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  • 1.
    Ailm, Kajsa
    et al.
    Högskolan i Halmstad.
    Lindroos, Max
    Högskolan i Halmstad.
    Vilka utmaningar finns för design av socialt användarengagemang på digitala spelplattformar?2019Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Den här studien har ämnat att undersöka socialt användarengagemang på digitala spelplattformar genom frågeställningen: Vilka utmaningar finns för design av socialt användarengagemang på digitala spelplattformar? Socialt användarengagemang innebär att användares engagemang mellan varandra främjas genom funktioner på den digitala plattformen som på exempelvis Facebook och Twitter. Tidigare forskning om användarengagemang på digitala spelplattformar har försökt att skapa användarengagemang genom nya sociala funktioner. Det finns däremot problematik för utvecklare av digitala spelplattformar eftersom användare väljer att interagera och kommunicera på andra digitala sociala plattformar. Att användarna väljer att kommunicera på andra digitala plattformar än på digitala spelplattformar kan vara kopplat till att användare av digitala spelplattformar har ett annat syfte och behov med sin interaktion. Vid design av digitala spelplattformar kan det därför vara viktigt att nya funktioner är en påbyggnad av den digitala spelplattformens grundfunktioner och att användares spelrelaterade mål prioriteras. Studien utgick från en designorienterad forskningsansats där tre stycken designelement har implementerats och utvärderats genom en probe. Studien resulterade i fyra designutmaningar som är ämnade att rikta sig till designers av digitala spelplattformar som ett stöd för framtagning och utveckling av digitala spelplattformar. De identifierade designutmaningar rekommenderas att ha i åtanke för att kunna förbättra upplevelsen för användare på digitala spelplattformar.

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  • 2.
    Berg, Martin
    Högskolan i Halmstad, Akademin för informationsteknologi, Halmstad Embedded and Intelligent Systems Research (EIS), Människa och Informationsteknologi (MI-lab).
    Smart jewellery: measuring the unknown2016Konferensbidrag (Refereegranskat)
    Abstract [en]

    Self-tracking devices and apps often measure and provide interpretations of personal data in a rather straightforward way, for instance by visualising the speed and distance of a run or the quality of sleep during a night. There is however a growing number of devices that take the data analysis further by providing insights and algorithmic advices about domains of our lives that are otherwise thought of as difficult to grasp. This paper explores two devices of this kind, namely the Moodmetric and the ŌURA which are two recently released smart rings with associated mobile apps that claim to measure emotions and rest, promote happiness and help users to perform better. Whereas several studies have shed light over how users engage with self-tracking apps and devices, little attention has been paid to how these technologies stem from dreams, hopes and imaginaries of designers and developers. This paper approaches self-tracking from a producer perspective in order to frame how users and their everyday lives are imagined by designers and how these assumptions are built into the technologies. Empirically, the paper is based on a content analysis of blog posts, marketing materials and user guides from the ŌURA and Moodmetric companies along with video interviews with company representatives as well as recordings of their public appearances. Engaging with the field of software studies as well as the emerging field of self-tracking studies, this paper aims at providing a basis for further design oriented studies of self-tracking.

  • 3.
    Bergström, Emil
    et al.
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Wärnestål, Pontus
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Exploring the Design Context of AI-Powered Services: A Qualitative Investigation of Designers’ Experiences with Machine Learning2022Ingår i: Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349, Vol. 13336, s. 3-21Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Artificial Intelligence (AI) has provided user experience (UX) designers with a richer toolset. To use technologies such as Machine Learning (ML) that can expand their creative capacity to design intelligent services. ML has the capability to enhance the user experience, for example, by improving efficiency, personalization, and context-aware adaptation. However, research suggests ML as a challenging design material in UX practice, such as difficulties in comprehending data dependencies when prototyping, or the lack of tools and methods for evaluating adaptive user experiences. Previous research indicates that lack of knowledge transfer into the UX design practice may hamper innovative potential. This work aims to provide new insights on how designers think about – and experience – design for AI-powered services. It is important to make ML-powered services beneficial and sustainable for end-users, organizations, and society. Therefore, we explore UX designers’ reflections and experiences of using ML in a design context. We have performed nine deep explorative interviews with professional designers that work with ML. The respondents have different backgrounds, seniority, and work in different sectors. The collected interview material was qualitatively analyzed and resulted in five conceptual themes for how UX designers experience the design context surrounding AI-powered services: 1) Absence of competence, 2) Lack of incentive for competence development, 3) Challenges in articulating design criteria, 4) Mature vs. Immature clients, and 5) Lack of support for ethical concerns. We provide implications for how these themes affect the design context and practice. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.

  • 4. Carlsson, André
    et al.
    Stray Andreasson, Fanny
    Tv:n står på som sällskapsljud: En studie om hur överkonsumtion kan belysas genom provokativ digital design2021Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Vi lever idag i en värld där människor överkonsumerar jordens resurser. Människor uppmanastill att bli mer medvetna om sin energiförbrukning, och EU finansierar arbete för mer hållbardesign, men mer arbete krävs.

    Provokativ design är ett växande område som visat sig både kunna öka användaresengagemang och medvetenhet, och motivera till reflektion. Även inom digital design har ettintresse för provokativ design vuxit sig större. Det finns potential i att kombinera provokativdesign och digital design för att medvetandegöra användare om deras energiförbrukning, och hjälpa dem att reflektera över denne.

    Denna studie har undersökt hur provokativ design kan implementeras i en digital artefakt föratt belysa överkonsumtion. Genom att studera respondenternas reaktioner såg vi att det ärmöjligt att, med en förståelse för provokativ design, kontexten och målgruppen, skapa endigital provokativ design som kan belysa problemet för användare och få dem att reflektera.Vi såg en stark koppling till kontexten sociala sammanhang och erbjuder därför även förslagtill framtida forskning.

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  • 5.
    Ehrnberger, Karin
    et al.
    Royal Institute of Technology, School of Machine Design, Stockholm, Sweden.
    Räsänen, Minna
    Södertörn University, Huddinge, Sweden.
    Börjesson, Emma
    Högskolan i Halmstad, Akademin för informationsteknologi, Halmstad Embedded and Intelligent Systems Research (EIS).
    Hertz, Anne-Christine
    Högskolan i Halmstad, Akademin för informationsteknologi, Halmstad Embedded and Intelligent Systems Research (EIS).
    Sundbom, Cristine
    Royal College of Arts, Crafts and Design, Stockholm, Sweden.
    The Androchair: Performing Gynaecology through the Practice of Gender Critical Design2017Ingår i: The Design Journal, ISSN 1460-6925, E-ISSN 1756-3062, Vol. 20, nr 2, s. 181-198Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    This paper highlights the important role that design plays when it comes to women's overall experiences of ther gynaecological examination. It exemplifies how the examination can become renegotiable through the practice of a critical design. We will reflect this in the design of the contemporary gynaecological examination chair (GEC). We used women's experiences as a starting point for the design of an Androchair (a conceptual male equivalent of the GEC), in order to make the experiences critically visible. Inspired by the view of the gynaecological examination as a performance where the Androchair is represented as a prop and was placed on a stage as a discussion object during a public seminar. The Androchair allowed for both critical and multiple readings of the GEC and through that, the gynaecology examination at large. Moreover, it stimulated a discussion about alternative ideas towards achieving a more positive experience. © 2017 Informa UK Limited, trading as Taylor & Francis Group.

  • 6.
    Emmitt, Stephen
    et al.
    Högskolan i Halmstad, Akademin för ekonomi, teknik och naturvetenskap, Centrum för innovations-, entreprenörskaps- och lärandeforskning (CIEL). Loughborough University, UK.
    Kirti, Ruikar
    Loughborough University, UK.
    Collaborative Design Management2013 (uppl. First)Bok (Övrigt vetenskapligt)
  • 7.
    Gkouskos, Dimitrios
    et al.
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Resmini, Andrea
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Arghavan Shahlaei, Charlotte
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Burgos, Jonathan
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Teaching Design Ethics Through Tabletop Game Prototyping2023Ingår i: The 7th International Conference for Design Education Researchers / [ed] Derek Jones; Naz Borekci; Violeta Clemente; James Corazzo; Nicole Lotz; Liv Merete Nielsen; Lesley-Ann Noel, London, UK: Design Research Society, 2023Konferensbidrag (Refereegranskat)
    Abstract [en]

    Design Ethics is a challenging yet vital topic to address and teach, especially in an age where designers may think they are not ethically responsible for their creations. This paper describes the design of an ethics course where instructors used Research Through Design as a vehicle to teach design ethics to a class of master’s students. We describe how we introduced tabletop game prototyping using the Design Games Framework, a lecture-workshop-supervision format supported by a design diary, and student-led sessions to create a pedagogical structure for students to unpack and explore ethical issues. We discuss the design diaries and present reflections on developing reflexivity through game making, framing design as exploration rather than solution-making, and moving beyond dramatic elements when game-making. The course design and reflections provide guidance for design educators in integrating game-making activities in design ethics courses.

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  • 8.
    Hylving, Lena
    et al.
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Resmini, Andrea
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Lindenfalk, Bertil
    Jönköping University, Jönköping, Sweden.
    Weberg, Oliver
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Game design as a pedagogical tool for learning and reflection: The case of the ethics experience2022Ingår i: Design, Learning, and Innovation: 6th EAI International Conference, DLI 2021, Virtual Event, December 10-11, 2021, Proceedings / [ed] Eva Brooks; Jeanette Sjöberg; Anders Kalsgaard Møller, Cham: Springer, 2022, Vol. 435, s. 86-96Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper sets out to present an ongoing pedagogical project where game design is used to let students both learn and reflect upon different perspectives of ethics relevant to the master program they are enrolled in. The paper explains the underlying logic behind the pedagogical process where students develop their own game and at the same time learn about different perspectives of ethics in relation to courses that they are currently taking. With an open and iterative method, we let the students explore, discuss and design a game that can be used by future students. By letting the students decide and lead the development we democratize the learning-process and engage them in a learning experience. More so, this approach to game design as a pedagogical tool to engage and democratize the learning experience is new and increasingly relevant for both students that play games on an everyday basis, but also students that are new to games. Also, it is a constant and dynamic process for both students and teachers. © 2022, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.

  • 9.
    Ihlström Eriksson, Carina
    et al.
    Högskolan i Halmstad, Akademin för informationsteknologi, Halmstad Embedded and Intelligent Systems Research (EIS).
    Lundberg, Jonas
    Linköping University, Sweden.
    A Genre Perspective on Online Newspaper Front Page Design2004Ingår i: Journal of Web Engineering, ISSN 1540-9589, Vol. 3, nr 1, s. 50-74Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Taking a genre perspective on design, this article proposes eight design recommendations for online newspapers. These recommendations are based on features that mediate a specific purpose and use between publisher and audience, which we describe as genre rules in terms of purpose, form, and positioning. They are also based on genre change regarding design, and the heritage from print regarding form and shared content elements. We have a) studied genre change through a web page analysis of nine Swedish online newspapers in 2001 and 2003, using the genre concepts content, form, functionality and positioning, and b) derived genre rules through publishers and audience understanding of the genre. We have interviewed managers, designers and editors-in-chief at the nine newspapers as well as 153 members of their audience. We show that in the design process for digital documents, it is useful to have genre awareness, i.e. to be aware of the genre characteristics, the producer's design purpose and the audience recognition and response.

  • 10.
    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).
    Kautz, Karl-Heinz
    Högskolan i Halmstad, Akademin för informationsteknologi, Halmstad Embedded and Intelligent Systems Research (EIS).
    Authentic and Concurrent Evaluation: Refining an Evaluation Approach in Design Science Research2011Ingår i: PACIS 2011 PROCEEDINGS / [ed] Peter B. Seddon & Shirley Gregor, Brisbane: Queensland University of Technology , 2011, s. Paper 82-Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper addresses the need for more detailed accounts for evaluation in design science research literature. By revisiting a design project regarding the future e-newspaper we give detailed descriptions of its authentic and concurrent evaluation approach by illustrating the what, why and how of all evaluation activities throughout the whole project. The project produced seven different design artifacts that were evaluated. The utility and theoretical outcomes of the evaluation activities clearly influenced design decisions regarding newspaper design, user value and business model design as well as decisions on strategic levels. We emphasize a holistic and concurrent approach to evaluation compared to the general design science research thinking and argue that reflecting on how to seek authenticity is important. By authenticity we refer to the notion of how closely an evaluation captures the context and actual use of an artifact. With the holistic approach we encourage evaluation to be inclusive of different aspects and relationships between stakeholder groups in the evaluation activities. Further we think that concurrency is not narrowed to evaluation but also regards theorizing. While it makes sense for planning to distinguish between phases and stages of evaluation and theorizing, in practice they are intrinsically interlinked and concurrent.

  • 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).
    Lund, Jesper
    Högskolan i Halmstad, Akademin för informationsteknologi, Halmstad Embedded and Intelligent Systems Research (EIS), Människa och Informationsteknologi (MI-lab).
    Designing Ubiquitous Media Services: Exploring the Two-Sided Market of Newspapers2016Ingår i: Journal of Theoretical and Applied Electronic Commerce Research, E-ISSN 0718-1876, Vol. 11, nr 3, s. 1-19Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    The two-sided market of newspapers with its two customer groups, readers and advertisers, is changing due to digitalization. This former stable and profitable market has lately suffered from both decreasing subscription and advertiser revenue. In this paper we use the term ubiquitous media environments to represent the vision of future media environments enabling device independent mass-scale distribution of ubiquitous media services in integrated infrastructures. We build upon a two-year action research project where researchers worked together with the Swedish newspaper industry to envision future ubiquitous media services and explore the following research question: how can ubiquitous media services be designed to leverage and balance value in a two-sided market? Five examples of ubiquitous media services were developed in collaboration and thereafter evaluated. These services were then illustrated in movie clips to trigger discussions on how ubiquitous media services can be designed. Drawing on the value aspects of ubiquitous media services from an advertiser and reader point-of-view and the platform owner role of the newspapers in a future ubiquitous media environments, we describe and discuss how ubiquitous media services can be designed to leverage value for advertisers and readers, and how newspaper organizations can strategize ubiquitous media environments. © 2016 Universidad de Talca - Chile

  • 12.
    Krönlein, Anna
    et al.
    Högskolan i Halmstad, Akademin för företagande, innovation och hållbarhet.
    Persson, Tova
    Högskolan i Halmstad, Akademin för företagande, innovation och hållbarhet.
    Hur påverkar öletikettens färg och visuella design konsumentens köpbeteende?2021Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Titel Hur påverkar öletikettens färg och visuella design konsumentens köpbeteende?

    Nivå C- uppsats, 15 hp

    Författare Anna Krönlein och Tova Persson 

    Handledare Svante Andersson

    Examinator Klaus Solberg Söilen 

    Termin VT 2021

    Syfte: Syftet med uppsatsen är att förstå varför konsumenter attraheras till olika färger på den visuella designen på en etikett vid köp av öl. