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  • 1.
    Akram, Asif
    et al.
    Högskolan i Halmstad, Akademin för informationsteknologi, Halmstad Embedded and Intelligent Systems Research (EIS), Människa och Informationsteknologi (MI-lab).
    Åkesson, Maria
    Högskolan i Halmstad, Akademin för informationsteknologi, Halmstad Embedded and Intelligent Systems Research (EIS), Människa och Informationsteknologi (MI-lab).
    A Research Framework to Study how Digital Service Innovation Transforms Value Networks2011Inngår i: Proceedings of IRIS 2011 / [ed] Leino, Timo, Turku, Finland: Turku Center for Computer Science , 2011, s. 29-40Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper reports from preparations in an ongoing research study concerning how digital service innovation transforms value networks in manufacturing industries. The research study is in the context of the vehicle industry and concerns digital e-maintenance services based on remote diagnostics systems. This digital service innovation in particular is of great importance since manufacturing industries have great potential to expand their business and found new and extended boundaries and relationships with other stakeholder in a network they are attached to. Core challenges and opportunities for digital service innovation will lead us to the study of its influence on the business and innovation environment i.e. the value network. This paper presents a framework to study how digital service innovation transforms value networks based on literature reviews on value network, digital innovation and transformation of value networks.

  • 2.
    Andersson, Jonas
    et al.
    Research Institutes of Sweden, RISE Viktoria, Gothenburg, Sweden.
    Habibovic, Azra
    Research Institutes of Sweden, RISE Viktoria, Gothenburg, Sweden.
    Klingegård, Maria
    Research Institutes of Sweden, RISE Viktoria, Gothenburg, Sweden.
    Englund, Cristofer
    Research Institutes of Sweden, RISE Viktoria, Gothenburg, Sweden.
    Malmsten-Lundgren, Victor
    Research Institutes of Sweden, RISE Viktoria, Gothenburg, Sweden.
    Hello human, can you read my mind?2017Inngår i: ERCIM News, ISSN 0926-4981, E-ISSN 1564-0094, nr 109, s. 36-37Artikkel, forskningsoversikt (Fagfellevurdert)
    Abstract [en]

    For safety reasons, autonomous vehicles should communicate their intent rather than explicitly invite people to act. At RISE Viktoria in Sweden, we believe this simple design principle will impact how autonomous vehicles are experienced in the future.

  • 3.
    Bibri, Simon Elias
    Högskolan i Halmstad, Akademin för ekonomi, teknik och naturvetenskap.
    The human face of ambient intelligence: Cognitive, emotional, affective, behavioral and conversational aspects2015Bok (Annet vitenskapelig)
    Abstract [en]

    As a socially disruptive technology, Ambient Intelligence is ultimately directed towards humans and targeted at the mundane life made of an infinite richness of circumstances that cannot fully be considered and easily be anticipated. Most books, however, focus their analysis on, or deal largely with, the advancement of the technology and its potential only. This book offers a fresh, up-to-date, and holistic approach to Ambient Intelligence. As such, it addresses the interdisciplinary and transdisciplinary aspects of the rapidly evolving field of Ambient Intelligence by seamlessly integrating and fusing it with artificial intelligence, cognitive science and psychology, social sciences, and humanities. It is divided into two main parts: Part 1 is about different permutations of enabling technologies as well as core computational capabilities, namely context awareness, implicit and natural interaction, and intelligent behavior. It details the existing and upcoming prerequisite technologies, and elucidates the application and convergence of major current and future computing trends. Part 2 is an accessible review and synthesis of the latest research in the human-directed sciences and computing and how these are intricately interrelated in the realm of Ambient Intelligence. It deals with the state-of-the-art human-inspired applications which show human-like understanding and exhibit intelligent behavior in relation to a variety of aspects of human functioning - states and processes. It describes and elaborates on the rich potential of Ambient Intelligence from a variety of interrelated perspectives and the plethora of challenges and bottlenecks involved in making Ambient Intelligence a reality, and also discusses the established knowledge and recent discoveries in the human-directed sciences and their application and convergence in the ambit of Ambient Intelligence computing. This seminal reference work is the most comprehensive of its kind, and will prove invaluable to students, researchers, and professionals across both computing and the human-directed sciences. © 2015 Atlantis Press and the author(s).

  • 4.
    Eriksson, Anton
    et al.
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Ståhl, Linus
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Hållbar Digital Mathandel2016Independent thesis Basic level (degree of Bachelor), 180 hpOppgave
    Abstract [sv]

    Den här studien handlar om hur hållbar digital mathandel kan stödjas med hjälp av

    övertalande design. Hållbar utveckling har blivit ett centralt diskussionsämne de

    senaste decenniet och mat står för en betydande del av en individs miljöpåverkan.

    Genom en designstudie har en workshop använts för att undersöka kontexten och dess

    användare. Tre designprinciper formades med hjälp av empirin från workshopen och

    den relaterade litteraturen. Dessa principer byggdes in i en prototyp som utvärderades i

    den tilltänkta kontexten. Studiens resultat är tre designprinciper som är specifika för

    kontexten hållbar digital mathandel: transparens, representativitet och personifiering.

  • 5.
    Fors, Vaike
    Högskolan i Halmstad, Akademin för informationsteknologi, Halmstad Embedded and Intelligent Systems Research (EIS), Människa och Informationsteknologi (MI-lab).
    Knowing Through Numbers: How Corporeal Data Become Life-based Learning Resources2016Inngår i: Association for Cultural Studies, Crossroads in Cultural Studies Conference 14-17th December, 2016, 2016, s. 90-91Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper discusses how embodied and emplaced learning cultures emerge through the use of self-tracking technologies. The findings are based in interviews with accustomed self-trackers, investigating how the produced corporeal data become part of how they experience and perceive their bodies and their environments. The empirical examples presented in the paper elaborate on the tangibility of these data and how they in their visual and touchable forms afford people to turn their attention toward previously unarticulated and visceral dimensions of embodied learning activities that are part of their everyday life. This includes examples of how people experience both gain and lack of meaning of data in self tracking activities, shifting focus from conceptualising data as ‘knowledge’ per se and instead focus on what and how people learn through their experience of data and how these learning cultures can be understood in a wider pedagogical context.

  • 6.
    Fors, Vaike
    Högskolan i Halmstad, Akademin för informationsteknologi, Halmstad Embedded and Intelligent Systems Research (EIS).
    Shifting perspectives: Learning from or knowing with personal data?2017Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Is personal data gathered through body monitoring devices the learning resource it is said to be by its proponents?  If so, are the provided statistics and notifications the “reflective devices” they are meant to be? This presentation will show how people physically get in touch (with their fingers) with their data through touch-screen interfaces in the apps and how these re-enactments are claimed by the users to be “meaningful” when they connect with already existing embodied knowing from participating in the situations registered by the app. These findings suggest that there might be reasons to re-think the cognitive-based epistemological claims to knowledge that flows through talk about learning by reflecting on personal data. It also urges us to consider the implications of bringing in non-representational dimensions of knowing to the fore when discussing the pedagogical impact of personal digital data in everyday lives.

  • 7.
    Fors, Vaike
    et al.
    Högskolan i Halmstad, Akademin för informationsteknologi, Halmstad Embedded and Intelligent Systems Research (EIS).
    Pink, Sarah
    Monash University, Melbourne, Australia.
    Berg, Martin
    Malmö University, Malmö, Sweden.
    O'Dell, Tom
    Lund University, Lund, Sweden.
    Imagining Personal Data: Experiences of Self-Tracking2019 (oppl. 1)Bok (Fagfellevurdert)
    Abstract [en]

    Digital self-tracking devices and data have become normal elements of everyday life. Imagining Personal Data examines the implications of the rise of body monitoring and digital self-tracking for how we inhabit, experience and imagine our everyday worlds and futures. Through a focus on how it feels to live in environments where data is emergent, present and characterized by a sense of uncertainty, the authors argue for a new interdisciplinary approach to understanding the implications of self-tracking, which attends to its past, present and possible future. Building on social science approaches the book accounts for the concerns of scholars working in design, philosophy and human-computer interaction. It problematizes the body and senses in relation to data and tracking devices, presents an accessible analytical account of the sensory and affective experiences of self-tracking, and questions the status of big data. In doing so, the book proposes an agenda for future research and design that puts people at its centre.

  • 8.
    Gerritsen, Bart H. M.
    et al.
    Faculty of Industrial Design Engineering, Delft University of Technology, Delft, The Netherlands.
    Solberg Søilen, Klaus
    Högskolan i Halmstad, Akademin för ekonomi, teknik och naturvetenskap, Centrum för innovations-, entreprenörskaps- och lärandeforskning (CIEL), Centre for International Marketing and Entrepreneurship Research (CIMER).
    de Visser, Pieter Bas
    Faculty of Industrial Design Engineering, Delft University of Technology, Delft, The Netherlands.
    Hoogreef, Philip J. M.
    Faculty of Industrial Design Engineering, Delft University of Technology, Delft, The Netherlands.
    Hulst, Kimberly
    Faculty of Industrial Design Engineering, Delft University of Technology, Delft, The Netherlands.
    Janssen, Marloes L.
    Faculty of Industrial Design Engineering, Delft University of Technology, Delft, The Netherlands.
    Horselenberg, Loes
    Faculty of Industrial Design Engineering, Delft University of Technology, Delft, The Netherlands.
    Van Dijk, Rens R.
    Faculty of Industrial Design Engineering, Delft University of Technology, Delft, The Netherlands.
    Consenheim, Ernst
    Jos de Vries Company, Maarssen, The Netherlands.
    Social Media Coming to the Mall: A Cross-Channel Response2014Inngår i: Product Development in the Socio-sphere: Game Changing Paradigms for 21st Century Breakthrough Product Development and Innovation / [ed] Dirk Schaefer, Heidelberg: Springer Publishing Company, 2014, Vol. 9783319074047, s. 169-235Kapittel i bok, del av antologi (Annet vitenskapelig)
    Abstract [en]

    Traditional shopping malls experience the effects of expanding online shopping. In addition, social media grew as a platform for customer orientation and expression. In-mall retail must respond. We take the customer journey as the guiding model for customer experience building and focus on converting cross-channel built customer expectation into enriched customer experiences in in-mall stores. We focus on the in-mall part of the journey but recognize the need to engage with customers in other parts of the journey and on social media. That is where the word-of-mouth spreads nowadays. We develop a ’u-retail’ process model and a cyber-physical system concept for a mall: we combine a mall website, mobile apps and interactive storefronts containing Facebook processes into an integrating system. Customers can manipulate info and processes displayed on the interactive storefront through touch or mobile devices. The Facebook shopping-with-online-friends process inserts real-time feedback from social media friends in the storefront window. We show how ’gamification’ and trust and loyalty breeding can be employed. Mall and retailers attract customers in a collective manner, from parking services to package deals. Cross-channel customer tracking is part of the concept, providing a view on both online and offline communities. Ubiquitous tracking of customers foster deep customer relation and experience of data. We implemented a first partly surrogate prototype to validate the concept. This partly empirical, partly designed experimental implementation can itself be a big data tool for scientists and retailers to acquire deeper insights. The concept can be generalized to other social contexts. © Springer International Publishing Switzerland 2014. All rights reserved

  • 9.
    Granath, Amanda
    et al.
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Hanak, Malin
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Strategier för att använda en lärplattform: Vid planering och genomförande av en distanskurs2016Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Flera lärosäten erbjuder distansutbildningar, det betyder att någon typ av webbaserat verktyg används. Verktyget, en så kallad lärplattform, fungerar som ett stöd för lärande, undervisning, administration samt kommunikation genom olika funktioner. En lärplattform är kopplingen mellan lärare och studenten i en distanskurs.  Tidigare forskning visar på att det finns bristande kunskaper i att planera och genomföra en distanskurs med stöd av en lärplattform bland lärare. Forskning kring lärares teknikkunskaper, färdigheter samt användandet av en lärplattform bland högre utbildning är låg och behöver forskas vidare på. Studien undersöker vilka befintliga funktioner i en lärplattform lärarna väljer att använda för att planera och genomföra en distanskurs. Där syftet med studien är att få en förståelse för vilka strategier lärare använder för att planera och genomföra en distanskurs med stöd av en lärplattforms befintliga funktioner.

    Studien utgick från en kvalitativ interpretativ ansats där datainsamlingsmetoden semistrukturerade intervjuer genomfördes. Sju lärare på Högskolan i Halmstad intervjuades individuellt. För att analysera empirin skapades en kodbok med litteraturdrivna kodord ur ett teknopedagogiskt perspektiv.

    Svaret på studiens frågeställning är att lärare använder huvudsakligen tre olika strategier för att planera och genomföra en distanskurs med stöd av en lärplattform.

  • 10.
    Habibovic, Azra
    et al.
    RISE Viktoria, Gothenburg, Sweden.
    Andersson, Jonas
    RISE Viktoria, Gothenburg, Sweden.
    Malmsten-Lundgren, Victor
    RISE Viktoria, Gothenburg, Sweden.
    Klingegård, Maria
    RISE Viktoria, Gothenburg, Sweden.
    Englund, Cristofer
    RISE Viktoria, Gothenburg, Sweden.
    External vehicle interfaces for communication with other road users2017Inngår i: Automated Vehicle Symposium, 2017Konferansepaper (Annet vitenskapelig)
  • 11.
    Ihlström Eriksson, Carina
    et al.
    Högskolan i Halmstad, Akademin för informationsteknologi, Halmstad Embedded and Intelligent Systems Research (EIS), Människa och Informationsteknologi (MI-lab).
    Åkesson, Maria
    Högskolan i Halmstad, Akademin för informationsteknologi, Halmstad Embedded and Intelligent Systems Research (EIS), Människa och Informationsteknologi (MI-lab).
    Introducing the e-newspaper - Audience Preferences and Demands2007Inngår i: Openness in digital publishing: awareness, discovery and access : proceedings of the 11th International Conference on Electronic Publishing, organised by the Vienna University of Technology (Vienna, Austria), Vienna, June 13-15, 2007 / [ed] Leslie Chan, Bob Martens, Vienna: IRIS-ISIS Publications , 2007, s. 65-74Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper adds to the overall understanding of new media adoption in general and the promotion of the e-newspaper in particular by empirically studying the preferences and demands of the potential users. The e-newspaper is a newspaper published on e-paper technology. The findings in this paper is based on the results from two studies, i.e. an online questionnaire with 3626 respondents and an evaluation in real life settings with 10 families over a two week period. Our initial hypothesis was that: users confronted with a vision of new technology and services are more positive to adopt than users with actual use experience of technology and services in an early stage of development with inherent technology problems. The research question of the paper is: How does use experience influence perceptions of preferences and demands for the e-newspaper? The findings showed that the hypothesis proved to be false, the test persons that have an actual use experience of the e-newspaper, despite the shortcomings in the device and service, were more positive to adopt than the respondents that have experienced concept movies and prototypes with more advanced functionality and interface.

  • 12.
    Johansson, Lars-Olof
    et al.
    Högskolan i Halmstad, Akademin för informationsteknologi, Halmstad Embedded and Intelligent Systems Research (EIS).
    Snis, Ulrika Lundh
    University West, S-46186 Trollhättan, Sweden.
    Svensson, Lars
    University West, S-46186 Trollhättan, Sweden.
    A Boundary Practice Perspective on Co-creation of ICT Innovations2016Inngår i: NORDIC CONTRIBUTIONS IN IS RESEARCH (SCIS 2016) / [ed] Snis, U L, Springer Publishing Company, 2016, s. 100-115Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Research has shown that collaboration and co-creation among different groups of stakeholders add complexity and challenges to the innovation process. In this paper a study of co-creation in a multi-stakeholder innovation process is presented. The co-creation is explored and described from a boundary practice perspective. The empirical data presented in the study is based on a user-centric innovation project, Free2Ride, where researchers, developers and members of two equestrian clubs co-created a piece of ICT safety equipment consisting of a transmitter (on the horse) and a receiver (application on a smartphone) to be used by equestrian club members during their everyday riding activities. Three episodes were extracted from the empirical data and presented in the paper. From these episodes the researchers have identified four characteristics of the spanning of boundaries in co-creation from a boundary practice perspective. One of the contributions in the papers is a description of boundary practicespanning. The research approach adopted in the study is the action case approach.

  • 13.
    Johnsson, David
    et al.
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Martinsson, Albin
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Social Bridging Technologies2016Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Our society is changing. The role which information and communication technologies (ICT) play in our society is growing rapidly and meanwhile the world’s population is ageing. ICT has enabled social network sites (SNS), which are often targeted towards younger people and is therefore less suitable for seniors who find themselves displaced again and again. Through a design research oriented study, we explored the theories of non-traditional computing to find alternative ways of using technology to better meet the needs of seniors. We have found bridging technologies to be a promising domain that could help address the life-changing consequences of population ageing. We have identified four design principles to support the design of bridging technologies, geared towards enabling seniors to interact with social network sites. These principles constitute our final contribution.

  • 14.
    Karlsson, Fredrik
    et al.
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Lundberg, Marcus
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Designriktlinjer för handinteraktion för att stödja immersion i VR: En studie om att skapa riktlinjer för design av handinteraktion för VR för att stödja immersion2017Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Virtuell verklighet (VR) har börjat användas i större utsträckning av människor inomområden som utbildning och underhållning. För att VR ska uppfattas som en seriösplattform för att skapa utbildnings- och underhållningstjänster, är en känsla avimmersion en viktig del av användarupplevelsen. Det finns idag olika metoder för attinteragera med VR men de saknar upplevelsen av att vara naturliga och realistiska.Handinteraktion anses vara ett naturligt sätt för människor att interagera med VR och harförutsättningar för att stödja immersion. Trots att handinteraktion anses vara ett bra sättatt interagera med VR finns det idag inga riktlinjer som underlättar för att designa tjänstermed handinteraktion. För att undersöka hur handinteraktion kan designas för att stödjaimmersion i VR, har vi utgått från frågan:Hur kan handinteraktion designas för virtuell verklighet för att stödja immersion?Genom vår studie har vi identifierat aspekter som är viktiga för att handinteraktion skastödja immersion. Frågan studeras genom en designorienterad ansats med kvalitativadatainsamlingsmetoder som deltagartester, intervjuer och observationer. Testdeltagarnasom deltagit i studien är rekryterade baserat på deras tidigare erfarenheter av VR ochspel. Studien bidrar med kunskap om vad som är viktigt för att handinteraktion skauppfattas som naturligt och realistiskt för att stödja immersion när det används i VR.

  • 15.
    Kronlid, Fredrik
    et al.
    Talkamatic AB.
    Larsson, Staffan
    Talkamatic AB.
    Wärnestål, Pontus
    Högskolan i Halmstad, Sektionen för Informationsvetenskap, Data– och Elektroteknik (IDE), Halmstad Embedded and Intelligent Systems Research (EIS), Människa och Informationsteknologi (MI-lab).
    Using Learned Predictions of User Utterances to Decrease Distraction2013Inngår i: Proceedings of the 17th Workshop on the Semantics and Pragmatics of the Dialogue / [ed] Raquel Fernandez and Amy Isard, Amsterdam, 2013, s. 210-212Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Driver distraction is one of the most com- mon causes of accidents. By having a di- alogue manager request predicted user an- swers from a user model instead of ask- ing the user, we can reduce the number of utterances in the dialogue and thereby re- duce the time that the user is distracted. 

  • 16.
    Kruse, Johan
    et al.
    Högskolan i Halmstad.
    Ytterberg, Max
    Högskolan i Halmstad.
    Tjing: En fika för dig är sällskap för en annan2016Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
  • 17.
    Lindberg, Susanne
    et al.
    Högskolan i Halmstad, Akademin för informationsteknologi, Halmstad Embedded and Intelligent Systems Research (EIS), Människa och Informationsteknologi (MI-lab).
    Jormfeldt, Henrika
    Högskolan i Halmstad, Akademin för hälsa och välfärd, Centrum för forskning om välfärd, hälsa och idrott (CVHI), Hälsa och omvårdnad.
    Bergquist, Magnus
    Högskolan i Halmstad, Akademin för informationsteknologi, Halmstad Embedded and Intelligent Systems Research (EIS), Människa och Informationsteknologi (MI-lab).
    Unlocking design potential: Design with people diagnosed with schizophrenia2019Inngår i: Informatics for Health and Social Care, ISSN 1753-8157, E-ISSN 1753-8165, Vol. 44, nr 1, s. 31-47Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    With the expansion of e-health systems to more diverse and heterogeneous contexts and user groups, it is increasingly important to include users in design. Designers recognize the benefits of user participation, but including users with lowered cognitive and social abilities can be difficult. This paper intends to answer how these users can participate in the design of e-health systems. We conducted a case study with stakeholder interviews and design workshops with users diagnosed with schizophrenia to identify and overcome the challenges for participation. From the stakeholder interviews, we identified challenges relating to social interaction, technical experience, cognitive ability, and loss of individuality. We designed workshops that addressed these challenges and identify five strategies for unlocking the design potential of the participants: (1) work together with concrete materials and examples; (2) maintain a positive focus; (3) accept all ideas; (4) maintain and require realism; and (5) use previous interaction. We conclude that, when supported appropriately, it is possible to involve people diagnosed with schizophrenia. We also highlight the difficulty for someone not self-experienced to understand contexts as challenging and sensitive as this, and thus the value of user participation.

  • 18.
    Lindroth, Joel
    et al.
    Högskolan i Halmstad, Sektionen för Informationsvetenskap, Data– och Elektroteknik (IDE).
    Billaudel, Sofie
    Högskolan i Halmstad, Sektionen för Informationsvetenskap, Data– och Elektroteknik (IDE).
    Designverktygs funktionalitet vid design av applikationsgränssnitt för tablets.: En studie av designers praktiska arbete med att designa appliaktionsgränssnitt med stöd av designverktyg.2012Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
  • 19.
    Olsson, Axel
    et al.
    Högskolan i Halmstad, Akademin för informationsteknologi, Halmstad Embedded and Intelligent Systems Research (EIS), Människa och Informationsteknologi (MI-lab).
    Forsberg, Jennifer
    Högskolan i Halmstad, Akademin för informationsteknologi, Halmstad Embedded and Intelligent Systems Research (EIS), Människa och Informationsteknologi (MI-lab).
    Designprinciper för ökad transparens till informationsflöden2016Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Never before has so much information been shared regarding people and their

    behaviour on social media. The development of digital services has provided users with

    the tools to communicate through text, sound, pictures and video. Less obvious in

    communication within social media are the social signals that humans use in everyday

    life. Signals that can help people understand and interpret situations and also help

    determine how to behave with others. To manage all this information that is shared

    across social media, companies uses hidden processes that regulate and distribute the

    content. Though, the users has a lacking understanding about why certain information is

    shown just for them, which can lead users to misinterpret their personal feed of

    information.

    This study has analysed these problems in the context of information feeds that is used

    in social media. The study explores how information feeds can be designed to increase

    transparency to other users, information and hidden processes. A qualitative research

    approach has been used where the collected data acts as the source provided for the five

    design principles that is defined in this study. These design principles has been

    incorporated in a prototype that later has been evaluated. The results show that they are

    providing increased transparency and acts within the three defined dimensions:

    transparency to identity, transparency to information and transparency to interaction.

    The design principles address these defined aspects and can thereby also provide an

    enhanced transparency to information feeds.

  • 20.
    Sjöberg, Jeanette
    et al.
    Högskolan i Halmstad, Akademin för lärande, humaniora och samhälle, Centrum för lärande, kultur och samhälle (CLKS).
    Brooks, Eva
    Aalborg University, Aalborg, Denmark.
    Problem Solving and Collaboration when School Children Develop Game Designs2019Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Digital technologies in combination with creative activities have been introduced in schools as a strategy for learning and teaching activities, encouraging engagement, productivity, and creativity as well as offering scaffolding opportunities. In recent years digital game-based learning (DGBL) activities also has been tried out in schools. In this paper, we examine how collaboration between school children is configured in problem solving activities whilst developing digital game designs. The study is based on a case of a creative workshop with school children (3rd graders, 9-10 years of age) where game design activities by means of a narrative approach in both analogue and digital form were applied. Game design activities with the participating children, creative materials and technologies and children’s actions as well as interactions are analysed by using interaction analysis and parts of content analysis. The research questions posed in the study are: (1) What are the patterns of collaborative interaction exhibited by 9 to 10-year-old school children when collaboratively engaged in problem solving activities? (2) What features facilitate collaborative interaction among 9 to 10-year-old school children when collaboratively engaged in problem solving activities? (3) What features challenge collaborative interaction among 9 to 10-year-old school children when collaboratively engaged in problem solving activities? The results of the study show that a sense of community emerged when the children worked on solving the problem of designing and producing a digital game. Hence, when designing for mutuality, the design should allow for the participants’ experience acknowledging an affective awareness of a shared purpose. 

  • 21.
    Svane, Torben E.
    Högskolan i Halmstad, Akademin för informationsteknologi, Halmstad Embedded and Intelligent Systems Research (EIS).
    Get your students to SMILE! Exploring emerging interaction technologies2013Inngår i: 2013 12th International Conference on Information Technology Based Higher Education and Training (ITHET), New York: IEEE, 2013, artikkel-id 6671064Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Staying updated on new interface developments is crucial to any programming or software design class. This paper reports on experiences from introducing some of the many new post-WIMP I/O possibilities emerging from e. g. mobile and sensor (Microsoft Kinect) technologies. To help students remember the technologies in mind, the acronym SMILE (Speech - Movement - Image - Language - Environment) is introduced. The paper also describes some exercises developed (for C# and JavaScript) as well as lectures and classroom activities prepared especially for introducing the topic. © 2013 IEEE

  • 22.
    Sytniowski, Patryk
    et al.
    Högskolan i Halmstad, Sektionen för Informationsvetenskap, Data– och Elektroteknik (IDE).
    Ivarsson, Jenny
    Högskolan i Halmstad, Sektionen för Informationsvetenskap, Data– och Elektroteknik (IDE).
    Designutmaningar för fjärrdiagnostik av fordon2012Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Under de senaste åren har e-underhåll väckt ökat intresse. Det är en underhållshantering där exempelvis ett fordon hanteras och övervakas över internet. Inom detta område finns det olika tekniker. En sådan teknik som vuxit fram under de senaste åren är “remote diagnostic system” eller fjärrdiagnostiska system. Fjärrdiagnostiska system kan bland annat på distans diagnostisera problem hos fordon. Det är även ett system som kan användas till att möjliggöra tjänster för fordonskunder. Dessa tjänster kan bestå av underhållstekniker som använder sin kunskap och ger rekommendationer angående ett fordons underhåll på distans.

    På grund av att det handlar om fordon är trafiksäkerheten viktig att ta hänsyn till, eftersom fel på ett fordon kan orsaka trafiksäkerhetsrisker. Därmed finns det olika utmaningar med trafiksäkerhet, exempelvis designutmaningar för hur tjänster kan utformas för att minska trafiksäkerhetsrisker. Vår litteraturstudie indikerade att designutmaningar för hur tjänster kan utformas inom fjärrdiagnostiska tjänster inte är tillräckligt väl utforskat. De fjärrdiagnostiska tjänsterna erbjuds och utvecklas i relationen mellan tjänstleverantörer och kunder. Det är även här dessa utmaningar uppstår. Därför undersökte vi vilka designutmaningar det kan finnas med fjärrdiagnostiska tjänster i denna relation. Vi genomförde en undersökning med en litteraturstudie och en intervjustudie. Resultatet från dessa studier ledde till en sammanställning av designutmaningar med fjärrdiagnostiska tjänster. Dessa utmaningar kan adresseras i relationen mellan tjänstleverantörer och kunder.

  • 23.
    Tärning, Betty
    et al.
    Lund University, Lund, Sweden.
    Sjödén, Björn
    Högskolan i Halmstad, Akademin för lärande, humaniora och samhälle, Centrum för lärande, kultur och samhälle (CLKS).
    Gulz, Agneta
    Lund University, Lund, Sweden & Linköping University, Linköping, Sweden.
    Haake, Magnus
    Lund University, Lund, Sweden.
    Young Children’s Experience and Preference of Feedback: Sense and Sensibility2018Inngår i: IxD&A: Interaction Design and Architecture(s), ISSN 1826-9745, E-ISSN 2283-2998, nr 37, s. 206-230Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    This study explored the effects of adding visual continuous feedback in the form of feedback bars to a teachable-agent based learning game in mathematics. Forty-five (45) children, 8- to 12-years-old, from three Swedish school classes used the game during four math lessons. The focus was on how feedback to the students regarding their teachable agents learning progression – and different detailedness of such feedback – affects how the students (in a teacher role) experience the learning game. The results suggest that students were positive towards receiving immediate and continuous feedback, but their preferences with respect to the detailedness of the feedback differed according to their age. We found a divergence as to the preferred number of bars, where the 3rd and 5th graders preferred 1 or 3 bars but where the 2nd graders preferred the more detailed version (6 bars) despite their lack of understanding of what the different bars represented.

  • 24.
    Wärnestål, Pontus
    Högskolan i Halmstad, Akademin för informationsteknologi, Halmstad Embedded and Intelligent Systems Research (EIS), Människa och Informationsteknologi (MI-lab).
    Formal Learning Sequences and Progression in the Studio: A Framework for Digital Design Education2016Inngår i: Journal of Information Technology Education: Innovations in Practice, ISSN 2165-3151, E-ISSN 2165-316X, Vol. 15, nr 1, s. 35-52Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    This paper examines how to leverage the design studio learning environment throughout longterm Digital Design education in order to support students to progress from tactical, well-defined, device-centric routine design, to confidently design sustainable solutions for strategic, complex, problems for a wide range of devices and platforms in the digital space. We present a framework derived from literature on design, creativity, and theories on learning that: (a) implements a theory of formal learning sequences as a user-centered design process in the studio; and (b) describes design challenge progressions in the design studio environment modeled in seven dimensions. The framework can be used as a tool for designing, evaluating, and communicating course progressions within – and between series of – design studio courses. This approach is evaluated by implementing a formal learning sequence framework in a series of design studio courses that progress in an undergraduate design-oriented Informatics program. Reflections from students, teachers, and external clients indicate high student motivation and learning goal achievement, high teacher satisfaction and skill development, and high satisfaction among external clients.

  • 25.
    Wärnestål, Pontus
    et al.
    Högskolan i Halmstad, Akademin för informationsteknologi, Halmstad Embedded and Intelligent Systems Research (EIS), Människa och Informationsteknologi (MI-lab).
    Kronlid, Fredrik
    Talkamatic AB, Gothenburg, Sweden.
    Towards a user experience design framework for adaptive spoken dialogue in automotive contexts2014Inngår i: IUI'14: 19th International Conference on Intelligent User Interfaces: Haifa, Israel – February 24-27, 2014, New York, NY: ACM Press, 2014, s. 305-310Konferansepaper (Fagfellevurdert)
    Abstract [en]

    We present an initial set of design principles for designing efficient, effective, coherent, and desirable adaptive spoken interaction for traffic information and navigation. The principles are based on a qualitative analysis of driver interactions with an adaptive speech prototype along with driver interviews. The derived set of principles range from high-level fundamental design values, conceptual and behavioral principles, to low-level interface-level principles that can guide the design of adaptive spoken dialogue interaction in the car from a user experience perspective. © 2014 ACM.

  • 26.
    Wärnestål, Pontus
    et al.
    Högskolan i Halmstad, Akademin för informationsteknologi, Halmstad Embedded and Intelligent Systems Research (EIS), Människa och Informationsteknologi (MI-lab).
    Nygren, Jens M
    Högskolan i Halmstad, Akademin för hälsa och välfärd, Centrum för forskning om välfärd, hälsa och idrott (CVHI).
    Building an Experience Framework for a Digital Peer Support Service for Children Surviving from Cancer2013Inngår i: Proceedings of Interaction Design and Children (IDC'13), New York, NY: Association for Computing Machinery (ACM), 2013, s. 269-272Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Childhood cancer survivors adjust to the physical, mental, and social difficulties associated with their illness and treatment. This process can be facilitated by social support from peers. For children, this is often problematic due to geographical, clinical, and age-related limitations. This paper reports on a stakeholder assessment study that confirms the relevance of a digital peer support service for childhood cancer survivors. The analysis establishes where in the existing health care process the digital peer support service should be introduced, what actors play a key role in facilitating service onboarding and use, and characterizes desirable user experience qualities. The analysis also yields a collection of design challenges to be addressed in the development of the digital peer support service. Copyright 2013 ACM.

  • 27.
    Wärnestål, Pontus
    et al.
    Högskolan i Halmstad, Akademin för informationsteknologi, Halmstad Embedded and Intelligent Systems Research (EIS), Människa och Informationsteknologi (MI-lab).
    Svedberg, Petra
    Högskolan i Halmstad, Akademin för hälsa och välfärd, Centrum för forskning om välfärd, hälsa och idrott (CVHI).
    Nygren, Jens
    Högskolan i Halmstad, Akademin för hälsa och välfärd, Centrum för forskning om välfärd, hälsa och idrott (CVHI).
    Co-constructing Child Personas for Health-Promoting Services with Vulnerable Children2014Inngår i: CHI '14 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Toronto, ON, Canada: ACM Press, 2014, s. 3767-3776Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The availability of health-promoting resources for young children diagnosed with cancer who are transitioning from intensive care to everyday life is limited. In the context of designing digital peer support services for children who are considered vulnerable due to clinical and age-related aspects, there are several challenges that put critical requirements on a user-centered design process. This paper reports on a new method for co-constructing child-personas that are tailored for developing health-promoting services where empirical data is restricted due to practical and ethical reasons. In particular, we are proposing to focus children design workshop sessions on salutogenesis, and complement this with a pathogenic perspective by interviewing healthcare professionals and parents. We also introduce the use of proxy personas, and redemption scenarios in the form of comicboards, both collaboratively constructed by children and designers through storytelling. By applying four progressive steps of data collection and analysis we arrive at authentic child-personas that can be used to design and develop health-promoting services for children in vulnerable life stages.

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