstående och utförare som grund till en gemensam kontaktyta2014Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [en]

    Sweden’s population is steadily growing older and while the demand for care of senior citizens is increasing, care givers are forced to cope with diminishing resources in terms of money and qualified staff. Many put hope in new eHealth technology, as a means of raising efficiency and quality in the every day working situation. This thesis aims to study needs regarding communication, information and interaction between care takers, dependants and caregivers in geriatric care, in order to create a foundation upon which an ICT system may be built to fulfill those needs. The results presented are part of a research project focusing on future ICT systems in healthcare. Data was collected through an observational study, group discussions with informants related to care takers, and qualitative interviews with 13 informants who have extensive experience of geriatric care. The results imply there are existing problems that may be avoided by facilitating information sharing between the aforementioned groups. The study also presents some important points of discussion regarding usefulness, clashing needs of different users, and the balance between simplicity of use and system size.

  • 5.
    Bonu, Bruno
    et al.
    Université Paul Valéry Montpellier 3, France.
    Broth, Mathias
    Linköping University, Department of Culture and Communication, Language and Culture. Linköping University, Faculty of Arts and Sciences.
    Crozat, Dominique
    Université Paul Valéry Montpellier 3, France.
    Fauré, Laurent
    Université Paul Valéry Montpellier 3, France.
    Sélimanovski, Catherine
    Université Paul Valéry Montpellier 3, France.
    Voir, montrer, dire un ”carnaval de rues” dans un centre de vidéosurveillance2013In: Dire l'événement: Langage, mémoire, société / [ed] Sophie Moirand, Sandrine Reboul-Touré, Danielle Londei, Licia Reggiani, Paris: Presses Sorbonne Nouvelle, 2013, p. 49-59Chapter in book (Refereed)
  • 6.
    Chowdhury, Shamsul I.
    Linköping University, Department of Computer and Information Science. Linköping University, The Institute of Technology.
    Statistical expert systems: a special application area for knowledge-based computer methodology1987Licentiate thesis, monograph (Other academic)
    Abstract [en]

    The study investigates the purposes, functions and requirements of statistical expert systems and focuses attention on some unique characteristics of this subcategory of knowledge-based systems. Statistical expert systems have been considered in this thesis as one approach to improve statistical software and extend their safe usability to a broad category of users in different phases of a statistical investigation. Some prototype applications in which the author has been involved are presented and discussed. A special chapter is devoted to the question whether this methodology might be a rare example of an advanced technology that is suitable for application in non-advanced environments, such as in developing countries.

  • 7.
    Crusoe, Jonathan
    Linköping University, Department of Management and Engineering, Information Systems. Linköping University, Faculty of Arts and Sciences.
    Why is it so challenging to cultivate open government data?: Understanding impediments from an ecosystem perspective2019Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    Introduction: This compilation licentiate thesis focuses on open government data (OGD). The thesis is based on three papers. OGD is a system that is organized when publishers collect and share data with users, who can unrestrictedly reuse the data. In my research, I have explored why it can be challenging to cultivate OGD. Cultivation is human activities that change, encourage, or guide human organizations towards a higher purpose by changing, introducing, managing, or removing conditions. Here, the higher purpose is OGD to realize believed benefits. Thus, OGD cultivation is an attempt to stimulate actors into organizing as OGD.

    Problem and Purpose: OGD is believed to lead to several benefits. However, the worldwide OGD movement has slowed down, and researchers have noted a lack of use. Publishers and users are experiencing a set of different impediments that are challenging to solve. In previous research, there is a need for more knowledge about what can impede the OGD organization, cause non-valuable organizing, or even collapse the organization. At the same time, there is a lack of knowledge about how impediments shape the organization of OGD. This gap can make it hard to solve and overcome the impediments experienced by publishers and users. The sought-after knowledge can bring some understanding of the current situation of OGD. In this research, I have viewed the organization of OGD as an ecosystem. The purpose of this thesis is to draw lessons about why it can be challenging to cultivate OGD ecosystems by understanding OGD impediments from an ecosystem perspective.

    Research Design: I set out to explore OGD through qualitative research from 2016 to 2018. My research started with a pilot case study that led to three studies. The studies are each reported in a paper and the papers form the base of this thesis. The first paper aims to stimulate the conceptually oriented discussion about actors’ roles in OGD by developing a framework that was tested on a Swedish public agency. The second paper has the purpose of expanding the scope surrounding impediments and was based in a review and systematization of previous research about OGD impediments. The third paper presents an exploration of impediments experienced by publishers, users, and cultivators in the Swedish national OGD ecosystem to identify faults. From the three papers, lessons were drawn in turn and together, that are presented in this thesis.

    Findings: Cultivators when cultivating OGD ecosystems are facing towering challenges. The following three main challenges are identified in this thesis: (1) to cultivate a system that can manage stability by itself without constant involvement, (2) to cultivate a system that is capable of evolving towards a “greater good” by itself, and (3) to have an up-to-date precise vocabulary for a self-evolving system that enables inter-subjective understand for coordinating problem-solving.

    Contribution: The theoretical contribution of this thesis is that OGD ecosystems can be viewed as a public utility. Moreover, I recommend that researchers approach the organizing of OGD as the cultivation of evolution, rather than the construction of a structure; to consider the stability of the system in growth, value, and participation; and to be cautious with how they label and describe OGD actors. For actors that are cultivating OGD, I recommend that they guide the OGD actors to help them organize; view OGD cultivation as the management of evolution (growth) towards a purpose; and view cultivation as a collaborative effort where they can supply ideas, technologies, practices, and expertise.

    List of papers
    1. Investigating open government data barriers: A literature review and conceptualization
    Open this publication in new window or tab >>Investigating open government data barriers: A literature review and conceptualization
    2018 (English)In: Electronic Government: EGOV 2018 / [ed] Parycek P., Springer Verlag , 2018, p. 169-183Conference paper, Published paper (Refereed)
    Abstract [en]

    When focusing on open government data (OGD) publishing and related barriers, there are several complexities present. Largely, current research is focused on publishing and usage of OGD; and we argue that there are a need to investigate and to systematise OGD barrier research in order to understand and outline an expanded scope of the phenomenon. We expand by clarifying barriers linked to the release decision and the data’s organisational context. To investigate the OGD barriers, we conduct a systematic literature review, identifying 34 articles as a point of departure for our analysis. From these articles we create, present and discuss illustrations on historical development, barrier types, and different research focuses on OGD. When analysing the articles, we identify a focus on technical, organisational, and legal barrier types, while studies on open data usage and systems are less frequent. Our analysis also identifies some possible open data research barriers. In the article we also relate barriers to an expanded OGD process (Suitability, Release, Publish, Use, and Evaluation), identifying 46 barriers with possible linkages. The results is an expanded scope and a conceptual illustration of OGD barriers. © IFIP International Federation for Information Processing 2018.

    Place, publisher, year, edition, pages
    Springer Verlag, 2018
    Series
    Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 11020
    Keywords
    Barriers, Challenges, Impediments, Literature review, Myths, OGD, Open data, Open government data, Process, Risks, Government data processing, Processing, Literature reviews, Open datum, Reviews
    National Category
    Information Systems
    Identifiers
    urn:nbn:se:liu:diva-151311 (URN)10.1007/978-3-319-98690-6_15 (DOI)2-s2.0-85052893750 (Scopus ID)978-3-319-98689-0 (ISBN)978-3-319-98690-6 (ISBN)
    Conference
    EGOV 2018, Electronic Government
    Available from: 2018-09-17 Created: 2018-09-17 Last updated: 2019-04-02
  • 8.
    Daza-Caicedo, Sandra
    et al.
    Observ Colombiano Ciencia and Tecnol, Colombia.
    Maldonado Castaneda, Oscar
    Linköping University, Department of Thematic Studies, Technology and Social Change. Linköping University, Faculty of Arts and Sciences.
    Arboleda-Castrillon, Tania
    Pontificia University of Javeriana, Colombia.
    Falla, Sigrid
    Corp Maloka Ciencia Tecnol and Innovac, Colombia.
    Moreno, Pablo
    Observ Colombiano Ciencia and Tecnol, Colombia.
    Tafur-Sequera, Mayali
    Corp Maloka Ciencia Tecnol and Innovac, Colombia.
    Papagayo, Diana
    Observ Colombiano Ciencia and Tecnol, Colombia.
    Measuring the impact of practices of social appropriation of science and technology: a proposal for a set of indicators2017In: História, Ciências, Saúde-Manguinhos, ISSN 0104-5970, E-ISSN 1678-4758, Vol. 24, no 1, p. 145-164Article in journal (Refereed)
    Abstract [en]

    We propose a set of qualitative indicators for monitoring practices of social appropriation of science and technology. The design of this set is based on the Maloka case, but it can be of use to multiple actors involved in the social appropriation of science and technology (referred to by its Spanish acronym, ASCyT). The introduction discusses the concept of ASCyT. The first section provides a review of the literature about measuring activities that link science and society. The second section explains why it is important to develop this type of measurement. The third section lays out the methodology used in designing the indicators. The fourth section explains the set of indicators and the fifth reflects on that process.

