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  • 101.
    Berglund, Erik
    et al.
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Tekniska fakulteten.
    Jedel, Izabella
    Linköpings universitet, Institutionen för datavetenskap, Programvara och system. Linköpings universitet, Tekniska fakulteten.
    Orädd, Helena
    Linköpings universitet, Institutionen för datavetenskap, Programvara och system. Linköpings universitet, Tekniska fakulteten.
    Fallström, Johan
    Linköpings universitet, Institutionen för datavetenskap. Linköpings universitet, Tekniska fakulteten.
    Berglund, Aseel
    Linköpings universitet, Institutionen för datavetenskap, Programvara och system. Linköpings universitet, Tekniska fakulteten.
    The Effect of Assigned Goals in Casual Exergames on Performance, Exertion and Enjoyment2023Ingår i: In 2023 IEEE 11th International Conference on Serious Games and Applications for Health, SeGAH, IEEE, 2023, Institute of Electrical and Electronics Engineers (IEEE), 2023Konferensbidrag (Refereegranskat)
    Abstract [en]

    Casual exergames offer potential in decreasing sedentary behavior. Yet, little is known about how casual exergames can be designed to provide higher levels of physical effectiveness and psychological attractiveness. From the lens of goal setting theory, we explore if assigned goals affect players performance, exertion, and enjoyment in a casual exergame. A quasi-experimental design was applied, comparing the performance, exertion, and enjoyment during two game rounds for a group exposed to a specific goal setting prompt in the second game round, compared to a control group. Further analysis was conducted on how the participants changes in performance, exertion and enjoyment between game rounds was affected by either receiving or not receiving the goal setting prompt. The results support the notion that assigned goals in casual exergames result in higher performance, exertion, and enjoyment on a group level. Furthermore, the results showed that on an individual level the assigned goal resulted in a higher increase in exertion between game rounds, but not in performance nor enjoyment. 

  • 102.
    Berglund, Sara
    Linköpings universitet, Institutionen för datavetenskap. Linköpings universitet, Filosofiska fakulteten.
    Agility in Military Processes: Development of an Assessment Tool for Agile Command Teams2012Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Agility is developing to a more and more central concept in the military domain and new war fare methods etc. is creating a greater demand on the Swedish Defence Agency to be more agile. The concept is very complex but could be described as the ability a command team has to discover threats and opportunities, and act with a response towards these to gain advantage in the situation.

    This report aims to develop an assessment tool for evaluating whether or not, or to which extent, a command team is agile. Discussions have been made in sessions with informants that somehow are connected to (working with or research about) agility in the Swedish Defence Agency to discuss the development of an assessment tool like this. Five sessions have been executed and after the first two respectively the last three, upgrades of the tool were made.

    The result of the study shows that it is not impossible to develop an assessment tool, but for a complex concept like agility, it is very hard. The conclusions drawn is that it might be possible to create a basic frame for a tool that further on can be shaped to fit the command team being evaluated.

    Ladda ner fulltext (pdf)
    SaraMasteruppsats
  • 103.
    Berglund, Sara
    Linköpings universitet, Institutionen för datavetenskap.
    Samtalets byggstenar: Hur artefakter bidrar till att bygga upp samtalet under en överrapportering2010Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    "Det finns många arbetsplaster som klassas som kognitiva system och inräknat i den klassifikationen finns sjukhusmiljön. Det som dessutom gör sjukhusmiljön komplex är all den information som strömmar ut och in. Intensivvårdsavdelningar är inget undantag. Det är kanske där det strömmar som mest information då de ständigt får in nya patienter och de patienter som ligger där stannar för det mesta inte så länge.

    Överrapporteringar av olika slag är ett exempel på de informationsflöden som finns på olika avdelningar. En studie gjord av Joseph Sharit (2008) visar att det finns en koppling mellan de problem som finns i hanteringen av patienter på en avdelning och hur överrapporteringen går till. Överrapporteringen måste förändras för att hanteringen av patienterna ska bli bättre. De problem som finns i samband med en överrapportering är att den tar alldeles för lång tid och, är ostrukturerad och att alla som ger rapport har olika åsikter om hur detaljerad informationen som ges ska vara. Överrapporteringarna ser olika ut beroende på vilken sjuksköterska det är som ger rapport.

    Jag har tittat på hur artefakterna hjälper till att bygga upp samtalet under överrapporteringen. Med hjälp av en kvalitativ undersökning har jag kunnat visa att artefakter som används vid överrapportering hjälper till att bygga upp samtalet tillsammans med den kunskap som sjuksköterskorna har. Utan artefakter hade den här typen av överrapportering inte varit möjlig."

    Ladda ner fulltext (pdf)
    FULLTEXT01
  • 104.
    Berglund, Simon
    Linköpings universitet, Institutionen för datavetenskap.
    Vad kan jag hjälpa dig med idag?: Designcentrerad implementering av konversationsagenter i smarta hem-system2020Självständigt arbete på grundnivå (kandidatexamen), 12 poäng / 18 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Since the introduction of Microsoft's Clippy the popularity of conversational agents has been on the rise. Nowadays you can interact with them in your home, on your phone, and even when interviewing for your next job (Mitt i Stockholm, 2019). The popularity is expected to keep on growing and by the year 2024 the chatbot market is predicted to be valued at 1.3 billion dollars (Bhutani & Wadhwani, 2019). This study set out to understand how conversational agents could be used to improve the smart home experience. This was done using the Design thinking methodology, which in this study consists of five phases named empathise, define, ideate, prototype, and test. These phases all contributed to understanding the users goals, problems, and how it might be solved by the implementation of an artifact. The artifact was also user tested which results in various feedback giving insights into the users perspective on the product. The test were evaluated with the System Usability Scale, which is a metric for usability, ranking the product from 0-100, or F to A+. The prototype received an average score of 90.3, which converts to the A+ grade. Even though the grade can be seen as promising the homogeneous and young group of participants makes the results hard to generalize to a broader population. This is an area of improvement for future studies.

    Ladda ner fulltext (pdf)
    fulltext
  • 105.
    Bergsten, Linnea
    Linköpings universitet, Institutionen för datavetenskap. Region Östergötland, Katastrofmedicinskt centrum.
    Communication and Resilience in a Crisis Management Exercise: A qualitative study of the communication of a staff leading the rescue work during a simulated ferry fire, understood through the systemic resilience model2018Självständigt arbete på grundnivå (kandidatexamen), 12 poäng / 18 hpStudentuppsats (Examensarbete)
    Abstract [en]

    This study concerns communication in a crisis management exercise with a resilience perspective. The staff’s communication during a crisis management exercise, a simulating a ferry fire, facilitated by DARWIN, a European research project in resilience, is analysed with thematic analysis and understood through the Systemic Resilience (SyRes) model (Lundberg & Johansson, 2015)which combines different aspects of resilience.

    The main themes found are The Staff’s Decision MakingOperational Care of Affected Persons,and CommunicationThe staff’s decision makingconsist of the following subthemes: SituationAnalysisValue of Measuresand Delegation.Operational care of Affected Personsinvolves the themes Transport,and HealthcareCommunicationconsists of the subthemes Stakeholders, and External Communication. The themes are connected in the way that in order to make informed decisions about the operational care ofaffected persons, the staff need to communicate with external stakeholders. 

    The themes could be understood through the functions in the SyRes model as they share elements with, could be seen as parts of, or in another way could fit into the adaptive functions of the SyRes model.

    This study found themes in the communication of a staff in crisis management. These themes seem to be central for this staff, are reflected in the SyRes model and would reflect what is important for a staff to behave resilient. That is why it would be suggested to examine if the staff’s in crisis management are supported in their work involving these themes.

    Ladda ner fulltext (pdf)
    fulltext
  • 106.
    Bergsten, Linnea
    Linköpings universitet, Institutionen för datavetenskap.
    Supporting Resilient Behaviour in Simulation Studies: A study of how resilient behaviour can be enhanced in a crisis management exercise based on participants experiences2020Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    A major disruption in the payment system would be a considerable societal crisis and is studied by a project called Creating Collaborative Resilience Awareness, Analysis and Action for Finance, Food and Fuel Systems in INteractive Games (CCRAAAFFFTING), using serious gaming and simulation. This study examines the experiences of the participants in the crisis management exercises. The research questions of this study are as follows: “How do the participants of the simulation studies of CCRAAAFFFTING understand the games?” and “How can the simulation environment be developed in order to encourage the participants to improve monitoring strategies during the games?”. 

    The study uses thematic analysis of qualitative interviews of the participants supported by questionnaires. The questionnaires were conducted directly after the games, and telephone interviews were conducted after the exercise.

    This study found the following main themes in the participants’ experiences of the games: the crisis, the society that is handling the crisis, the game’s relation to reality, the importance of the group, and the exercise’s ability to support the interpretation of what is simulated. Some consideration for the project to work further with are that the simulation needs to be centred, simplified and made more available to the participants. The division of roles could divide the monitoring of different actions affecting different parts of the society between the participants. Furthermore, a representation of the overall payment system, its actors and the groups, might support the participants in sharing and understanding the actors of the payment system, and the effects their actions have on them, as well as the participants’ ability to monitor the changes.

    Ladda ner fulltext (pdf)
    Supporting Resilient Behaviour in Simulation Studies
  • 107.
    Bergström, Gustav
    Linköpings universitet, Institutionen för datavetenskap.
    Sambandet mellan användarupplevelse och tillit till företag2016Självständigt arbete på grundnivå (kandidatexamen), 12 poäng / 18 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Omfattande forskning har bedrivits för att öka förståelsen för vilka faktorer som frambringar känslan av hög tillit på internet och vilka komponenter som har störst påverkan på användarupplevelsen, men forskningen för att undersöka variablernas samband är begränsad. I studien undersöks korrelationen mellan användarupplevelsen och användarens tillit till företaget. Genom användartestning, där Tänka högt-metoden användes, framkom det att testdeltagarens frustration gradvis ökade i takt med att antalet problem ökade. Vid användartestets slut utvärderade deltagaren användarupplevelsen genom en enkät. Enkätens resultat jämfördes med testdeltagarens självuppskattade tillit till företaget. Resultatet visade att en signifikant korrelation mellan variablerna kan påvisas, vilket antogs bero på att deltagarens tro på att hen kontrollerade webbplatsen minskade och därmed påverkade tilliten till företaget negativt. Upptäckten tros få effekten att företag, vars verksamhet till stor del är internetbaserad, kommer eftersträva en bättre användarupplevelse för att sannolikt få högre tillit.

    Ladda ner fulltext (pdf)
    fulltext
  • 108.
    Bergström, Jonas
    et al.
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Tekniska högskolan.
    Johansson, Christoffer
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Filosofiska fakulteten.
    Workshopmetodik för uppstart av nya projekt inom mobil IT2012Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Ordet workshop är något som växt sig mer och mer välkänt under det senaste årtiondet. Det har blivit ett allt mer använt, såväl som omtyckt arbetssätt. Detta har medfört att bra workshopmetoder är något som är av stort intresse för företag. En form av workshop som används är idégenereringsworkshops, något som kan vara önskvärt vid dessa är att samtliga deltagare har en gemensam målbild, vilket kan vara problematiskt att uppnå.

    Målet med denna fallstudie var att skapa en workshopmetodik som är anpassad för arbete med mobila applikationer. Workshopen genomsyras också av ett fokus på att skapa en gemensam målbild hos deltagarna, samt ett synsätt som utgår från den potentiella mobilapplikationens slutanvändare.

    Genom att utnyttja information från en litteraturstudie, ett antal intervjuer samt önskemål och erfarenheter från företaget Sogeti inom ämnet, skapades en mängd kriterier. Dessa kriterier låg som grund för vilka tekniker som var lämpliga att implementera i workshopmetodiken. Till sist prövades också workshopmetodiken i två iterationer, för att analysera huruvida den teoretiska workshopen fungerade i ett verkligt sammanhang eller inte.

    Det slutgiltiga resultatet blev en workshopmetodik med noggrant utvalda tekniker. En metodik som i sina testfall uppfyllde grundtankarna om gemensam målbild och att ha slutanvändare som utgångspunkt genom hela workshopen.

    Slutsatser som drogs var att denna workshopmetodik bör fungera bra att använda till en idégenereringsworkshop, speciellt en som inriktar sig mot mobilitet. De moment i workshopmetodiken som är essentiella för att nå ett önskat resultat identifierades som; syftesbeskrivning, Empathy map, Nominal group technique och 20-20 Vision.

    Ladda ner fulltext (pdf)
    Master Thesis
  • 109.
    Bergström Kousta, Lia
    Linköpings universitet, Institutionen för datavetenskap.
    Lättläst lättare: Utformningen av ett grafiskt gränssnitt för en automatisk textförenklare profilerat mot webbredaktörer2016Självständigt arbete på grundnivå (kandidatexamen), 12 poäng / 18 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Syftet med denna studie var att ta fram ett förslag på hur ett gränssnitt för en automatisk textförenklare profilerad mot webbredaktörer vid Linköpings universitet skulle kunna se ut. För att åstadkomma en välgrundad utformning har studien undersökt webbredaktörers arbetssätt och behov, och utforskat lösningar på liknande problem i andra verktygsgenrer. För att uppnå syftet har tre frågeställningar ställts upp: 1) Hur kan ett stödverktyg för att skriva lättläst utformas för att passa webbredaktörer vid Linköpings universitet?, 2) Vad finns för existerande lösningar på liknande designproblem? Och 3) Givet funktionaliteten i verktyget, hur bör ett gränssnitt utformas? För att besvara den första frågeställningen utfördes intervjuer med sex olika webbredaktörer. I besvarandet av den andra frågeställningen utfördes en förebildsanalys på liknande verktyg för att identifiera potentiella lösningar. Slutligen presenteras en prototyp baserad på de första frågeställningarna och vissa typografiska avväganden som ett svarsförslag till den tredje frågeställningen. Resultaten visar på att ett textförenklingsgränssnitt profilerat mot webbredaktörer kräver skilda funktioner från textförenklingsverktyg riktade mot en målgrupp med lässvårigheter.

    Ladda ner fulltext (pdf)
    fulltext
  • 110.
    Bergwik, Emil
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Tekniska högskolan.
    Using the DIAL Protocol for Zero Configuration Connectivity in Cross-Platform Messaging2014Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Today's living room context offers more and more possibilities when it comes to when and how to interact with the television and media content offerings. Buzzwords such as "TV Everywhere" is something that both hardware manufacturers, content providers and television networks are pursuing to great lengths. At the core of such marketing schemes is the availability of platform-independent content consumption. In a Utopian setting, the end-user should never have to worry if he or she is currently using a smart TV, tablet, phone or computer to view a video or photos, play music or play games. Taking the concept even further, the devices should also be able to connect and communicate with each other seamlessly. Having for example a television set (first screen) controlled by a mobile phone (second screen) is commonly referred to as companion device interaction and is what this thesis has investigated. More specifically, a way of discovering and launching a first screen application from a second screen application using the zero configuration discovery protocol named DIAL has been implemented into a cross-platform messaging solution. A case study was conducted to gather data about the system and its context as well as what was needed of the framework in terms of architecture design, use cases and implementation details. A proof of concept application was developed for Android that used the proposed framework, showcasing the ease of use and functionality presented in integrating DIAL into such a solution. Since DIAL is so well-documented, easy to understand and is becoming one of the industry standards among consumer electronic manufacturers in terms of device discovery, I believe it should become a standard for so called zero configuration companion device interactivity.

    Ladda ner fulltext (pdf)
    Using the DIAL Protocol for Zero Configuration Connectivity in Cross-Platform Messaging
  • 111.
    Bernheim, Lisa
    Linköpings universitet, Filosofiska fakulteten. Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system.
    The Attention of Train Drivers: An experimental study of differences in attention between Automatic Train Control and European Railway Traffic Management System (ERTMS)2022Självständigt arbete på grundnivå (kandidatexamen), 12 poäng / 18 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    I dagsläget utförs ett projekt i Europa med syfte att ersätta nuvarande tågskyddssystem till ett gemensamt signalsystem kallat ERTMS (European Railway Traffic Management System). Detta nya system har implementerats på ett fåtal tåg-linjer i norra delen av Sverige. Olika problem har rapporterats från tågförare som använt det nya signalsystemet. Dessa problem innefattar negativ påverkan på prestation och järnvägens kapacitet. Denna studie är en del av ett större projekt hos Statens väg- och transportforskningsinstitut med ett syfte att studera hur uppmärksamhet påverkas i det nya tågskyddssystemet ERTMS jämfört med det nuvarande systemet ATC (Automatic Train Control). Data som samlades in via eye-tracking har visat signifikanta resultat i fördelning av visuella blickar inne i och utanför tågets kabin. Förare tenderar att fördela mer och även längre blickar inuti tågets kabin med ERTMS. Dessutom tenderar förare att missa information som presenteras ute på spåret, detta kan exempelvis vara information som påvisar att tuta innan ett obevakat övergångsställe. Dessa resultat föreslår att ERTMS kan ha en negativ påverkan på förares uppmärksamhet vilket kan påverka förarens förmåga att bli varse om vad som händer utanför kabinen, på spåret.

    Ladda ner fulltext (pdf)
    fulltext
  • 112.
    Bernsland, Alicia
    Linköpings universitet, Institutionen för datavetenskap.
    ”Disgusting pictures”: A study exploring webpages ́ experienced credibility based upon their visual design elements2023Självständigt arbete på grundnivå (kandidatexamen), 12 poäng / 18 hpStudentuppsats (Examensarbete)
    Abstract [en]

    An organization ́s website is often the first contact of a consumer and will therefore probably provide its first impression. Also, as people tend to easily jump from one webpage to the other, an instant judgment of credibility could be made in just a few seconds. Previous research has discovered a correlation between visual design and experienced credibility, but little investigation has further been made about certain elements and their design features. This study explores what elements on a webpage that is being assessed at an instant judgment of credibility. Further, visual design features are examined regarding the elements. The three most frequently mentioned elements involved in the credibility judgment were the logotype, hero image, and the main content section. Concerning their visual design, the findings indicate that colors and the choice of pictures have a major impact on how a webpage is perceived. Depending on what color or what kind of picture that was exposed, it could either help or harm the webpage ́s experienced credibility. The impression is also discussed to be influenced by cognitive aspects such as cognitive authority and presumed credibility.

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    fulltext
  • 113.
    Bertmar, Sofia
    Linköpings universitet, Institutionen för datavetenskap.
    Developing an Application for Visualisation of Personnel Locations in Disaster Response Operations2023Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    This master's thesis presents the development and evaluation of an application visualising the operators' current positions in disaster area operations. The application was developed to address limitations in their current working methods, which currently rely on verbal communication and manual position mapping. The requirements and needs of the end-users were identified at the beginning of the study. Then, the application was developed over three iterations and improved iteratively based on the requirements and results of the evaluations. The proposed solution visualises the operators' positions on a map that can be supported in an off-the-grid environment. End-users evaluated the application to measure the level of usability and the impact the new system would have. The findings indicated that an application can impact today's operations by providing operators with better situational awareness. Further, the application could lead to more safe and efficient operations. Overall, this master's thesis adds to the continuous improvement of operational capabilities in disaster areas using technology.

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  • 114.
    Besançon, Lonni
    et al.
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska fakulteten. Monash Univ, Australia.
    Ynnerman, Anders
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska fakulteten.
    Keefe, Daniel F.
    Univ Minnesota, MN USA.
    Yu, Lingyun
    Xian Jiaotong Liverpool Univ, Peoples R China.
    Isenberg, Tobias
    Univ Paris Saclay, France.
    The State of the Art of Spatial Interfaces for 3D Visualization2021Ingår i: Computer graphics forum (Print), ISSN 0167-7055, E-ISSN 1467-8659, Vol. 40, nr 1, s. 293-326Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    We survey the state of the art of spatial interfaces for 3D visualization. Interaction techniques are crucial to data visualization processes and the visualization research community has been calling for more research on interaction for years. Yet, research papers focusing on interaction techniques, in particular for 3D visualization purposes, are not always published in visualization venues, sometimes making it challenging to synthesize the latest interaction and visualization results. We therefore introduce a taxonomy of interaction technique for 3D visualization. The taxonomy is organized along two axes: the primary source of input on the one hand and the visualization task they support on the other hand. Surveying the state of the art allows us to highlight specific challenges and missed opportunities for research in 3D visualization. In particular, we call for additional research in: (1) controlling 3D visualization widgets to help scientists better understand their data, (2) 3D interaction techniques for dissemination, which are under-explored yet show great promise for helping museum and science centers in their mission to share recent knowledge, and (3) developing new measures that move beyond traditional time and errors metrics for evaluating visualizations that include spatial interaction.

    Ladda ner fulltext (pdf)
    fulltext
  • 115.
    Birgersson, Julia
    Linköpings universitet, Institutionen för datavetenskap.
    Underlivskollen: Ett designförslag på ett läromedel för att öka kunskaperna kring det kvinnliga underlivet2018Självständigt arbete på grundnivå (kandidatexamen), 12 poäng / 18 hpStudentuppsats (Examensarbete)
    Abstract [en]

    In today’s society there are problems with how women look at themselves and their appearance, not least the appearance of their genitals. There are norms that say that genitals should look in a certain way. To prevent these problems, young persons need to learn in school how much variation there may be on the appearance of the genitalia. Therefore, this study aimed to create a design proposal on a digital teaching material which was based on the questions that young boys and girls have about the appearance of women’s genitals, and also what information today’s educational books contain. The result showed that girls have questions regarding, among other things, labia, pubic hairs and operations. The educational books which was analysed contained information restrained to a picture of the female genitalia, or a few sentences. The design proposal presented was a website where the user can see different looks on the female genitalia, read and answer questions that young girls have, as well as discuss issues with classmates.

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    fulltext
  • 116.
    Bjurling, Oscar
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system.
    Most Valuable Player?: Assessing the impact of individual team role activity on team performance in a microworld environment2017Självständigt arbete på grundnivå (kandidatexamen), 12 poäng / 18 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Studying team performance dynamics in tasks and activities has proven difficult because of the dynamic and unpredictable nature of the real world. Microworld systems aim to address that issue by providing researchers with controllable simulated environments that captures the essence of their real-world counterpart activities. This study utilized one such microworld system, called C3Fire, to simulate a forest firefighting setting where 48 participants divided into 12 teams were tasked with cooperating in extinguishing the fires. Teams consisted of four roles – each with its different responsibilities and resources. The aim of this study was to determine whether any individual team role had a greater impact on team performance than the other roles. Each team encountered three distinct scenarios of varying difficulty. Command input action counts and self-assessed performance scores were collected for each participant. These measurements were tested for correlations with team scores. The logistics chief role, who was responsible for re-filling and re-fueling other units, stood out as being the only role whose command input count correlated with team score, and being one of only two roles for which command inputs and self-assessed performance scores were correlated, as well. Results of a multiple regression procedure also indicated that the command counts of the logistics chief was a significant predictor of team score.

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  • 117.
    Bjurling, Oscar
    et al.
    RISE Research Institutes of Sweden.
    Arvola, Mattias
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Filosofiska fakulteten.
    Ziemke, Tom
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Tekniska fakulteten.
    Swarms, teams, or choirs?: Metaphors in multi-UAV systems design2021Ingår i: Advances in Human Factors in Robots, Unmanned Systems and Cybersecurity / [ed] Matteo Zallio, Carlos Raymundo Ibañez, Jesus Hechavarria Hernandez, Cham, 2021, s. 10-15Konferensbidrag (Refereegranskat)
    Abstract [en]

    Future Unmanned Aerial Vehicles (UAVs) are projected to fly and operate in swarms. The swarm metaphor makes explicit and implicit mappings regarding system architecture and human interaction to aspects of natural systems, such as bee societies. Compared to the metaphor of a team, swarming agents as individuals are less capable, more expendable, and more limited in terms of communication and coordination. Given their different features and limitations, the two metaphors could be useful in different scenarios. We also discuss a choir metaphor and illustrate how it can give rise to different design concepts. We conclude that designers and engineers should be mindful of the metaphors they use because they influence—and limit—how to think about and design for multi-UAV systems.

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  • 118.
    Bjurling, Oscar
    et al.
    Digital Systems, RISE Research Institutes of Sweden, Linköping, Sweden.
    Granlund, Rego
    Digital Systems, RISE Research Institutes of Sweden, Linköping, Sweden.
    Alfredson, Jens
    Aeronautics, Saab AB, Linköping, Sweden.
    Arvola, Mattias
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Filosofiska fakulteten.
    Ziemke, Tom
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Tekniska fakulteten.
    Drone Swarms in Forest Firefighting: A Local Development Case Study of Multi-Level Human-Swarm Interaction2020Ingår i: Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society, New York, NY, USA: Association for Computing Machinery (ACM), 2020, artikel-id 93Konferensbidrag (Refereegranskat)
    Abstract [en]

    Swarms of autonomous and coordinating Unmanned Aerial Vehicles (UAVs) are rapidly being developed to enable simultaneous control of multiple UAVs. In the field of Human-Swarm Interaction (HSI), researchers develop and study swarm algorithms and various means of control and evaluate their cognitive and task performance. There is, however, a lack of research describing how UAV swarms will fit into future real-world domain contexts. To remedy this, this paper describes a case study conducted within the community of firefighters, more precisely two Swedish fire departments that regularly deploy UAVs in fire responses. Based on an initial description of how their UAVs are used in a forest firefighting context, participating UAV operators and unit commanders envisioned a scenario that showed how the swarm and its capabilities could be utilized given the constraints and requirements of a forest firefighting mission. Based on this swarm scenario description we developed a swarm interaction model that describes how the operators’ interaction traverses multiple levels ranging from the entire swarm, via subswarms and individual UAVs, to specific sensors and equipment carried by the UAVs. The results suggest that human-in-the-loop simulation studies need to enable interaction across multiple swarm levels as this interaction may exert additional cognitive strain on the human operator.

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  • 119.
    Björk, Hanna
    et al.
    Linköpings universitet, Institutionen för datavetenskap.
    Hagemann, Andreas
    Institutionen för systemteknik.
    To start this vehicle, please verify yourself: Security and privacy, where shall we draw the line?2005Självständigt arbete på avancerad nivå (magisterexamen), 20 poäng / 30 hpStudentuppsats
    Abstract [en]

    Different security issues are a top subject around the world, especially since the terror threats seem to intensify. In the same time, the transport industry suffer from problems with smuggling and theft of valuable goods. One way to increase the security might be to have a verification system installed in commercial trucks, in order to assure that the driver is the proper one.

    This thesis has two purposes. One is to find appropriate methods for driver verification and build a prototype of a verification system which can be used for testing and further development. The other is to study how truck drivers perceive such a system and how their conception goes along with the growing demand for higher security. The present work is the result of a cooperation between an engineer and a cognitive scientist. The thesis focuses on the transport industry and was performed for Volvo Technology Corporation (VTEC), Gothenburg, Sweden.

    Eleven available verification methods were studied. To enable a well-based selection of methods to implement in the prototype, inquiries and interviews with truck drivers and haulage contractors were carried out to complement the theoretical study.

    One regular and three biometric verification methods were chosen for the test; fingerprint verification, face recognition, voice recognition and PIN verification. These methods were put together to a prototype system that was implemented in a truck simulator. A graphical user interface was developed in order to make the system user friendly. The prototype system was tested by 18 truck drivers. They were thoroughly interviewed before and after the test in order to retrieve their background, expectations and opinions as well as their perceptions and experiences of the test.

    Most of the test participants were positive to the prototype system. Even though they did not feel a need for it today they believed it to “be the future”. However, some participants felt uncomfortable with the system since they felt controlled by it. It became clear how important it is to have a system that respect the users’ privacy and to assure that the users are well informed about how the system is used. Some of the technology used for the verification system requires more development to fit in the automotive context, but it is considered to be possible to achieve a secure and robust system.

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  • 120.
    Björnberg, Marina
    Linköpings universitet, Institutionen för datavetenskap.
    Conversational Effects of Gender and Children's Moral Reasoning2007Självständigt arbete på avancerad nivå (magisterexamen), 20 poäng / 30 hpStudentuppsats
    Abstract [en]

    This thesis aimed partly to examine the effects of gender on conversation dynamics, partly to investigate whether interaction between participants with contrasting opinions promotes cognitive development on a moral task. Another objective was to explore whether particular conversational features of interaction would have any impact upon a pair’s joint response or on each child’s moral development. The conversations were coded with regard to simultaneous speech acts, psychosocial behaviour and types of justifications used. The results show no gender differences regarding psychosocial processes, but the boys used more negative interruptions, more overlaps and significantly proportionately more justifications in the form of assertions than the girls in the study. Gender differences were often more pronounced in same-gender as opposed to mixed-gender pairs, but children also altered their behaviour to accommodate to the gender of their conversational partner. Children who participated in the interaction phase of the study showed more overall progress on an eight-weeks delayed post-test than those who did not. However the only conversational feature that was related to the outcomes of conversation and development was the use of expiatory force justifications which were associated with a more advanced reply immediately after interaction as well as two weeks later.

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  • 121.
    Bleser, Gabriele
    et al.
    Department Augmented Vision, German Research Center for Artificial Intelligence, Kaiserslautern, Germany; Department of Computer Science, Technical University of Kaiserslautern, Kaiserslautern, Germany.
    Damen, Dima
    Department of Computer Science, University of Bristol, Bristol, UK.
    Behera, Ardhendu
    School of Computing, University of Leeds, Leeds, UK; Department of Computing, Edge Hill University, Ormskirk, UK.
    Hendeby, Gustaf
    Linköpings universitet, Institutionen för systemteknik, Reglerteknik. Linköpings universitet, Tekniska högskolan.
    Mura, Katharina
    SmartFactory KL e.V., Kaiserslautern, Germany.
    Miezal, Markus
    Department of Computer Science, Technical University of Kaiserslautern, Kaiserslautern, Germany.
    Gee, Andrew
    Department of Computer Science, University of Bristol, Bristol, UK.
    Petersen, Nils
    Department Augmented Vision, German Research Center for Artificial Intelligence, Kaiserslautern, Germany.
    Maçães, Gustavo
    Department Computer Vision, Interaction and Graphics, Center for Computer Graphics, Guimarães, Portugal.
    Domingues, Hugo
    Department Computer Vision, Interaction and Graphics, Center for Computer Graphics, Guimarães, Portugal.
    Gorecky, Dominic
    SmartFactory KL e.V., Kaiserslautern, Germany.
    Almeida, Luis
    Department Computer Vision, Interaction and Graphics, Center for Computer Graphics, Guimarães, Portugal.
    Mayol-Cuevas, Walterio
    Department of Computer Science, University of Bristol, Bristol, UK.
    Calway, Andrew
    Department of Computer Science, University of Bristol, Bristol, UK.
    Cohn, Anthony G.
    School of Computing, University of Leeds, Leeds, UK.
    Hogg, David C.
    School of Computing, University of Leeds, Leeds, UK.
    Stricker, Didier
    Department Augmented Vision, German Research Center for Artificial Intelligence, Kaiserslautern, Germany.
    Cognitive Learning, Monitoring and Assistance of Industrial Workflows Using Egocentric Sensor Networks2015Ingår i: PLOS ONE, E-ISSN 1932-6203, Vol. 10, nr 6, artikel-id e0127769Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Today, the workflows that are involved in industrial assembly and production activities are becoming increasingly complex. To efficiently and safely perform these workflows is demanding on the workers, in particular when it comes to infrequent or repetitive tasks. This burden on the workers can be eased by introducing smart assistance systems. This article presents a scalable concept and an integrated system demonstrator designed for this purpose. The basic idea is to learn workflows from observing multiple expert operators and then transfer the learnt workflow models to novice users. Being entirely learning-based, the proposed system can be applied to various tasks and domains. The above idea has been realized in a prototype, which combines components pushing the state of the art of hardware and software designed with interoperability in mind. The emphasis of this article is on the algorithms developed for the prototype: 1) fusion of inertial and visual sensor information from an on-body sensor network (BSN) to robustly track the user’s pose in magnetically polluted environments; 2) learning-based computer vision algorithms to map the workspace, localize the sensor with respect to the workspace and capture objects, even as they are carried; 3) domain-independent and robust workflow recovery and monitoring algorithms based on spatiotemporal pairwise relations deduced from object and user movement with respect to the scene; and 4) context-sensitive augmented reality (AR) user feedback using a head-mounted display (HMD). A distinguishing key feature of the developed algorithms is that they all operate solely on data from the on-body sensor network and that no external instrumentation is needed. The feasibility of the chosen approach for the complete action-perception-feedback loop is demonstrated on three increasingly complex datasets representing manual industrial tasks. These limited size datasets indicate and highlight the potential of the chosen technology as a combined entity as well as point out limitations of the system.

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  • 122.
    Blom Kall, Jennie
    Linköpings universitet, Institutionen för datavetenskap.
    Utformning av ett nationellt kunskapsstöd för primärvården i Sverige: Ett kunskapsstöd för att möjliggöra mer jämlik vård2016Självständigt arbete på grundnivå (kandidatexamen), 12 poäng / 18 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Kunskapsbaserade stöd får en allt mer central roll inom vård och omsorg. De viktigaste rekommendationerna som idag finns är de nationella riktlinjerna som Socialstyrelsen har tagit fram. Som det ser ut idag används dessa i olika utsträckning inom primärvården runt om i Sverige och många landsting har sina egna varianter på kunskapsstöd. Därför ska ett nationellt kunskapsstöd utvecklas som alla kan ta del av för möjliggörande av att patienten får den bästa möjliga vården, vilket också ska leda till en mer jämlik vård i hela Sverige.

    I denna studie samlades information in om hur ett sådant stöd skulle kunna utformas via 8 intervjuer med läkare där resultatet sedan användes för att utforma en enkät som 16 personer inom primärvården från olika landsting besvarade. Enkäten behandlade frågor om hur de ville att informationen skulle presenteras och vilka huvudrubriker de ansåg vara viktigast i ett kunskapsstöd.

    Det visade sig att Behandling var den viktigaste huvudrubriken, att lättanvänt och pålitligt är viktiga egenskaper hos ett kunskapsstöd och att informationen ska presenteras kortfattat så att läkaren snabbt kan få en överblick av informationen då läkare ofta har tidsbrist.

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  • 123.
    Blomberg, Rina
    Linköpings universitet, Institutionen för datavetenskap.
    CORTICAL PHASE SYNCHRONISATION MEDIATES NATURAL FACE-SPEECH PERCEPTION2015Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    It is a challenging task for researchers to determine how the brain solves multisensory perception, and the neural mechanisms involved remain subject to theoretical conjecture.  According to a hypothesised cortical model for natural audiovisual stimulation, phase synchronised communications between participating brain regions play a mechanistic role in natural audiovisual perception.  The purpose of this study was to test the hypothesis by investigating oscillatory dynamics from ongoing EEG recordings whilst participants passively viewed ecologically realistic face-speech interactions in film.  Lagged-phase synchronisation measures were computed for conditions of eye-closed rest (REST), speech-only (auditory-only, A), face-only (visual-only, V) and face-speech (audio-visual, AV) stimulation. Statistical contrasts examined AV > REST, AV > A, AV > V and AV-REST > sum(A,V)-REST effects.  Results indicated that cross-communications between the frontal lobes, intraparietal associative areas and primary auditory and occipital cortices are specifically enhanced during natural face-speech perception and that phase synchronisation mediates the functional exchange of information associated with face-speech processing between both sensory and associative regions in both hemispheres.  Furthermore, phase synchronisation between cortical regions was modulated in parallel within multiple frequency bands.  

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  • 124.
    Blomberg, Rina
    Linköpings universitet, Institutionen för datavetenskap. Linköpings universitet, Filosofiska fakulteten.
    Evoked Multisensory Cortical Representations During Unisensory Stimulation2013Självständigt arbete på grundnivå (kandidatexamen), 12 poäng / 18 hpStudentuppsats (Examensarbete)
    Abstract [en]

    The primary aim of this study was to establish whether redintegrative effects can be revealed under conditions with complex sensory stimulation.  Specifically, would the cortical activity involved in the single-trial, passive encoding of a movie, be reactivated when subsequently exposed to a unisensory component of that movie, e.g. an audio- or visual-only segment?  High-density electrical neuroimaging analysis in the frequency domain was used to assist this aim.  The statistical comparisons revealed a greater number of oscillating neuronal regions across all frequency bands in participants who received audiovisual stimulation prior to unisensory exposure (compared to participants who experienced the same unisensory stimulus without prior audiovisual stimulation).   This difference between groups was significant in the alpha2 (right frontal lobe) and gamma (right frontal, sub-lobar and temporal lobes) frequencies during audio-only stimulation.    This enhanced cortical activity during unisensory stimulation suggests that participants were retrieving associated memory traces from their prior multisensory experience, although specific redintegrative effects could not be confirmed.

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  • 125.
    Blomgren, Johannes
    Linköpings universitet, Institutionen för datavetenskap. Linköpings universitet, Tekniska högskolan.
    SOUNDSTAGE: Miljöförstärkt ljud i smartphone2014Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Det här arbetet syftar till att genom design av en telefonapplikation undersöka hur ljud kan förstärkas av den omgivande miljön. Arbetet visar på hur miljöförstärkt ljud skiljer sig från ljudförstärkt miljö samt vilka begränsningar det innebär att använda en vanlig smartphone som plattform. 

    Ett långsiktigt mål är att genom en produkt som låter oetablerade ljudproducenter distribuera sina alster i den offentliga miljön främja fri kultur och kreativitet.

    Arbetet har följt principen för RtD (research through design), där designprocessen utgör det fall som studeras och dokumentationen av den utgör den bas av data som analyseras och leder till slutsatser kring ämnet.

    Designprocessen i detta arbete innebär en mindre omfattande användarstudie i enkätform för att identifiera målgrupp, krav och mål. Följd av en andra studie där en prototyp framtagen med grund i resultaten från användarstudien utvärderas av deltagare genom observation, intervju och reaktionskort. 

    De största utmaningarna för designen grundar sig i att ta fram en applikation som inte stör upplevelsen, men samtidigt kan instruera användaren i hur man använder applikationen. Utifrån arbetet dras slutsatsen att användarinstruktioner, såväl visuella som auditiva, löper större risk att störa upplevelsen i miljöförstärkt ljud än i ljudförstärkt miljö. Vidare konstateras att den största bristen i en lösning som bygger på standardutrustning i jämförelse med en lösning som nyttjar dedikerad utrustning utgörs av begränsningar när det kommer till att ange riktning med hjälp av ljudets rumslighet.

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    SOUNDSTAGE - Miljöförstärkt ljud i smartphone
  • 126.
    Blomkvist, Johan
    Linköpings universitet, Institutionen för datavetenskap.
    Genreanalys som en del av designprocessen: En analys av genren Webbaserade Geografiska Informationssystem2007Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats
    Abstract [sv]

    Boverket har huvudansvar för att skapa en portal för samhällsplanering som ska kunna förse kommuner, landsting, företag och privatpersoner med olika typer av kartinformation. Denna portal kallas Planeringsportalen och som ett led i dess utveckling hölls ett designmöte i april 2007. Inför mötet gjordes en analys av diverse förebilder för att beskriva de goda designlösningar som finns i genren WebGIS, enligt förlaga från Lundberg, Holmlid och Arvolas (2007) arbete. Uppsatsen beskriver hur dessa designlösningar kan användas i designen av Planeringsportalen tillsammans med en redogörelse för hur förebilder kan bidra till en bättre designprocess. Genren representeras i arbetet av webbplatserna Eniro, Norge digitalt, RATP samt Mapquest som alla studerats enligt ett formaliserat förfarande. Analysen identifierade ett stort antal goda designlösningar varav en del ansågs passa in i Planeringsportalens designsituation.

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  • 127.
    Blomkvist, Johan
    Oslo School of Architecture and Design.
    Ways of Seeing Service: Surrogates for a Design Material2015Ingår i: NorDes 2015: Design Ecologies, 2015, Vol. 6, s. 1-4Konferensbidrag (Refereegranskat)
    Abstract [en]

    Current trends in service design research include case studies and similar approaches that aspire to reveal what the practice of service design looks like. The understanding of how service design is performed can serve as a base for future research into more specific research endeavours. One area where knowledge is said to be lacking is service prototyping, part of which knowledge this paper attempts to contribute. The main data source for the paper is findings from in-depth interviews with six practicing service designers from some of the more well-known design agencies. The informants consider service prototyping to be a very important part of their work that allows them to learn and communicate about design ideas. The practitioners’ account of how they work with prototypes indicates that service prototyping has different meanings and that the practice of prototyping is very diverse. The interviews also uncover a number of areas that, according to the designers, might prove extra challenging for service prototyping to be successful. This research shows that there is much potential in the not yet fully formed practice of service prototyping.

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  • 128.
    Blomkvist, Johan
    et al.
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Filosofiska fakulteten.
    Arvola, Mattias
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Filosofiska fakulteten.
    Pausing or not?: Examining the Service Walkthrough Technique2014Ingår i: Proceedings of the 28th International BCS Human Computer Interaction Conference on HCI 2014: Sand, Sea & Sky - Holiday HCI / [ed] Daniel Fitton, Matt Horton, Janet C Read, Gavin Sim, London, UK: British Computer Society (BCS), 2014, s. 171-176Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    The scope of service design calls for holistic design techniques that represent multiple service moments. One such technique is the service walkthrough that can be used to prototype and formatively evaluate services. A service walkthrough is an enactment of several consecutive service moments. This paper informs decisions about how to set up service walkthroughs by looking at two kinds of walkthroughs in a case study: with pauses for discussion and feedback after each service moment, and without pauses where the entire service journey is walked through before comments and feedback are collected. The case study did not show any differences in the content of the feedback, but more feedback was given in the walkthroughs with pauses. The feedback in the paused walkthroughs was also more detailed.

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  • 129.
    Blomkvist, Johan
    et al.
    Linköpings universitet, Institutionen för datavetenskap. Linköpings universitet, Tekniska fakulteten.
    Bode, Angela
    Huddle design pty ltd, level 6 90 William street, Melbourne 3000, Australia.
    Using Service Walkthroughs to Co-Create Whole Service Experiences2012Ingår i: ISIDC 2012, 2012, Vol. 3Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    A process for prototyping whole services rather than individual parts in isolation is needed. Prototyping services is different from prototyping physical products, yet many designers still use traditional approaches to prototype services, focussing on specific parts rather than whole services. This is especially surprising considering the descriptions of service design as a holistic approach in research. In this paper we suggest and describe a service prototyping technique termed service walkthrough. The service walkthrough technique allows access to service experiences from a holistic point of view, representing not only specific parts (service moments or touchpoints) but also transitions and coherence of the service proposition. In this case, 25 walkthroughs were conducted by a service design agency in Australia. The approach was iterative in the sense that the customer journey was redesigned continuously, and it was enacted by designers supported by scripts for behaviours based on a previous research phase. The walkthroughs were conducted in a lab with actual customers of the client and used low-fidelity props and collateral. Errors were introduced during the walkthrough to gain a better understanding of what expectations the customers have on the service. The walkthrough technique allowed the designers to understand the service experience in an embodied and holistic way. The walkthrough also emphasised empathy for the experience of the intended customers and other stakeholders in the service. More time in between iterations and dynamic roles might improve the approach.

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  • 130.
    Blomkvist, Johan
    et al.
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Filosofiska fakulteten.
    Holmlid, Stefan
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Tekniska högskolan.
    Existing Prototyping Perspectives: Considerations for Service Design2011Ingår i: Proceedings of the Nordes’11: The 4th Nordic Design Research Conference, Making Design Matter, 29-31 May Helsinki, Finland, Helsinki, Finland: School of Art & Design, Aalto University , 2011, s. 31-40Konferensbidrag (Refereegranskat)
    Abstract [en]

    With new design disciplines that challenge the borders of design practice and inquiry comes new possibilities for prototyping techniques and approaches. The basis for such an evolution is a firm understanding of the existing knowledge generated in design and the challenges posed by new design disciplines, such as service design. This study identifies a framework of perspectives for prototyping to reveal what the existing toolbox of prototyping contains based on a literature overview. Going through published literature from the early 1980s and onward, the framework is constructed using the following perspectives; purpose, fidelity, audience, position in the process, technique, and representation. These perspectives make knowledge about prototyping explicit and summarise contemporary approaches. Based on current challenges and characteristic attributes of service design the framework is then reconstructed to better cater to design for services. The conclusions are that validity and author are two perspectives that complement the existing framework, and that prototyping so far does not support a holistic approach to prototyping services.

  • 131.
    Blomkvist, Johan
    et al.
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Tekniska högskolan.
    Holmlid, Stefan
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Tekniska högskolan.
    Prototype Evaluation in Service Design: A Case Study at an Emergency Ward2011Ingår i: Proceedings of 20th IASDR 2011, International Association of Societies of Design Research (IASDR) , 2011Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    Prototypes based on user research are embodiments of hypotheses about how behaviour and experiences will change. The purpose of prototypes has been discussed in academic literature but in the case of service design, some of that knowledge needs to be re-examined. In Service design, one of the problems is that the impact of prototypes is complex and difficult to predict. A way to counter this dilemma is to put more focus on making the hypotheses explicit and testable. This paper presents a practical process for using designers’ hypotheses to generate survey tools for evaluating the impact of prototypes in service systems. This is also a way for designers to verbalize the purpose of service prototypes in a contextual and situated way. The tool was designed to be quick, easy, and light-weight, to suit the needs of design consultants, and it focused on measuring the experiences of a waiting room from the perspective of the visitors. The process has been applied to a project where the waiting room of an emergency ward was redesigned. The three-step process started with building up the hypothesis structure, where the designers’ assumptions and intentions were used to make a representation of the hypothesis. The next step was formulating questions, where questions that tested the hypothesis were formulated. The last step – making the questionnaire – included the selection of what information to gather and iterative testing of the questions. It was found that the designers did not have a well-defined hypothesis. The suggested process can help designers identify a contextual and situated purpose for prototypes.

  • 132.
    Blomkvist, Johan
    et al.
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Tekniska högskolan.
    Holmlid, Stefan
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Tekniska högskolan.
    Service Designers on Including Stakeholders in Service Prototyping2011Ingår i: INCLUDE 11 Proceedings “The Role of Inclusive Design in Making Social Innovation Happen, 2011Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    Services are by nature co-created. They are produced and consumed simultaneously through interactions between customers and service providers. The professional design of services is also highly associated with co-creation, which is evident in the sparse service design literature. This paper reveals what designers say they do to involve different stakeholders in the process of prototyping services. The main data source is interviews with designers from design agencies that work exclusively or partially with service design. The paper focuses on the questions of "who is involved in creating prototypes", "who evaluates the prototype" and how "the clients [of the design agencies] are involved". A distinction is made between different types of involvement based on previous literature that characterise different roles and perspectives on inclusion in design. Results show that most of the agencies involve others besides the design team in the creation and evaluation of prototypes. The primary stakeholder in co-creation is the client. End customers are involved also but for the most part, both clients and customers have the role of subjects or informants rather than partners in the creation of prototypes. The evaluation of prototypes follows the same pattern, and a key aspect to some of the agencies is that the client is involved, as a domain expert. The question of who authors prototypes, and implications thereof, is raised and further discussed.

  • 133.
    Blomkvist, Johan
    et al.
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Tekniska fakulteten.
    Holmlid, Stefan
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Tekniska fakulteten.
    Service Prototyping According to Service Design Practitioners2010Ingår i: Exchanging knowledge, Linköping: Linköping University Electronic Press, 2010, Vol. 2, s. 1-11Konferensbidrag (Refereegranskat)
    Abstract [en]

    Current trends in service design research include case studies and similar approaches that aspire to reveal what the practice of service design looks like. The understanding of how service design is performed can serve as a base for future research into more specific research endeavours. One area where knowledge is said to be lacking is service prototyping, part of which knowledge this paper attempts to contribute. The main data source for the paper is findings from in-depth interviews with six practicing service designers from some of the more well-known design agencies. The informants consider service prototyping to be a very important part of their work that allows them to learn and communicate about design ideas. The practitioners’ account of how they work with prototypes indicates that service prototyping has different meanings and that the practice of prototyping is very diverse. The interviews also uncover a number of areas that, according to the designers, might prove extra challenging for service prototyping to be successful. This research shows that there is much potential in the not yet fully formed practice of service prototyping.

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  • 134.
    Blomkvist, Johan
    et al.
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Tekniska högskolan.
    Holmlid, Stefan
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Tekniska högskolan.
    Segelström, Fabian
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Tekniska högskolan.
    Prototyping a Service Design Curriculum: Integrating Current Research in Teaching2011Ingår i: Touchpoint, ISSN 1868-6052, Vol. 3, nr 1, s. 52-55Artikel, forskningsöversikt (Övrigt vetenskapligt)
  • 135.
    Blomkvist, Johan
    et al.
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Tekniska fakulteten. Oslo School of Architecture and Design.
    Persson, Johan
    Linköpings universitet, Institutionen för ekonomisk och industriell utveckling, Maskinkonstruktion. Linköpings universitet, Tekniska högskolan.
    Åberg, Johan
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Tekniska fakulteten.
    Communication through Boundary Objects in Distributed Agile Teams2015Konferensbidrag (Refereegranskat)
    Abstract [en]

    Personal communication between User-Centered Design (UCD) specialists and developers is important for communicating user needs and design solutions in agile development. In distributed projects where opportunities for personal communication are limited, the design documentation is an important surrogate. This study has investigated the perceived effectiveness of boundary objects in a distributed agile team, and their role in communicating target user needs. Six in-depth interviews with UCD specialists showed that the boundary objects rarely communicate underlying needs of the users but rather focus on interaction with the system that is being developed. The used boundary objects also do not work as stand-alone deliverables; they need to be explained and elaborated. Making the boundary objects comprehensive enough to be stand-alone is seen as too time consuming and not worth the effort. For agile projects with distributed teams, this creates hand-over and follow-up problems.

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  • 136.
    Blomkvist, Johan
    et al.
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Tekniska högskolan.
    Segelström, Fabian
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Tekniska högskolan.
    Holmlid, Stefan
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Tekniska högskolan.
    Investigating Prototyping Practices of Service Designers from a Service Logic Perspective2011Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    The view of the nature of services has changed with the introduction of the service dominant logic. An important part of the logic is that services create value-in-use for customers. Customer-focused disciplines such as many design disciplines have a history of working with prototyping to understand the value-in-use. The service design discipline has a similar approach to the development of services. Based on previous research a framework of perspectives on service prototyping is presented which can be used to understand the prototyping approach utilised by designers. Then, using four of the suggested foundational premises of the service dominant logic this paper examines some of the ways prototyping can support the understanding and development of value propositions. The analysis shows that prototypes and the development and testing of them with customers and users can be seen as a tool for making sure that the value propositions offered by the companies are right, as well as exploring the customer’s role as a co-creator of value. The prototyping framework can be used to practically manifest the service-dominant logic in the development of service prototypes.

  • 137.
    Blomkvist, Johan
    et al.
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Tekniska fakulteten.
    Thellman, Sam
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Tekniska fakulteten.
    Overkamp, Timothy
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Tekniska fakulteten.
    Holmlid, Stefan
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Tekniska fakulteten.
    Robots in Service Design: Consideringuncertainty in social interaction withrobots2020Ingår i: ServDes.2020 Tensions, Paradoxes and Plurality Conference Proceedings / [ed] Yoko Akama, Liam Fennessy, Sara Harrington, Anna Farago, Linköping University Electronic Press, 2020, s. 56-57Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    As robots become more prevalent in society, they will also become part of service systems, and will be among the materials that designers work with. The body of literature on robots in service systems is scarce, in service research as well as in service design research, especially regarding how to understand robots in service, and how design for service is impacted. In this conceptual paper we aim to shed light on how social robots will affect service. We take a look at the current state of robots’ ability to interact socially with people and highlight some of the issues that need to be considered when including social robots as part of service.

    In navigating the social world, people exhibit an intentional stance, in which they rely on assumptions that social behaviour is governed by underlying mental states, such as beliefs and desires. Due to fundamental differences between humans and robots, people’s attribution of the mental state of robots, such as what a particular robot knows and believes, is often precarious and leads to uncertainty in interactions, partly relating to issues with common ground. Additionally, people might hesitate to initiate interactions with robots, based on considerations of privacy and trust, or due to negative attitudes towards them. Designing for service systems where e.g. a robot is being introduced, requires knowledge and understanding of these issues from a design perspective. Service designers therefore need to consider not only the technical aspects of robots, but the specific issues that arise in interactions because of them.

  • 138.
    Blomquist, Åsa
    et al.
    Swedish National Tax Board, Solna.
    Arvola, Mattias
    Linköpings universitet, Institutionen för datavetenskap, CSELAB - Cognitive Systems Engineering Laboratory. Linköpings universitet, Tekniska högskolan.
    Personas in Action: Ethnography in an Interaction Design Team2002Ingår i: The Second Nordic Conference on Human-Computer Interaction / [ed] Bertelsen, Olav W, New York: ACM , 2002, s. 197-200Konferensbidrag (Refereegranskat)
    Abstract [en]

    Alan Cooper's view on interaction design is both appealing and provoking since it avoids problems of involving users by simply excluding them. The users are instead represented by an archetype of a user, called persona. This paper reports a twelve-week participant observation in an interaction design team with the purpose of learning what really goes on in a design team when they implement personas in their process. On the surface it seemed like they used personas, but our analysis show how they had difficulties in using them and encountered problems when trying to imagine the user. We furthermore describe and discuss how the design team tried to involve users in order to compensate for their problems. It is concluded that it is not enough for the design team, and particularly not for the interaction designers, to have the know-how of using the method. They also have to integrate it with existing knowledge and practices in order to feel at home with it and use it efficiently.

  • 139.
    Blomstrand, Niklas
    Linköpings universitet, Institutionen för datavetenskap.
    Ett gränssnitt för anonymisering2017Självständigt arbete på grundnivå (kandidatexamen), 12 poäng / 18 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Arbetets museum samlar in personliga berättelser om arbetsliv, dessa berättelser innehåller ofta personlig information om informanten samt dennes kollegor, familj, med mera. Arbetets museum skulle vilja göra dessa berättelser tillgängliga via internet så att allmänheten och forskare skall kunna ta del av dem. För att göra detta måste den personliga informationen tas bort i en anonymiseringsprocess. Detta steg har visat sig vara väldigt tidskrävande. I ett samarbete med Swe-Clarin har Arbetets museum påbörjat arbete med att ta fram ett verktyg för att underlätta denna process. Genom intervjuer har en kravspecifikation om vad ett sådant verktyg behöver innehålla tagits fram. Designlösningar för specificerade krav har utvecklats och utvärderats. Utvärderingarna visade på bättre användarupplevelse i verktyget jämfört med tidigare metoder.

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  • 140.
    Bock, Alexander
    et al.
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska fakulteten. New York University, USA.
    Axelsson, Emil
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska fakulteten.
    Bladin, Karl
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska fakulteten.
    Jonathas, Costa
    New York University, USA.
    Gene, Payne
    University of Utah, USA.
    Matthew, Territo
    University of Utah, USA.
    Kilby, Joakim
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska fakulteten.
    Masha, Kuznetsova
    Community Coordinated Modeling Center, NASA, USA.
    Emmart, Carter
    American Museum of Natural History, USA.
    Ynnerman, Anders
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska fakulteten. Linköpings universitet, Centrum för medicinsk bildvetenskap och visualisering, CMIV.
    OpenSpace: An open-source astrovisualization framework2017Ingår i: Journal of Open Source Software, E-ISSN 2475-9066, Vol. 2, nr 15, artikel-id 281Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    OpenSpace (2017; Bock et al. 2017)is an open source interactive data visualization software designed to visualize the entire known universe and portray our ongoing efforts to investigate the cosmos (Bladin, Karl and Axelsson, Emil and Broberg, Erik and Emmart, Carter and Ljung, Patric and Bock, Alexander and Ynnerman, Anders 2017; Bock, Pembroke, et al. 2015). Bringing the latest techniques from data visualization research to the general public and scientists (Bock, Marcinkowski, et al. 2015), OpenSpace supports interactive presentation of dynamic data from observations, simulations, and space mission planning and operations over a large span of sizes (Axelsson, Emil and Costa, Jonathas and Silva, Cláudio T. and Emmart, Carter and Bock, Alexander and Ynnerman, Anders 2017). The software supports multiple operating systems with an extensible architecture powering high resolution tiled displays, planetarium domes, as well as desktop computers. In addition, OpenSpace enables simultaneous connections across the globe creating opportunity for shared experiences among audiences worldwide.

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  • 141.
    Bock, Alexander
    et al.
    New York University, USA.
    Doraiswamy,, Harish
    New York University, USA.
    Silva, Claudio
    New York University, USA.
    Summers, Adam
    University of Washington, USA.
    TopoAngler: Interactive Topology-Based Extraction of Fishes2018Ingår i: IEEE Transactions on Visualization and Computer Graphics, ISSN 1077-2626, E-ISSN 1941-0506, Vol. 24, nr 1, s. 812-821Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    We present TopoAngler, a visualization framework that enables an interactive user-guided segmentation of fishes contained in a micro-CT scan. The inherent noise in the CT scan coupled with the often disconnected (and sometimes broken) skeletal structure of fishes makes an automatic segmentation of the volume impractical. To overcome this, our framework combines techniques from computational topology with an interactive visual interface, enabling the human-in-the-Ioop to effectively extract fishes from the volume. In the first step, the join tree of the input is used to create a hierarchical segmentation of the volume. Through the use of linked views, the visual interface then allows users to interactively explore this hierarchy, and gather parts of individual fishes into a coherent sub-volume, thus reconstructing entire fishes. Our framework was primarily developed for its application to CT scans of fishes, generated as part of the ScanAllFish project, through close collaboration with their lead scientist. However, we expect it to also be applicable in other biological applications where a single dataset contains multiple specimen; a common routine that is now widely followed in laboratories to increase throughput of expensive CT scanners.

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  • 142.
    Bodin, Joakim
    Linköpings universitet, Institutionen för datavetenskap. Linköpings universitet, Tekniska högskolan.
    Effektivisering av administrativt användargränssnitt2012Självständigt arbete på grundnivå (yrkesexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Företaget Lawson använder sig utav ett användargränssnitt baserat på Java Swing till sin plattformLawson Grid för Java-applikationer. Detta användargränssnitt kallas Lawson Grid ManagementPages, och har ett antal problem som har identifierats. Bland annat så upplevs gränssnittet som svårtatt navigera, och att det upplevs även av användare som att det innehåller för mycket information.Genom att diskutera problemen med användare av gränssnittet och kravställare på företaget, så harett antal lösningar tagits fram och implementerats. Lösningarna är även baserade på litteratur sombeskriver bra standarder för design av användargränssnitt.Det nya användargränssnittet presenterar ett antal förslag på lösningar till dom problem som GridManagement Pages har. Ett stort koncept är färgkodning, där färg visar vilket tillstånd systemetbefinner sig i. Grönt representerar att allting är bra, gult representerar en varning och röttrepresenterar ett fel. Färgkodningen syns på individuella applikationer och dess information, så attanvändaren lätt ska kunna identifiera att det finns ett problem och följa färgerna dit problemetkommer ifrån för att då åtgärda detta. För att ytterligare göra det lättare för användaren att få enöverblick av systemet och inte få för mycket information på en gång, så har informationen delatsupp i olika flikar användaren kan välja mellan som minskar hur mycket data som visas igränssnittet. I samma tema att minska den information som är synlig finns även olika lägen att väljamellan, med möjligheten att välja vilka kategorier av data som visas.För att göra det lättare för användaren att navigera gränssnittet har det nya gränssnittet ävenbokmärken. Detta gör att användaren snabbare kan ta sig till en sida som användaren har lagt tillsom bokmärke, istället för att behöva navigera genom hela gränssnittet för att ta sig dit.Ytterligare förbättringar som kan göras i framtiden inkluderar bland annat att kopplaanvändarpreferenser till en specifik användare eller roll, där olika roller kan ha vissa bokmärkengemensamt som leder till sidor som innehåller vanliga operationer som den rollen utför.Detta resultat ger förhoppningsvis beställaren underlag att inspirera delegering av resurser inomföretaget till att utöka det befintliga användargränssnittet, med och utöver dom koncept sompresenteras i det här arbetet.

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  • 143.
    Bois, Alexander
    et al.
    Linköpings universitet, Institutionen för datavetenskap.
    Rybom, Alve
    Linköpings universitet, Institutionen för datavetenskap.
    Sundholm, Ellen
    Linköpings universitet, Institutionen för datavetenskap.
    Eriksson, Filip
    Linköpings universitet, Institutionen för datavetenskap.
    Vikbladh, Jonathan
    Linköpings universitet, Institutionen för datavetenskap.
    Dagermo, Martin
    Linköpings universitet, Institutionen för datavetenskap.
    Licke Agdur, Sam
    Linköpings universitet, Institutionen för datavetenskap.
    Retzius, Sebastian
    Linköpings universitet, Institutionen för datavetenskap.
    En studie om hur en webbapplikation för secondhandmöbler kan designas för att inge förtroende2020Självständigt arbete på grundnivå (kandidatexamen), 12 poäng / 18 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Denna rapport ämnar att undersöka kopplingen mellan användbarhet och förtroendeintryck samt besvara hur en webbapplikation som säljer begagnade möbler till studenter kan utformas för att inge förtroende. Projektet inleddes med att undersöka tänkta användares vanor om e-handel, ta fram relaterad teori och baserat på detta implementera en webbapplikation. Den färdiga webbapplikationen testades av användare som tillhör målgruppen för tjänsten, som sedan fick utvärdera webbapplikationen med avseende på användbarhet och upplevt förtroende. Resultaten från SUS-testet och förtroende-värdet tyder på ett tydligt samband mellan dessa egenskaper. Rapporten avhandlar projektets arbetssätt och diskussion förs kring resultatets utfall, vilka implikationer resultatet har för ett vidare sammanhang, samt huruvida arbetet kunde ha lagts upp på annorlunda sätt för att bättre besvara frågeställningen. Rapportens slutsats är att en webbapplikation behöver vara användbar för att den ska upplevas som förtroendeingivande samt att informationsinnehållet är viktigt för förtroendeingivande.

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  • 144.
    Bossuyt, Thor
    et al.
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Tekniska högskolan.
    Hillgren, Niklas
    Linköpings universitet, Institutionen för datavetenskap, Interaktiva och kognitiva system. Linköpings universitet, Tekniska högskolan.
    Combining touch & mid-air gestures on public displays2012Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    This thesis investigates the impact of different factors on public displays that use touch and mid-air gestures. We present a novel application for public displays: MirrorTouch — a game combining touch interaction with mid-air gesturing through depth sense. We studied the impact of these factors through a series field studies. We show that clear affordances are important to communicate both modalities clearly and also how to improve the conversion rate of passers-by. We present our findings of how social situations around such a display varied with the location where the display was placed. We also present quantitative data on group behavior around our public display, such as a measuring of the honeypot effect and how people made transitions between the different modalities. Our results can be of great value to designers and researchers of public displays that want to deploy displays with similar techniques. 

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    MirrorTouch
  • 145.
    Brage, Johan
    Linköpings universitet, Institutionen för datavetenskap. Linköpings universitet, Filosofiska fakulteten.
    Speech dysfluency effects on working memory in otherwise fluent adults2014Självständigt arbete på grundnivå (kandidatexamen), 12 poäng / 18 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Using Delayed Auditory Feedback can be used to induce Stutterlike dysfluencies, causing an individual to lose speech fluency. Little is known about the effect of speech dysfluency on working memory and phonological coding. The present study focuses on finding a method that can be used to measure these effects in otherwise fluent adults. 7 adults who normally speak fluently are subjected to Delayed Auditory Feedback during a Reading Span Task. The method proved too weak to induce speech dysfluency in a majority of participants, indicating that the phenomenon is more complex than anticipated.

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  • 146.
    Brodin, Wilhelm
    Linköpings universitet, Institutionen för datavetenskap.
    The user’s experience of stress and workload in videos with stalls2020Självständigt arbete på grundnivå (kandidatexamen), 12 poäng / 18 hpStudentuppsats (Examensarbete)
    Abstract [en]

    The aim of this thesis was to investigate the user experience when watching different formats of video, specifically at the occurrence of a stall from the perspective of workload and stress. The three research questions narrowed the scope down to a comparison between linear and branched video and the presence, or absence, of a playback bar in the user interface (UI). The measurements used were Nasa-TLX, Short stress state questionnaire as well as thematic analysis of participants free text answers. No significant differences in workload or stress was found between branched and linear video, as well as between the presence and absence of a playback bar. However, due to high number of non-completion participants the results were of questionable validity. The thematic analysis of the free text answers indicated a contrary story to the results from the statistical analysis. Further investigation of the effects of workload and stress on stalls in video experience is therefore recommended. Finally, the thesis provide guidelines based on the lessons learned so to best address the remaining research questions.

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  • 147.
    Broms, Loove
    et al.
    Interactive Institute - Power, Eskilstuna, Sweden.
    Bång, Magnus
    Interactive Institute - Power, Eskilstuna, Sweden.
    Ilstedt Hejlm, Sara
    Product and Service Design, Kungliga Tekniska Högskolan, Stockholm.
    Persuasive Engagement: Exploiting lifestyle as a driving force to promoteenergy-aware use patterns and behaviours2008Ingår i: Undisciplined! / [ed] David Durling, Chris Rust, Lin-Lin Chen, Philippa Ashton and Ken Friedman, Sheffield Hallam University , 2008, s. 1-10Konferensbidrag (Refereegranskat)
    Abstract [en]

    Electricity consumption has been rising significantly in the western world the last decades and this affect the environment negatively. Efficient use and more energy conservative usage patterns could be ways to approach this problem. However, electricity has for a long time actively been hidden away and it is rarely thought of unless it ceases to exist. From the perspective of critical design, we have been working to find methods to visualise electricity and electricity consumption in everyday life to promote environmentally positive behavioural change. In this paper, we are looking at how aspects of lifestyles can be used in design as central driving forces that could lead to changed behaviour. Attempts to promote behavioural changes related to energy consumption might be successfully carried out when people are offered desirable alternatives that are engaging and that do not impose a perceived extra burden in their everyday life. This argument is exemplified through two design concepts, the AWARE Laundry Lamp and the Energy Plant, which are examples on how to increase people’s energy awareness and offer them means for reducing their energy consumption in the home. Both prototypes are inspired by current trends in lifestyle as well as actual observed user behaviour.

  • 148.
    Brown, Barry
    et al.
    Univ Copenhagen, Denmark; Stockholm Univ, Sweden.
    Broth, Mathias
    Linköpings universitet, Institutionen för kultur och samhälle, Avdelningen för språk, kultur och interaktion. Linköpings universitet, Filosofiska fakulteten.
    Vinkhuyzen, Erik
    Kings Coll London, England.
    The Halting problem: Video analysis of self-driving cars in traffic2023Ingår i: PROCEEDINGS OF THE 2023 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, CHI 2023, ASSOC COMPUTING MACHINERY , 2023Konferensbidrag (Refereegranskat)
    Abstract [en]

    Using publicly uploaded videos of the Waymo and Tesla FSD self-driving cars, this paper documents how self-driving vehicles still struggle with some basics of road interaction. To drive safely self-driving cars need to interact in traffic with other road users. Yet traffic is a complex, long established social domain. We focus on one core element of road interaction: when road users yield for each other. Yielding - slowing down for others in traffic - involves communication between different road users to decide who will go and who will yield. Videos of the Waymo and Tesla FSD self-driving cars show how these systems fail to both yield for others, as well as failing to go when yielded to. In discussion, we explore how these problems illustrate both the complexity of designing for road interaction, but also how the space of physical machine/human social interactions more broadly can be designed for.

  • 149.
    Bruhner, Carl Magnus
    Linköpings universitet, Institutionen för datavetenskap.
    Bridging the Privacy Gap: a proposal for enhanced technical mechanisms to strengthen users' privacy control online in the age of GDPR and CCPA2022Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    In the age of the General Data Protection Regulation (GDPR) and the California Consumer Privacy Act (CCPA), privacy and consent control have become even more apparent for every-day users of the internet. Privacy banners in all shapes and sizes asks for your permission through more or less challenging designs and makes privacy control more of a struggle than actually helping the users’ privacy.

    This thesis presents a novel solution expanding on the Advanced Data Protection Control (ADPC) mechanism in order to bridge current gaps in user data and privacy control. It moves the consent control to the browser interface to give a seamless and hassle-free experience for users, while at the same time offering content providers a way to be legally compliant with legislation including the GDPR.

    Motivated by an extensive academic review to evaluate previous work and identify current gaps in user data control, the aim of this thesis is to present a blueprint for future implementation of suggested features to support privacy control online for users globally.

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  • 150.
    Brunander, Filip
    et al.
    Linköpings universitet, Institutionen för datavetenskap.
    Folkesson, Albin
    Linköpings universitet, Institutionen för datavetenskap.
    Hörnlund, Henrik
    Linköpings universitet, Institutionen för datavetenskap.
    Larsson, Simon
    Linköpings universitet, Institutionen för datavetenskap.
    Mäkikaltio, Johan
    Linköpings universitet, Institutionen för datavetenskap.
    Soulaka, Matthew
    Linköpings universitet, Institutionen för datavetenskap.
    Teir, Amanda
    Linköpings universitet, Institutionen för datavetenskap.
    Ågren, Carl
    Linköpings universitet, Institutionen för datavetenskap.
    Does Enhanced Usability Increase Trust?: A case study on a Swedish snus e-commerce application2020Självständigt arbete på grundnivå (kandidatexamen), 12 poäng / 18 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Syftet med denna studie var att undersöka vikten av användbarhet för att förbättra uppfattat konsumentförtroende för en webbapplikation som säljer snus. Detta gjordes genom att besvara frågeställningen “Påverkar användbarhet svenska konsumenters förtroende för en e-butik för snus?”. Konceptet förtroende är i synnerhet viktigt i en e-butiksmiljö där konsumenter måste förlita sig kraftigt på att företagen fullföljer transaktionerna, och webbapplikationen är det huvudsakliga sättet att interagera med säljaren. För att genomföra detta utvecklades och testades en webbapplikation, “Dosan”, för att samla in data om användbarhet och användarnas uppfattade förtroende. Utvecklingen var uppdelad i tre iterationer. Varje iteration bestod av en utvecklingsfas och en testfas där fem användare testade och utvärderade applikationen. För att uppskatta nivån av användbarhet och förtroende registrerades användarnas prestationsförmåga och verkställighetsförmåga under testuppgifterna. Efter testet ombads deltagaren att fylla i ett formulär innehållande frågor med Likert-skalor för att mäta belåtenhet och förtroende. Tilläggningsvis spelades deltagarnas kommentarer in och användes som bas för vidare utveckling. Varje iteration visade förhöjd användbarhet samt förtroende, vilket ledde till slutsatsen att det finns en positiv korrelation mellan användbarhet och förtroende och indikerar ett kausalt förhållande mellan dessa två.

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