  • 9.
    Flint, Jennifer
    et al.
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Schönborn, Konrad
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Höst, Gunnar
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Lundin Palmerius, Karljohan
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Investigating an Immersive Virtual Nanoscience Simulation for Learning: Students' Interaction, Understanding, Attitudes and System Usability2014In: AERA Online Paper Repository, 2014, 2014Conference paper (Refereed)
    Abstract [en]

    Rapid nanoscientific development in a myriad of applied fields compels educational structures to develop curricular nanoknowledge for a future citizenry capable of contributing skills to a nano-workforce and in acquiring a nano-literacy. This study investigated ten Swedish upper-secondary students' interactions with a virtual reality nanoworld and sought to illuminate: 1) how students link to and support their understanding of prior science knowledge, 2) students' attitudes towards the benefits and risks of nanotechnology, and 3) the usability of the system. Analyzed videotaped and written data elicited cognitive mechanisms underlying interaction with the virtual reality environment for promoting understanding, the influence of the interactive experience on students' attitudes to nanophenomena, and system features that could be applied in real science classrooms.

  • 10.
    Friberg, Anneli
    Linköping University, University Library.
    Continuous Usability Testing: The importance of Being Iterative When it Comes to Assessment and Development of the Library’s Digital Services2017In: Proceeding so fthe 2016 Library assessment conference buiLding effective, sustainabLe, PracticaL assessment, october 31–november 2, 2016 Arlington, USA / [ed] Sue Baughman, Steve Hiller, Katie Monroe and Angela Pappalardo, Washington, DC: Association of Research Libraries , 2017, p. 188-194Conference paper (Other academic)
    Abstract [en]

    The interest for user experience (UX) and usability in libraries has grown rapidly over the past years and has now become an essential tool for developing and assessing a library’s digital services and physical spaces. It is necessary, though, to recognize that UX incorporates much more than just usability. Norman and Nielsen summarize user experience as something that “encompasses all aspects of the end-user’s interaction with the company, its services, and its products” and continues:

    “The first requirement for an exemplary user experience is to meet the exact needs of the customer, without fuss or bother. Next comes simplicity and elegance that produce products that are a joy to own, a joy to use. True user experience goes far beyond giving customers what they say they want, or providing checklist features. In order to achieve high-quality user experience in a company’s offerings there must be a seamless merging of the services of multiple disciplines, including engineering, marketing, graphical and industrial design, and interface design.

    Furthermore, they state that it is important to separate the overall user experience from usability, since the latter “is a quality attribute of the UI [user interface], covering whether the system is easy to learn, efficient to use, pleasant, and so forth.”

    At Linköping University Library (LiUB) we are slowly moving towards a “culture of usability” where users are being observed interacting with both physical and virtual spaces, the way Godfrey advocates, but this paper will only focus on the library’s online presence. The main objective with this paper is to argue for continuous usability testing, as a part of regular library activity.

    Usability testing within the library sector is nothing new per se, but it is usually done in the process of launching a new or redesigned website/UI or implementing a new library system. Most often it has a distinct focus on web development, and is not so much used to develop other services or physical spaces. This is confirmed in numerous articles and UX-blog posts and articles by e.g. Gasparini, Godfrey, Broadwater, and Dominguez, Hamill and Brillat. Sometimes the tests are not conducted by library staff, but by external consultants. Our approach, however, is to use an in-house, continuous process which is applied not only to the library’s website structure, but also to other digital services such as the search box on the library start page and link resolver user interface and the link resolver icon in the discovery tool.

    Rettig asks whether such a thing as “grassroots UX” exists in libraries. She wonders if “the UX hopeful, [who] do not have the mandate or team or job title”, can find “ways to apply UX methods to smaller-scale, day-to-day work in the library?” I am inclined to say that it is possible. A UX perspective can and should be integrated in any development project, big or small. The UX philosophy does not have to be initiated as a top-down initiative, and in a sense LiUB’s systematic way of doing usability testing started out as a grassroots initiative.

  • 11.
    Gammelgaard Ballantyne, Anne
    et al.
    Linköping University, Department of Thematic Studies, Centre for Climate Science and Policy Research. Linköping University, Department of Thematic Studies, Tema Environmental Change. Linköping University, Faculty of Arts and Sciences. Department of Business Development and Technology, Aarhus University, Denmark.
    Wibeck, Victoria
    Linköping University, Department of Thematic Studies, Centre for Climate Science and Policy Research. Linköping University, Department of Thematic Studies, Tema Environmental Change. Linköping University, Faculty of Arts and Sciences.
    Neset, Tina-Simone
    Linköping University, Department of Thematic Studies, Tema Environmental Change. Linköping University, Department of Thematic Studies, Centre for Climate Science and Policy Research. Linköping University, Faculty of Arts and Sciences.
    Images of climate change: A pilot study of young people’s perceptions of ICT-based climate visualization2016In: Climatic Change, ISSN 0165-0009, E-ISSN 1573-1480, Vol. 134, no 1, p. 73-85Article in journal (Refereed)
    Abstract [en]

    Climate change can be difficult for laypeople to make sense of, because of its complexity, the uncertainties involved and its distant impacts. Research has identified the potentials of Information and Communication Technologies (ICT) for visualizing and communicating climate change to lay audiences and thus addressing these communication challenges.However, little research has focused on how ICT-based visualization affects audiences’ understandings of climate change. Employing a semiotic framework and through a combination of focus group interviews and mindmap exercises, we investigated how Swedish students make sense of climate messages presented through an ICT-based visualisation medium; a dome theatre movie. The paper concludes that visualization in immersive environments works well to concretize aspects of climate change and provide a starting point for reflection, but we argue that the potential to add interactive elements should be further explored, as interaction has the potential to influence meaning-making processes. In addition, audiences’ preconceptions of climate change influence their interpretations of climate messages, which may function as a constraint to climate communication.

  • 12.
    Gulz, Agneta
    et al.
    Cognitive Science, Lund Unversity, Lund, Sweden.
    Magnusson, CharlotteCertec - Rehabilitation Engineering and Design, Lund University, Lund, Sweden.Malmborg, LoneIT - University of Copenhagen, Denmark.Eftring, HåkanCertec - Rehabilitation Engineering and Design, Lund University, Lund, Sweden.Jönsson, BodilLund University, Sweden.Tollmar, KonradLund University, Sweden .
    Proceedings of the 5th Nordic Conference on Human-Computer Interaction - Using Bridges2008Conference proceedings (editor) (Other academic)
    Abstract [en]

    NordiCHI is the main forum for human-computer interaction research in the Nordic countries. It is a biannual event. The first four were held in Stockholm (2000), Aarhus (2002), Tampere (2004) and Oslo (2006). This year's conference in Lund is hosted by Lund University in affiliation with Malmö University and IT University of Copenhagen.

    The theme is Using Bridges: A key challenge that our everyday culture raises is to find better ways to combine theory and practice. Bridging needs to take place on many levels: individual-to- individual, many-to-many, culture-to-culture, region-to-region, human-to-artefact, mankind-to- technology, and artefact-to-artefact. The vision is that the conference will enable the meeting of cultures within HCI --- geographically distinct ones as well as those of academia, industry and public life.

    The broad call for participation elicited an excellent response, and we are happy to offer a high-quality technical programme that combines the best of the NordiCHI tradition with emerging trends in interaction design. The technical programme combines five different categories of submissions: full papers, short papers, design cases, industrial experience reports and interactive events (demonstrations). The industrial experience report category follows the initiative from NordiCHI 2006, whereas the design case category is new this year. The intention of design cases is twofold: to open a venue for the growing community of design researchers in HCI, interaction design and related fields, and to experiment with a format for knowledge production in which the significance of critics and criticism is acknowledged.

    We received 139 full papers, 112 short papers, 3 design cases and 9 industrial experience reports. An international committee comprising 161 reviewers helped in the selection process. In the end we accepted 42 full papers, 39 short papers (12 for plenum presentation and 27 as poster presentations), 2 design cases each with two critiques, and 8 industrial experience reports. The acceptance rate for full papers was 30.2% and 34.8% for short papers. The submitted full papers represent 20 countries, with the accepted ones representing 9, whereof 5 are outside the Nordic region.

  • 13.
    Guyader, Hugo
    Linköping University, Department of Management and Engineering, Business Administration. Linköping University, Faculty of Arts and Sciences.
    No One Rides for Free!: Three Styles of Collaborative Consumption2018In: Journal of Services Marketing, ISSN 0887-6045, E-ISSN 0887-6045, Vol. 32, no 6, p. 692-714Article in journal (Refereed)
    Abstract [en]

    Purpose – This paper focuses on collaborative consumption; that is, the peer-to-peer (P2P)exchange of goods and services facilitated by online platforms. Anchored in the access paradigm,collaborative consumption (e.g., accommodation rental, ridesharing services) differs fromcommercial services offered by firms (e.g., B2C carsharing). The aim of this study is to examine thenuanced styles of collaborative consumption in relation to market-mediated access practices andsocially mediated sharing practices.Design/methodology/approach – Following the general research trend on mobility services, thecontext of long-distance ridesharing is chosen. Data collection was conducted using participantobservation as peer service provider, 11 ethnographic interviews of consumers, and a netnographicstudy of digital artefacts.Findings – Using practice theory, 10 ridesharing activities were identified. These activities and thenuances in the procedures, understandings, and engagements in the ridesharing practice led to thedistinction of three styles of collaborative consumption: (1) Communal collaborative consumption,which is when participants seek pro-social relationships in belonging to a community; (2)Consumerist collaborative consumption, performed by participants who seek status andconvenience in the access lifestyle; and (3) Opportunistic collaborative consumption, whenparticipants seek to achieve monetary gain or personal benefits from abusive activities.Originality/value – By taking a phenomenological approach on collaborative consumption, thisstudy adds to the understanding of the sharing economy as embedded in both autilitarian/commercial economic system, and a non-market/communal social system. The threestyles of collaborative consumption propose a framework for future studies differentiating P2Pexchanges from other practices (i.e., B2C access-based services, sharing).

  • 14.
    Henriksen, Line
    Linköping University, The Tema Institute, The Department of Gender Studies. Linköping University, Faculty of Arts and Sciences.
    In the Company of Ghosts: Hauntology, Ethics, Digital Monsters2016Doctoral thesis, monograph (Other academic)
    Abstract [en]

    This thesis explores French philosopher Jacques Derrida’s ’hauntology’ through the lens of digital monsters and feminist theory.

    Hauntology – a pun on ‘ontology’ and ‘haunting’ – offers an ethics based on responsibility towards that which cannot be said to fully exist, yet has an effect on our everyday lives nonetheless. Like the figure of the ghost, such undecidable existences are neither absent nor present, here nor gone, of the past or the future. In other words: they haunt.

    By engaging with hauntology through contemporary stories of digital monsters – such as The Curious Case of Smile.jpg, Welcome to Night Vale and Mushroom Land TV - the thesis discusses how such troubling hauntings might be imagined, and what it means to think an ethics based on responsibility towards the undecidable. In this way, the thesis brings together hauntology and digital media, arguing that thinking with and through the figure of the ghost as well as the digital monster may lead to different and critical ways of imagining both the world and ethics.

    In short, drawing upon feminist theory and creative writing, the thesis maps out a relational ethics of hauntings and internet story-telling.

  • 15.
    Holgersson, Stefan
    et al.
    Linköping University, Department of Management and Engineering, VITS - Development of Informations Systems and Work Context. Linköping University, Faculty of Arts and Sciences.
    Röstlinger, Annie
    Linköping University, Department of Management and Engineering, VITS - Development of Informations Systems and Work Context. Linköping University, Faculty of Arts and Sciences.
    Goldkuhl, Göran
    Linköping University, Department of Management and Engineering, VITS - Development of Informations Systems and Work Context. Linköping University, Faculty of Arts and Sciences.
    Askenäs, Linda
    Linköping University, Department of Management and Engineering, VITS - Development of Informations Systems and Work Context. Linköping University, The Institute of Technology.
    Larsson, Ulf
    IHH Jönköping.
    En studie av användning av datorer i kommunala gymnasieskolor i Jönköping. Redovisning av etapp 1 (1:1-projektet):  2011Report (Other academic)
    Abstract [sv]

    Data till denna delstudie av 1:1-­‐projektet har samlats in av forskare genom intervjuer, enkäter och deltagande observation. Jönköpings kommun har lyckats utveckla 1:1-­‐projektet   sedan pilotprojektet genomfördes på Bäckadalsgymnasiet respektive på Sandagymnasiet.

    I huvudsak uppfattar både elever och lärare att tekniken numera fungerar tillfredsställande.  

    På Sandagymnasiet anser nästan 60 procent av lärarna att 1:1-­‐projektet medfört att eleverna presterar bättre resultat jämfört med tidigare år. Huvuddelen av lärarna på de    andra skolorna har dock uppfattningen att 1:1-­‐projektet ännu inte medfört att eleverna presterar bättre resultat. Främst har datorerna använts för administration och inte varit en  naturlig del av den pedagogiska processen. Genomgående i intervjuerna med lärare och elever framgår att det saknas goda exempel på hur man på ett mera innovativt eller  annorlunda sätt kan stödja lärandeprocesserna genom att använda dator i undervisningen.

    Här finns det mycket att göra.

     

  • 16.
    Johansson, Robert
    et al.
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, Faculty of Arts and Sciences. Department of Clinical Neuroscience, Karolinska Institutet, Stockholm, Sweden.
    Jönsson, Arne
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, Faculty of Arts and Sciences.
    Consider Clojure: A modern Lisp that runs on Java and Javascript hosts2016In: Proceedings of the 12'th SweCog Conference / [ed] [ed] Alexander Almér, Robert Lowe, Erik Billing, Skövde: University of Skövde , 2016Conference paper (Other academic)
    Abstract [en]

    Developing software is a key methodology in cognitive science. Lisp is a family of programming languages that historically has been very influential in cognitive science in general and in the field of artificial intelligence in particular. Scientists and practitioners alike were drawn to Lisp due to its intelligent design and elegance. However, for various reasons it has become more and more uncommon to use Lisp in cognitive science and AI research.

    Clojure is a modern Lisp language that compiles both to the Java virtual machine and to Javascript. This enables us to write fast, stand-alone applications in Lisp that runs on computers, smartphones and in web browsers - everything written in the same language. Clojure encourages functional programming – an approach to software development in where we model our application in terms of data flowing through the system. The design and implementation of an application then become a process where the developer writes modular parts that transforms data. Such workflow open up for very elegant solutions to some of today's problems in software development in general and in the field of web applications in particular.

    Clojure can be used for everything from resource-intensive server-side applications to lightweight applications that runs in the browser or as a smartphone application. In addition, Clojure has a rich eco-system of freely available libraries to make development become like building things with LEGO.

    In this talk, we will give a technical demonstration of the language in where we demonstrate various aspects of the language that is relevant for cognitive science researchers and practitioners. We will also demonstrate an e- Health application that has been written in Clojure. It enables clinical practitioners to use the Internet to provide psychological treatment to individuals with for example depression and anxiety. Our experiences with Clojure in developing this application will be described. We have also made efforts to teach software development with Clojure to clinical psychologists to enable them to write e-Health web applications without any background in software development. This project will also be described in the talk.

    We believe that Clojure combines the best of both worlds – elegance and performance. With this talk, we hope to demonstrate why we believe Clojure is a perfect fit for both research and practice in the field of cognitive science.

    References

    Johansson, R. (in preparation). Functional programming with Clojure.

    Johansson, R. (in preparation). Writing the code for ICBT web applications.

  • 17.
    Kottorp, Anders
    et al.
    Division of Occupational Therapy, Department of Neurobiology, Care Sciences and Society, Karolinska Institutet, Huddinge, Sweden / Department of Occupational Therapy, College of Applied Health Sciences, University of Illinois at Chicago, USA.
    Nygård, Louise
    Division of Occupational Therapy, Department of Neurobiology, Care Sciences and Society, Karolinska Institutet, Huddinge, Sweden.
    Hedman, Annicka
    Division of Occupational Therapy, Department of Neurobiology, Care Sciences and Society, Karolinska Institutet, Huddinge, Sweden.
    Öhman, Annika
    Linköping University, Department of Social and Welfare Studies, Division of Occupational Therapy. Linköping University, Department of Social and Welfare Studies, NISAL - National Institute for the Study of Ageing and Later Life. Linköping University, Faculty of Medicine and Health Sciences.
    Malinowsky, Camilla
    Division of Occupational Therapy, Department of Neurobiology, Care Sciences and Society, Karolinska Institutet, Huddinge, Sweden.
    Rosenberg, Lena
    Division of Occupational Therapy, Department of Neurobiology, Care Sciences and Society, Karolinska Institutet, Huddinge, Sweden.
    Lindqvist, Eva
    Division of Occupational Therapy, Department of Neurobiology, Care Sciences and Society, Karolinska Institutet, Huddinge, Sweden.
    Ryd, Charlotta
    Division of Occupational Therapy, Department of Neurobiology, Care Sciences and Society, Karolinska Institutet, Huddinge, Sweden.
    Access to and use of everyday technology among older people: An occupational justice issue – but for whom?2016In: Journal of Occupational Science, ISSN 1442-7591, E-ISSN 2158-1576, Vol. 23, no 3, p. 382-388Article in journal (Refereed)
    Abstract [en]

    Research into older people’s use of remote controls, mobile phones, digital home appliances, and computerized communication systems reveals that many have difficulty accessing and using these everyday technologies. By using occupational justice theory as a lens onto this technological development, we argue in this commentary that critical analysis of the findings from an occupational perspective reveals systematic injustices that disadvantage certain sectors of the older population. In particular we propose that, contrary to what might be expected, diagnosis or disability is not the sole marker for a vulnerable population at high risk of occupational injustices. Rather, the empirical findings support that other aspects (e.g., economic, educational) may also be influencing both everyday technology access and use among the older population. In light of these concerns, we argue that (a) occupation-centred outcome measures are needed to target everyday technology populations at risk of occupational injustices, and (b) future studies evaluating the access and use of everyday technology among older people must also monitor and target socio-demographic diversities.

  • 18.
    Lundgren, Charlotte
    et al.
    Linköping University, Department of Culture and Communication, Language and Literature. Linköping University, Faculty of Arts and Sciences.
    Blokhuis Zetterqvist, Mari
    Södertörns högskola, Institutionen för kultur och lärande.
    Riders’ perception of equestrian communication in sports dressage.2017In: Society & Animals, ISSN 1568-5306, Vol. 25, no 6, p. 573-591Article in journal (Refereed)
    Abstract [en]

    The aim of this study is to enhance the understanding of how sport dressage riders describe rider-horse communication when riding, and to relate these descriptions to current research on human-horse communication. Interviews with 15 amateur dressage riders were analyzed using a qualitative approach. The study shows that the interviewed riders describe the communication with the horses partly in a behavioristic way, applying concepts based on learning theory, which deviate from the description of riders as lacking understanding of these concepts put forth by some researchers. The riders connect the timing of their aids to equestrian feel, which they describe as the most difficult yet the most awarding aspect of the interspecies communication that riding is. Simultaneously, they acknowledge that horses are fully capable of choosing to listen to and cooperate with their requests.

  • 19.
    Lundin Palmerius, Karljohan
    et al.
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Johansson, Daniel
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Höst, Gunnar
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Schönborn, Konrad
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    An Analysis of the Influence of a Pseudo-haptic Cue on the Haptic Perception of Weight2014In: Haptics: Neuroscience, Devices, Modeling, and Applications: 9th International Conference, EuroHaptics 2014, Versailles, France, June 24-26, 2014, Proceedings, Part I, Springer, 2014, Vol. 8618/8619, p. 117-125Conference paper (Refereed)
    Abstract [en]

    Haptics provides powerful cues about forces but cannot easily be integrated in all relevant applications, such as education. Pseudo-haptic cues, visual information that simulate haptic sensations, have been raised as an alternative. It is, however, largely unknown how (or even if) pseudo-haptic cues are perceived by the haptic sensory modality. In this paper we present an approach that applies theories on multimodal integration to testing if a pseudo-haptic cue is triggering haptic perception. This approach is subsequently applied in designing an experiment that tests a pseudo-haptic cue based on a visual force-causes-displacement metaphor, similar to a rubber band.

  • 20.
    Löwgren, Jonas
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
    The collective novice: A designer's reflections on emergent complexity in collaborative media2016In: Ubiquitous computing, complexity and culture / [ed] Ulrik Ekman, Jay David Bolter, Lily Díaz, Morten Söndergaard, Maria Engberg, Oxford: Routledge, 2016, p. 364-374Chapter in book (Refereed)
  • 21.
    Löwgren, Jonas
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
    The RTD Community and the Big Picture2015In: Constructivist Foundations, ISSN 1782-348X, E-ISSN 1782-348X, Vol. 11, no 1, p. 28-30Article in journal (Refereed)
    Abstract [en]

    The Research Through Design (RTD) conferences represent important steps towards more meaningful academic practices, not only within the field of research through design but potentially for many related academic fields. In order to realize this potential, I would like to take a step back and look at the RTD community in the context of a larger academic landscape.

  • 22.
    Manker, Jon
    et al.
    Södertörns högskola, Institutionen för kommunikation, medier och IT, Medieteknik.
    Arvola, Mattias
    Linköping University, Department of Computer and Information Science, MDALAB - Human Computer Interfaces. Linköping University, The Institute of Technology.
    Prototyping in game design: Externalization and internalization of game ideas2011In: HCI 2011: Health, Wealth & Happiness: The 25th BCS Conference on Human-Computer Interaction. Newcastle Upon Tyne, UK, July 4-8, 2011., 2011Conference paper (Refereed)
    Abstract [en]

    Prototyping is a well-studied activity for interaction designers, but its role in computer game design is relatively unexplored. The aim of this study is to shed light on prototyping in game design. Interviews were conducted with 27 game designers. The empirical data was structured using qualitative content analysis and analysed using the design version of The Activity Checklist. The analysis indicated that six categories of the checklist were significant for the data obtained. Thesecategories are presented in relation to the data. The roles of externalization and internalization are specifically highlighted.

  • 23.
    Matinaro, Ville
    et al.
    Department of Production, University of Vaasa, Finland.
    Liu, Yang
    Department of Production, University of Vaasa, Finland.
    Virtual design and construction: innovation process and diffusion in Finnish construction business2015In: International Journal of Innovation and Learning, ISSN 1471-8197, E-ISSN 1741-8089, Vol. 18, no 2, p. 133-150Article in journal (Refereed)
    Abstract [en]

    In construction business, implementation of innovations seems to be difficult especially when high-technology is involved. There are some observed barriers such as its cyclical nature and project-based working which are not ideal for implementing processes. This paper highlights leadership skills instead of traditional skills from the management and suggests that there is a need to change some human resource management practices. In projects-based industry, learning processes must happen in the projects themselves and cooperation between projects is highly important. Also good communication skills and channels are essential. Innovations and leadership have a crucial role in this process.

  • 24.
    Mora Gamez, Fredy
    et al.
    Linköping University, Department of Thematic Studies, Technology and Social Change. Linköping University, Faculty of Arts and Sciences.
    Brown, Steven D.
    Nottingham Trent Univ, England.
    The psychosocial management of rights restitution: Tracing technologies for reparation in post-conflict Colombia2019In: Theory & psychology, ISSN 0959-3543, E-ISSN 1461-7447, Vol. 29, no 4, p. 521-538Article in journal (Refereed)
    Abstract [en]

    Psychosocial assistance is a crucial aspect of recent state reparation and human rights restitution policies in post-conflict Colombia. Drawing on the methodological tools offered by Science and Technology Studies (STS), we follow the trajectories of a psychosocial protocol for emotional recovery as a technology of reparation deployed in rural communities between 2013 and 2017. We ethnographically describe how psychological and administrative projects are merged in practice and come to shape practices and emotional self-valuations. Building on Serres concept of betrayal, we reflect on the potential contours of quantifications embedded in psychosocial assistance as opportunities for different forms of reparation to emerge. These forms of reparation coexist in intertwined epistemic practices of psychosocial assistance. We claim that a potentially alternative form of reparation arises despite the predominance of an administrative design mainly concerned with quantification and efficient policy management.

  • 25.
    Nordgren, Anders
    Linköping University, Department of Culture and Communication, Arts and Humanities. Linköping University, Faculty of Arts and Sciences.
    Emerging technologies and vulnerable people: The case of assistive technologies for persons with dementia2017Conference paper (Refereed)
    Abstract [en]

    Dementia has emerged as a problem to be tackled by various assistive technologies, for example, mobile safety alarms with GPS positioning, fall detectors and adapted internet for social contact. However, persons with dementia are vulnerable, suggesting that such technologies should be used with caution. It is a common experience among care professionals that persons with dementia often show resistiveness to care. This resistiveness is an indication of their vulnerable condition. They are sometimes not aware of what is in their best interest. In this paper I discuss how to handle resistiveness to assistive technologies among these patients. Some assistive technologies for persons with dementia can be beneficial provided that they are used with special consideration of their vulnerable condition. However, it can be a delicate task to overcome resistiveness while at the same time respecting their autonomy. I suggest how this can be done in a stepwise manner. Special attention is given to the concept of nudging. I also indicate under which circumstances some form of coercion might be justified.

  • 26.
    Ouvrier, Gustaf
    et al.
    Linköping University, Faculty of Science & Engineering.
    Laterman, Michel
    SAP, Germany.
    Arlitt, Martin
    University of Calgary, Canada.
    Carlsson, Niklas
    Linköping University, Department of Computer and Information Science, Database and information techniques. Linköping University, Faculty of Science & Engineering.
    Characterizing the HTTPS Trust Landscape: A Passive View from the Edge2017In: IEEE Communications Magazine, ISSN 0163-6804, E-ISSN 1558-1896, Vol. 55, no 7, p. 36-42Article in journal (Refereed)
    Abstract [en]

    Our society increasingly relies on web-based services like online banking, shopping, and socializing. Many of these services heavily depend on secure end-to-end transactions to transfer personal, financial, and other sensitive information. At the core of ensuring secure transactions are the HTTPS protocol and the trust relationships between many involved parties, including users, browsers, servers, domain owners, and the third-party CAs that issue certificates binding ownership of public keys with servers and domains. This article presents an overview of the current trust landscape and provides statistics to illustrate and quantify some of the risks facing typical users. Using measurement results obtained through passive monitoring of the HTTPS traffic between a campus network and the Internet, we provide concrete examples and characterize the certificate usage and trust relationships in this complex landscape. By comparing our observations against known vulnerabilities and problems, we highlight and discuss the actual security that typical Internet users (e.g., the people on campus) experience. Our measurements cover both mobile and stationary users, consider the involved trust relationships, and provide insights into how the HTTPS protocol is used and the weaknesses observed in practice. While the security properties vary significantly between sessions, out of the 232 million HTTPS sessions we observed, more than 25 percent had weak security properties.

  • 27.
    Pilemalm, Sofie
    Linköping University, Department of Management and Engineering, Information Systems. Linköping University, Faculty of Arts and Sciences.
    Participatory Design in Emerging Civic Engagement Initiatives in the New Public Sector: Applying PD Concepts in Resource-Scarce Organizations2018In: ACM Transactions on Computer-Human Interaction, ISSN 1073-0516, E-ISSN 1557-7325, Vol. 25, no 1, p. 5:1-5:26Article in journal (Refereed)
    Abstract [en]

    In this study, we address the role of Participatory Design (PD) in emerging public sector governance forms and, more specifically, civic engagement and we-government initiatives. We achieve this by first providing a research overview of the development of PD approaches since they originated in the 1970s, identifying different PD generations and associated concepts, contexts, and challenges, and then relating them to current public sector trends. Next, we link the overview to a practical example by presenting a case of applying PD to a civic engagement project that takes place in the Swedish emergency response system. Our example findings sustain previously identified needs to return to broad change processes and balance this with ICT re-configuration and structuration of the collaborative processes, the related stakeholders, and their needs, this time in a context where work tasks and responsibilities are not yet defined, known or experienced among stakeholders. We then suggest methodological ways to handle this by (1) applying an interdisciplinary PD approach, (2) replacing the traditional design group with a combination of various qualitative methods and PD techniques, e.g., focus groups, modified scenario-based future workshops, exercises, and after-action-reviews, and (3) support PD activities with context-specific frameworks. We argue that applying PD concepts to the governance forms that are emerging in resource-constrained public sector organizations poses a number of challenges, many of them relating directly to the unknown character of the work setting and the practical difficulties of involving civil citizens as end-users. However, if they are addressed and handled adequately, making civic engagement initiatives work processes and ICT support to work smoothly, this can contribute to a re-politicization of PD in terms of space, action, and the empowerment of citizens both by enhancing their skills and by having them represented in design activities.

  • 28.
    Rahm, Lina
    Linköping University, Department of Behavioural Sciences and Learning, Education and Adult Learning. Linköping University, Faculty of Educational Sciences.
    Educational imaginaries: a genealogy of the digital citizen2019Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    This thesis makes use of a genealogical approach to map out and explainhow and why computers and citizenship have become so closely connected.It examines the historical continuities and disruptions, and the role thatpopular education has played in this interrelation. Drawing on previousresearch in the overlap between Swedish popular education history andhistorical computer politics, this thesis adds knowledge about howimaginaries of popular education, operating as silver bullet solutions toproblems with computerization, have had important functions as governingtools for at least 70 years. That is, Swedish popular education has since the1950s been imagined as a central solution to problems with computerization,but also to realize the societal potentials associated with computers.

    Specifically, this thesis makes two contributions: 1) Empirically, the thesisunearths archived, and in many ways forgotten, discourses around thehistorical enactment of the digital citizen, and the role of popular education,questioning assumptions that are taken for granted in current times; 2)Theoretically, the thesis proposes a conceptual model of educationalimaginaries, and specifically introduces the notion (and method) of‘problematizations’ into these imaginaries.

    List of papers
    1. Ubiquitous computing, digital failure and citizenship learning in Swedish popular education
    Open this publication in new window or tab >>Ubiquitous computing, digital failure and citizenship learning in Swedish popular education
    2015 (English)In: Citizenship Teaching and Learning, ISSN 1751-1917, E-ISSN 1751-1925, Vol. 10, no 2, p. 127-141Article in journal (Refereed) Published
    Abstract [en]

    How do adult students enact citizenship, and what discursive and material conditions make certain enactments more or less possible? This article draws on 37 interviews with adult students at Swedish Folk High Schools and focuses on the everyday material-discursive enactments of interactive media in adult students’ statements about citizenship. Drawing on a post-constructional perspective, the analysis illustrates how students’ statements about citizenship are made possible by ever-present media technologies and the associated practices of ‘living in media’. Students’ statements continuously reiterate how notions of citizenship are entangled with the Internet (and other new media). However, while new media are deeply embedded in the everyday lives of citizens and enables important citizenship enactments, they are also a source of discomfort, giving rise to ambiguous statements. These double-edged statements refer on the one hand to negative implications on physical health, distraction from important tasks and an over-reliance on the Internet as an everyday need, and on the other hand to improved access to information, convivial communities and empowered citizenship.

    Keywords
    citizenship, citizenship education, adult learning, new media, folk high schools, popular education
    National Category
    Educational Sciences
    Identifiers
    urn:nbn:se:liu:diva-115923 (URN)10.1386/ctl.10.2.123_1 (DOI)
    Projects
    Adult students citizenship discourses within and beyond the curriculum
    Available from: 2015-03-24 Created: 2015-03-24 Last updated: 2019-09-16Bibliographically approved
    2. Popular education and the digital citizen: a genealogical analysis
    Open this publication in new window or tab >>Popular education and the digital citizen: a genealogical analysis
    2017 (English)In: European Journal for Research on the Education and Learning of Adults, ISSN 2000-7426, E-ISSN 2000-7426, Vol. 8, no 1, p. 21-36, article id rela9113Article in journal (Refereed) Published
    Abstract [en]

    This paper historicises and problematises the concept of the digital citizen and how it is constructed in Sweden today. Specifically, it examines the role of popular education in such an entanglement. It makes use of a genealogical analysis to produce a critical ‘history of the present’ by mapping out the debates and controversies around the emergence of the digital citizen in the 1970s and 1980s, and following to its manifestations in contemporary debates. This article argues that free and voluntary adult education (popular education) is and has been fundamental in efforts to construe the digital citizen. A central argument of the paper is that popular education aiming for digital inclusion is not a 21st century phenomenon; it actually commenced in the 1970s. However, this digitisation of citizens has also changed focus dramatically since the 1970s. During the 1970s, computers and computerisation were described as disconcerting, and as requiring popular education in order to counter the risk of the technology “running wild”. In current discourses, digitalisation is constructed in a non-ideological and post-political way. These post-political tendencies of today can be referred to as a post-digital present where computers have become so ordinary, domesticized and ubiquitous in everyday life that they are thereby also beyond criticism

    Place, publisher, year, edition, pages
    Linköping: Linköping University Electronic Press, 2017
    Keywords
    digitalisation; computerisation; adult education; popular education; genealogy; data politics; algorithmic politics
    National Category
    Pedagogy
    Identifiers
    urn:nbn:se:liu:diva-136289 (URN)10.3384/rela.2000-7426.rela9113 (DOI)
    Available from: 2017-04-06 Created: 2017-04-06 Last updated: 2019-09-16Bibliographically approved
    3. The Ironies of Digital Citizenship: Educational Imaginaries and Digital Losers AcrossThree Decades
    Open this publication in new window or tab >>The Ironies of Digital Citizenship: Educational Imaginaries and Digital Losers AcrossThree Decades
    2018 (English)In: Digital Culture & Society, ISSN 2364-2122, Vol. 4, no 2, p. 39-61Article in journal (Refereed) Published
    Abstract [en]

    Our everyday use of digital technologies, platforms and infrastructures is often portrayed as an autonomous technical development, guided by clever and independent innovations, rather than broad sociotechnical imaginaries that inspire parliamentary support and governance. This article will consequently shed the light on the often-overlooked structural and societal efforts that have historically shaped the digital citizen of today. For the past 70 years or so, non-formal adult education about computers and computing has been a key part of political ambitions to create a desirable future. Over time, digital technologies have also become a precondition for the enactment of citizenship. That is, ‘digital citizenship’ is increasingly positioned as a fundamental requirement for democratic participation. The purpose of this paper is to trace how the digital citizen, and its accompanying problems, has been construed over time, particularly through educational imaginaries. What problems is the digital citizen a solution to? Who has been presented as problematic, and who, subsequently, has become the primary target for educational solutions? What skills have been described as indispensable for the digital citizen during different periods in history? By using Sweden as a vantage point this paper provides both concrete examples as well as perspectives on transnational discourses. In focus for the study are discourses concerning non-formal adult education, in the form of awareness campaigns, social programmes and adult liberal education about computers aimed at the general citizenry, during three periods in time: the 1950s, the 1980s, and today. The contribution is a critical take on how the citizen has increasingly become connected to digital technologies, and how this convergence has at the same time created digital exclusion.

    Place, publisher, year, edition, pages
    Transcript Verlag, 2018
    Keywords
    digital citizenship; popular education; participatory engagement; algorithmic governance; computer history; computer policies; educational imaginaries.
    National Category
    Social Sciences Media Studies Educational Sciences
    Identifiers
    urn:nbn:se:liu:diva-160740 (URN)10.14361/dcs-2018-0204 (DOI)
    Available from: 2019-10-04 Created: 2019-10-04 Last updated: 2019-10-09Bibliographically approved
  • 29.
    Ramsell, Elina
    et al.
    Linköping University, Department of Management and Engineering, Information Systems. Linköping University, Faculty of Arts and Sciences.
    Pilemalm, Sofie
    Linköping University, Department of Management and Engineering, Information Systems. Linköping University, Faculty of Arts and Sciences.
    Andersson Granberg, Tobias
    Linköping University, Department of Science and Technology, Communications and Transport Systems. Linköping University, Faculty of Science & Engineering.
    Using Volunteers for Emergency Response in Rural Areas: Network Collaboration Factors and IT support in the Case of Enhanced Neighbors2017In: Proceedings of the 14th International Conference on Information Systems for Crisis Response and Management / [ed] Tina Comes, Frédérick Bénaben, Chihab Hanachi, Matthieu Lauras and Aurélie Montarnal, Albi: ISCRAM Association, 2017, Vol. 14, p. 985-995Conference paper (Refereed)
    Abstract [en]

    In public services, there is a trend to increasingly utilize collaborations with non-professional volunteers for certain tasks, one example being emergency response. In many of these collaborations, information technology (IT) is an essential tool, and inadequate IT support can have far-reaching consequences—including even the loss of lives. Since a volunteer is a different type of actor, and may have different technical requirements, compared to professionals, there is a need to explore how collaborations between professionals and volunteers can be successfully developed. This paper is based on a case study of the Enhanced Neighbor project, which uses volunteers as first responders in emergency response. The study highlights important factors to consider when involving volunteers, including how IT can foster the collaboration, and the volunteers’ needs for IT support.

  • 30.
    Robinson, Stephen Cory
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
    iDisclose: applications of privacy management theory to children, adolescents and emerging adults2016In: Youth 2.0: social media and adolescence: connecting, sharing and empowering. Part II / [ed] Michel Walrave, Koen Ponnet, Ellen Vanderhoven, Jacques Haers and Barbara Segaert, Cham: Springer, 2016, p. 139-157Chapter in book (Refereed)
    Abstract [en]

    Protecting personal information in online environments is vital to most individuals, including those in the three distinct age groups of children, adolescents and emerging adults. As each group interacts online, they use different disclosure practices and protection mechanisms to manage and distribute their personal information. After describing self-disclosure and communication privacy management theory (CPM), this chapter examines how privacy management strategies and self-disclosure practices in online environments differ between children, adolescents and emerging adults. The chapter considers theoretical strengths and weaknesses of CPM and also explores the applicability of the tenets of CPM to online communication in self-disclosure. In concluding, the text argues that a greater understanding of the privacy protection mechanisms employed by children, adolescents and emerging adults will help to strengthen privacy regulation and protection of personal information for each of these specific groups. Implications for media literacy, privacy protection practices, online marketing and advertising are presented.

  • 31.
    Ross, Cody
    et al.
    Santa Fe Institute, Santa Fe, NM, USA.
    Strimling, Pontus
    Stockholm University, Stockholm, Sweden.
    Ericksen, Karen Paige
    University of California, Davis, Davis, CA, USA.
    Lindenfors, Patrik
    Stockholm University, Stockholm, Sweden.
    Borgerhoff Mulder, Monique
    University of California, Davis, Davis, CA, USA.
    The Origins and Maintenance of Female Genital Modification across Africa.: Bayesian Phylogenetic Modeling of Cultural Evolution under the Influence of Selection2016In: Human Nature, ISSN 1045-6767, E-ISSN 1936-4776, Vol. 27, no 2, p. 173-200Article in journal (Refereed)
    Abstract [sv]

    We present formal evolutionary models for the origins and persistence of the practice of Female Genital Modification (FGMo). We then test the implications of these models using normative cross-cultural data on FGMo in Africa and Bayesian phylogenetic methods that explicitly model adaptive evolution. Empirical evidence provides some support for the findings of our evolutionary models that the de novo origins of the FGMo practice should be associated with social stratification, and that social stratification should place selective pressures on the adoption of FGMo; these results, however, are tempered by the finding that FGMo has arisen in many cultures that have no social stratification, and that forces operating orthogonally to stratification appear to play a more important role in the cross-cultural distribution of FGMo. To explain these cases, one must consider cultural evolutionary explanations in conjunction with behavioral ecological ones. We conclude with a discussion of the implications of our study for policies designed to end the practice of FGMo.

  • 32.
    Rönnberg, Sofia
    Linköping University, Department of Computer and Information Science.
    Design Probes: A Good Method for Designing with Children2018Independent thesis Basic level (degree of Bachelor), 12 credits / 18 HE creditsStudent thesis
    Abstract [en]

    Design probes are a User-centered Design method with focus on close involvement of users in design. This is done by creating a package of artefacts that participants can complete wherever and whenever the individual sees fit. Further, children are a user group that differentiate from other user groups having other needs and attributes within design. This study investigated how design probes motivate children in the design process. A focus of the study is also to compare the applicability of thematic and non-thematic design probes with children. 

    The study was conducted with a qualitative approach where the empirical data was in the shape of four different design probes that were created and tested by students from Linköping University from the program of Design and Product Development. The tests they carried out were performed on children at the age of 10 to 13. Data analysis were made through coding and thematic analysis. 

    The study concludes that design probes is an adequate method for designing with children. Although, there are additional challenges in terms of playfulness, motivation, language, rewards, time-sense, creativity, influences and reflection. If design probes with children are managed correctly, they will yield results of great value to design. Also, having a theme in the design probe might help to motivate children. Although, themes are no guarantee for success since it will not solve challenges that are independent of themes.

    Keywords: Design probe, children, designing with children, User-centered Design, motivation

  • 33.
    Schönborn, Konrad
    et al.
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Health Sciences.
    Höst, Gunnar
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Educational Sciences.
    Lundin Palmerius, Karljohan
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Flint, Jennifer
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Development of an Interactive Immersion Environment for Engendering Understanding about Nanotechnology: Concept, Construction, and Implementation2014In: International Journal of Virtual and Personal Learning Environments, ISSN 1947-8518, E-ISSN 1947-8526, Vol. 5, no 2, p. 40-56Article in journal (Refereed)
    Abstract [en]

    The advent of nanoscientific applications in modern life is swiftly in progress. Nanoscale innovation comes with the pressing need to provide citizens and learners with scientific knowledge for judging the societal impact of nanotechnology. In rising to the challenge, this paper reports the developmental phase of a research agenda concerned with building and investigating a virtual environment for communicating nano-ideas. Methods involved elucidating core nano-principles through two purposefully contrasting nano “risk” and “benefit” scenarios for incorporation into an immersive system. The authors implemented the resulting 3D virtual architecture through an exploration of citizens’ and school students’ interaction with the virtual nanoworld. Findings suggest that users’ interactive experiences of conducting the two tasks based on gestural interaction with the system serve as a cognitive gateway for engendering nano-related understanding underpinning perceived hopes and fears and as a stimulating pedagogical basis from which to teach complex science concepts.

  • 34.
    Schönborn, Konrad
    et al.
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Lundin Palmerius, Karljohan
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Höst, Gunnar
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Flint, Jennifer
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Developing an Interactive Virtual Environment for Engendering Public Understanding About Nanotechnology: From Concept to Construction2013In: AERA Online Paper Repository, 2013Conference paper (Refereed)
    Abstract [en]

    Infusion of nanotechnology applications into modern life is in progress. Nanoscale innovation comes with the ever-pressing need to provide citizens and learners with scientific knowledge for informing perceptions and attitudes surrounding the societal impact of nanotechnology. In rising to the challenge, this paper reports the first developmental phase of a broader research agenda concerned with building and investigating virtual environments for communicating nano-ideas. Methods involved elucidating core nano-principles upon which two purposefully contrasting nanotechnology “risk” and “benefit” scenario tasks were designed for incorporation into an intended virtual environment. The result was construction of a 3D immersive virtual architecture where users’ multisensory interactive experiences of conducting the two tasks are anticipated as a gateway for engendering nano-related understanding underpinning perceived hopes and fears. In this revised paper, post-acceptance for presentation, initial results from a pilot study are also presented attained from exploring learners’ and citizens’ interaction with the constructed virtual environment.

  • 35.
    Sjödén, Björn
    et al.
    Lund University Cognitive Science, Lund, Sweden .
    Gulz, Agneta
    Lund University Cognitive Science, Lund, Sweden .
    From Learning Companions to Testing Companions Experience with a Teachable Agent Motivates Students' Performance on Summative Tests2015In: Artificial Intelligence in Education: Proceedings of the 17th International Conference, AIED 2015, Madrid, Spain, June 22-26, 2015 / [ed] Cristina Conati, Neil Heffernan, Antonija Mitrovic and M. Felisa Verdejo, Springer, 2015, Vol. 9112, p. 459-469Chapter in book (Refereed)
    Abstract [en]

    In three quasi-experimental studies, we investigated the effects of placing a Teachable Agent (TA) from a math game in a digital summative test. We hypothesized that the TA would affect test performance, even without actual "teachability", by social influence on the test situation. In Study 1 (N=47), students did a pretest, played the math game for seven weeks, and did a posttest either with or without the TA. In Study 2 (N=62), students did not play the game but were introduced to a TA directly in the posttest. In Study 3 (N=165), the game included a social chat with the TA, and the posttest offered a choice of more difficult questions. Results showed significant effects of the TA on choice and performance on conceptual math problems, though not on overall test scores. We conclude that experience with a TA can influence performance beyond interaction and informative feedback.

  • 36.
    Stenlund, Jörgen
    Linköping University, Department of Science and Technology. Linköping University, Faculty of Science & Engineering.
    Travelling through time: Students’ interpretation of evolutionary time in dynamic visualizations2019Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    Evolutionary knowledge is important to understand and address contemporary challenges such as loss of biodiversity, climate change and antibiotic resistance. An important aspect that is considered to be a threshold concept in teaching and learning about evolution is the time it involves. The history of evolution comprises several scales of magnitude, some of which are far from direct human experience and therefore difficult to understand. One way of addressing this issue is to use dynamic visualizations that represent time, for example, to facilitate teaching and learning about evolution.

    This thesis investigates how students’ comprehension of evolution and evolutionary time can be facilitated by visualizations in educational settings. Two different dynamic visualizations were investigated. In paper I different temporal versions of a spatio-temporal animation depicting hominin evolution were explored. The temporal information was expressed as one or several timelines along which an animated cursor moved, indicating the rate of time. Two variables, the number of timelines with different scales, and the mode of the default animated time rate (either constant throughout the animation or decreasing as the animation progressed), were combined to give four different time representations. The temporal aspects investigated were undergraduate students' ability to find events at specific times, comprehend order, comprehend concurrent events, comprehend the length of time intervals, and their ability to compare the lengths of time intervals.

    In paper II, perceptions and comprehension of temporal aspects in an interactive, multi-touch tabletop application, DeepTree, were investigated. This application depicts the tree of life. The focus was on the interactive aspects, especially how the zooming feature was perceived, but also on any misinterpretations associated with the interaction. The same temporal aspects listed for paper I were also implicitly investigated.

    The findings indicate that handling the problem of large differences in scale by altering the rate of time in the visualization can facilitate perception of certain temporal aspects while, at the same time, can hinder a correct comprehension of other temporal aspects. Findings concerning DeepTree indicate that the level of interactions varies among users, and that the zooming feature is perceived in two ways, either as a movement in time or as a movement in the metaphorical tree. Several misinterpretations were observed, for example the assumption that the zooming time in the tree corresponds to real time, that there is an implicit coherent timeline along the y-axis of the tree, and that more nodes along a branch corresponds to a longer time.

    The research reported in this thesis supports the claim that careful choice, and informed use of visualizations matters, and that different visualizations are best suited for different educational purposes

    List of papers
    1. Visualizing macroevolutionary timescales: students’ comprehension of different temporal representations in an animation
    Open this publication in new window or tab >>Visualizing macroevolutionary timescales: students’ comprehension of different temporal representations in an animation
    2019 (English)In: Evolution: Education and Outreach, ISSN 1936-6426, E-ISSN 1936-6434, Vol. 12, no 1, p. 1-15Article in journal (Refereed) Published
    Abstract [en]

    Background: Macroevolutionary time is a difficult idea to grasp and is considered to be a threshold concept in teaching and learning evolution. One way of addressing this subject is to use animations that represent evolutionary time. The aim of this descriptive and exploratory study was to investigate how various representations of time in an animation affect the way undergraduate students comprehend different temporal aspects of hominin evolution. Two factors, namely differences in timelines (the number of timelines with different scales) and the mode of the default animated time rate (either constant throughout the animation or decreasing as the animation progressed) were combined to give four different time representations. The temporal aspects were investigated using undergraduate students’ ability to find events at specific times, to comprehend relative order, to comprehend concurrent events, to estimate the duration of time intervals and their ability to compare the lengths of time intervals.

    Results: The results revealed that “finding events at specific times” near to the end of the animation (closer to present time), where the sequence of events appeared very quickly, was more difficult for groups working with animations with only one timeline. We also found that the ability to comprehend concurrent events can be impaired if several timelines are displayed and the animation speed is relatively high. The ability to estimate the duration of a time interval was more difficult for groups working with animations with only one timeline, especially at the end of the animation where the sequence of events occurred quickly. Making correct comparisons of time intervals was relatively independent of which animation was used with one notable exception: groups working with an animation featuring several timelines and a decreasing default animated time rate performed worst at comparing events with intervals that spanned parts of the timeline with different scales.

    Conclusions: Our results indicate that the choice of animation should depend on the teaching intention. However, a visualization with several timelines, and an animated time which slowed down toward present time, generated the best results for the majority of items tested. Temporal scale shift may interfere with the perception of time in cases where durations are compared.

    Place, publisher, year, edition, pages
    SpringerNature, 2019
    Keywords
    Evolution, Visualization, Threshold concept, Deep time
    National Category
    Learning Media and Communication Technology Human Aspects of ICT
    Identifiers
    urn:nbn:se:liu:diva-154881 (URN)10.1186/s12052-019-0099-9 (DOI)
    Available from: 2019-03-04 Created: 2019-03-04 Last updated: 2019-03-04Bibliographically approved
  • 37.
    Stenlund, Jörgen Ingemar
    et al.
    School of Science and Technology, Örebro University, Örebro, Sweden.
    Tibell, Lena Anna Elisabet
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Educational Sciences.
    Visualizing macroevolutionary timescales: students’ comprehension of different temporal representations in an animation2019In: Evolution: Education and Outreach, ISSN 1936-6426, E-ISSN 1936-6434, Vol. 12, no 1, p. 1-15Article in journal (Refereed)
    Abstract [en]

    Background: Macroevolutionary time is a difficult idea to grasp and is considered to be a threshold concept in teaching and learning evolution. One way of addressing this subject is to use animations that represent evolutionary time. The aim of this descriptive and exploratory study was to investigate how various representations of time in an animation affect the way undergraduate students comprehend different temporal aspects of hominin evolution. Two factors, namely differences in timelines (the number of timelines with different scales) and the mode of the default animated time rate (either constant throughout the animation or decreasing as the animation progressed) were combined to give four different time representations. The temporal aspects were investigated using undergraduate students’ ability to find events at specific times, to comprehend relative order, to comprehend concurrent events, to estimate the duration of time intervals and their ability to compare the lengths of time intervals.

    Results: The results revealed that “finding events at specific times” near to the end of the animation (closer to present time), where the sequence of events appeared very quickly, was more difficult for groups working with animations with only one timeline. We also found that the ability to comprehend concurrent events can be impaired if several timelines are displayed and the animation speed is relatively high. The ability to estimate the duration of a time interval was more difficult for groups working with animations with only one timeline, especially at the end of the animation where the sequence of events occurred quickly. Making correct comparisons of time intervals was relatively independent of which animation was used with one notable exception: groups working with an animation featuring several timelines and a decreasing default animated time rate performed worst at comparing events with intervals that spanned parts of the timeline with different scales.

    Conclusions: Our results indicate that the choice of animation should depend on the teaching intention. However, a visualization with several timelines, and an animated time which slowed down toward present time, generated the best results for the majority of items tested. Temporal scale shift may interfere with the perception of time in cases where durations are compared.

  • 38.
    Söderström, Sara
    et al.
    School of Natural Sciences, Technology and Environmental Studies, Södertörn University, 14189, Huddinge, Swed.
    Kern, Kristine
    Leibniz Institute for Regional Development and Structural Planning (IRS), Flakenstraße 28-31, 15537 Erkner, Germany; Faculty of Economic and Social Sciences, University of Potsdam, August-Bebel-Straße 89, 14482 Potsdam, Germany.
    Broström, Magnus
    School of Humanities, Education and Social Sciences, Örebro University, 701 82 Örebro, Sweden.
    Gilek, Michael
    School of Natural Sciences, Technology and Environmental Studies, Södertörn University, 14189 Huddinge, Sweden..
    'Environmental governance' and 'ecosystem management': avenues for synergies between two approaches2016In: Interdisciplinary Environmental Review, ISSN 1521-0227, E-ISSN 2042-6992, Vol. 17, no 1, p. 1-19Article in journal (Refereed)
    Abstract [en]

    Based on a literature review of over 160 journal articles and books, this article examines the ecosystem management and environmental governance approaches, and looks for common topics and integrated research agendas. While scientific articles on environmental governance stem primarily from social science research, the ecosystem management approach is more natural science-oriented. A review of journal articles from the ISI Web of Knowledge (Web of Science) reveals that the two research communities hardly interact. The paper discusses two thematic linkages between the two approaches: the debates dealing with the scale and level of environmental policy; and the discussions surrounding multi-stakeholder participation. Moreover, the article identifies areas with a high potential for the establishment of common ground, such as the current discussion on science-policy interfaces. We argue for more interaction, claim that the two research approaches can learn from each other, and discuss the potential for the development of interdisciplinary research agendas.

  • 39.
    Tran Luciani, Danwei
    et al.
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
    Lindvall, Martin
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering. Linköping University, Center for Medical Image Science and Visualization (CMIV). Sectra AB, Sweden.
    Löwgren, Jonas
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
    Machine learning as a design material: a curated collection of exemplars for visual interaction2018In: DS 91: Proceedings of NordDesign 2018, Linköping, Sweden, 14th - 17th August 2018 / [ed] Philip Ekströmer, Simon Schütte and Johan Ölvander, 2018, p. 1-10Conference paper (Refereed)
    Abstract [en]

    Although machine learning is not a new phenomenon, it has truly entered the spotlight in recent years. With growing expectations, we see a shift in focus from performance tuning to awareness of meaningful interaction and purpose. Interaction design and UX research is currently in a position to provide important and necessary knowledge contributions to the development of machine learning systems. Machine learning can be viewed as a design material that is arguably more unpredictable, emergent, and “alive” than traditional ones. These characteristics suggest practice-based work along the lines of research-through-design as a promising approach for machine learning system development research. Design researchers using a research-through-design approach agree that a created artefact carries knowledge, but there is no consensus on how such knowledge is best articulated and transferred within academic discourse. Knowledge contributions need to be abstracted from the particular to a higher level. We suggest curated collections, a variation of annotated portfolios, as a way to abstract and communicate intermediate-level knowledge that is suitable and useful for the research-through-design community. A curated collection presents thoughtfully selected and inter-related exemplars, articulating their salient traits. The insights collected in a curated collection can be used to inform future design in related design situations. This paper provides a curated collection addressing the fine-grained details of interaction with machine learning systems. The examples are drawn from highly visual interaction, predominantly in the domain of digital pathology. The collection of interaction examples is used to elicit a set of salient traits, including the preservation of visual context, rapid real-time refinement, leaving traces, and applying judicious automation. Finally, we show how this curated collection could inform the design of a future system in a different domain. The insights are applied to a case of interaction design to support air traffic controllers in their collaboration with future agentive systems

  • 40.
    Wassrin, Siri
    Linköping University, Department of Management and Engineering, Information Systems. Linköping University, Faculty of Arts and Sciences.
    Why is it difficult to design innovative IT?: An agential realist study of designing IT for healthcare innovation2018Licentiate thesis, monograph (Other academic)
    Abstract [en]

    It may seem strange to claim that it is difficult to design innovative information technology (IT) in a time when the technological progress leaps forward like never before. However, despite the numerous opportunities that this rapid progress provides, we often design IT that is similar to existing artifacts, making IT design incremental rather than radical. At the same time, IT innovations are pointed out as crucial to meet the societal challenges we are facing, not least in the public sector, including a growing and older population, increasing demands from citizens and reduced tax revenues. This calls for us to better understand why it is difficult to design innovative IT. Previous research on this topic have mainly focused on human and social aspects, not paying close attention to IT. In this thesis, it is suggested that the sociomaterial theory agential realism can help shed light on the role of IT in innovative IT design, acknowledging the sociomateriality of IT. Thus, the overarching aim of this thesis is to apply agential realism on an empirical case in order to explore and explain why it is difficult to design innovative IT. To fulfill the aim, a qualitative case study was conducted in publicly funded healthcare. The empirical case is an example of an attempt to design innovative IT in a healthcare context. The empirical material was generated through participant observations, including video recordings, and semi-structured interviews. The material was analyzed in several rounds, with and without a theoretical lens. In the agential realist analysis, IT has been viewed as entangled with the world. The analysis focused on what boundaries IT produced and how these boundaries were consequential for what was possible and impossible to design. The thesis illustrates how IT is produced and productive in terms of both matter and meaning, and thus, is agential – IT makes differences in the world. What is possible to design is not only constrained by social structures but by the materiality of IT, what boundaries IT helps produce and the material-discursive practices that enact IT. Innovative IT design means to design material configurations that produce boundaries that are different from what have been enacted before and, thus, deviate from existing material-discursive practices. However, it is difficult to deviate from these since material-discursive practices are agential and define what boundaries are meaningful and legitimate. Hence, it is difficult to design innovative IT since innovative IT design has to both enact boundaries that deviate from agential material-discursive practices and also gain legitimacy. Through this explanation, the thesis makes an explanatory knowledge contribution which differs from and adds to earlier explanations. It also makes a contribution to conceptualizing the IT artifact by emphasizing IT as sociomaterial and providing examples of how IT can be understood as produced, productive, agential and entangled. Finally, the thesis also makes an empirical and methodological contribution in the sense that it demonstrates how an agential realist case study can be conducted in the field of Information Systems.

  • 41.
    Wihlborg, Elin
    et al.
    Linköping University, Department of Management and Engineering, Political Science. Linköping University, Faculty of Arts and Sciences.
    Engström, Julia
    Linköping University, Department of Management and Engineering. Linköping University, Faculty of Arts and Sciences.
    Bridging Digital Divides through Digital Media Buses An action research study on digital inclusion in Sweden2017In: 2017 7TH INTERNATIONAL CONFERENCE FOR E-DEMOCRACY AND OPEN GOVERNMENT (CEDEM), IEEE , 2017, p. 260-270Conference paper (Refereed)
    Abstract [en]

    Strategies and policies to bridge identified and potential digital divides is a core challenge when forming an inclusive and participatory digital democracy and society. In line with the progress and development of digital technologies and applications governments have to address digital divides. This project discusses how social and digital divides have been addressed in a project called "The Digital media bus in Ostergotland". This project builds on the library buses that have has been running in the region for long a long time. The libraries in Sweden also have to address digital inclusion and implement strategies towards increased use of and knowledge about information technologies. This analysis builds on an action research approach. The analyse here are focusing on the implementation, project management and how the project has addressed digital inclusion. Finally, we end up discussing the diversity of digital inclusion, elaborating on the meanings of digital divides and digital diversity.

  • 42.
    Wzorek, Mariusz
    et al.
    Linköping University, Department of Computer and Information Science, Artificial Intelligence and Integrated Computer Systems. Linköping University, Faculty of Science & Engineering.
    Berger, Cyrille
    Linköping University, Department of Computer and Information Science, Artificial Intelligence and Integrated Computer Systems. Linköping University, Faculty of Science & Engineering.
    Rudol, Piotr
    Linköping University, Department of Computer and Information Science, Artificial Intelligence and Integrated Computer Systems. Linköping University, Faculty of Science & Engineering.
    Doherty, Patrick
    Linköping University, Department of Computer and Information Science, Artificial Intelligence and Integrated Computer Systems. Linköping University, Faculty of Science & Engineering.
    Deployment of Ad Hoc Network Nodes Using UAVs for Search and Rescue Missions2018In: 2018 6TH INTERNATIONAL ELECTRICAL ENGINEERING CONGRESS (IEECON), IEEE , 2018Conference paper (Refereed)
    Abstract [en]

    Due to the maturity of technological development, widespread use of Unmanned Aerial Vehicles (UAVs) is becoming prevalent in the civil and commercial sectors. One promising area of application is in emergency rescue support. As recently seen in a number of natural catastrophes such as the hurricanes in Texas, Florida and Puerto Rico, major communication and electrical infrastructure is knocked out, leading to an inability to communicate between the victims and rescuers on the ground as well as between rescuers themselves. This paper studies the feasibility of using heterogeneous teams of UAVs to rapidly deliver and establish ad hoc communication networks in operational environments through autonomous in-air delivery of CommKits that serve as nodes in local ad hoc networks. Hardware and software infrastructures for autonomous CommKit delivery in addition to CommKit specification and construction is considered. The results of initial evaluation of two design alternatives for CommKits are presented based on more than 25 real flight tests in different weather conditions using a commercial small-scale UAV platform.

  • 43.
    Lundquist, Janerik (Editor)
    Linköping University, Department of Management and Engineering, Production Economics. Linköping University, Faculty of Science & Engineering.
    Good Practice Guide: The Use of Digital Resources in University Programmes: Digital Literacy as a Way to Improve Students' Employability. Case Studies from the COLISEE Project2017Report (Other academic)
    Abstract [en]

    The good practice identified through two years of activity within the COLISEE project is valuable since these activities have produced practical examples which can be analyzed, and pathways which can be followed, but not models which can be reproduced, given the fact that the local context and environment vary so much from one university to another. The authors of this booklet are aware that there is a long way for each university to go if they want to develop a true digital culture and overcome the well documented resistance to change. However, the contribution of the project in terms of the digital resources identified and made available to a varied public (students, university teachers etc.) is substantial given the fact that the digital resources which have been evaluated, developed (e.g. MOOCs) and tested within the bounds of the COLISEE project are numerous and respond to a real need. The effort expended by the authors on this piece of team work has centered on the three key competences of the project but also of the forthcoming Master’s programme (plurilingualism and corporate culture).

    Concluding Remarks

    As we reach the end of this booklet on ‘The use of Digital Resources in University Programmes’, it is worth noting both the limitations of this piece of collaborative work and the contributions it has made, especially in terms of the sustainability of the project and the anticipated impact of the COLISEE project deliverables. Its limitations lie in the fact that it cannot lay any claim to have come up with a model which others can follow. The good practice identified through two years of activity within the COLISEE project is valuable since these activities have produced practical examples which can be analyzed, and pathways which can be followed, but not models which can be reproduced, given the fact that the local context and environment vary so much from one university to another. The authors of this booklet are aware that there is a long way for each university to go if they want to develop a true digital culture and overcome the well documented resistance to change. However, the contribution of the project in terms of the digital resources identified and made available to a varied public (students, university teachers etc.) is substantial given the fact that the digital resources which have been evaluated, developed (e.g. MOOCs) and tested within the bounds of the COLISEE project are numerous and respond to a real need. The effort expended by the authors on this piece of team work has centered on the three key competences of the project but also of the forthcoming Master’s programme (plurilingualism and corporate culture).

    The students from the various universities who follow this Master’s course will be able to develop each of the three competences autonomously as well as develop familiarity with the use of new technologies. The university teachers who participate in the Master’s will be able to enrich their own professional practice so long as they make the effort to undertake training and to question their own practices. Overall, this good practice guide fully meets one of the outcomes expected from the COLISEE project.

1 - 43 of 43
CiteExportLink to result list
Permanent link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • oxford
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf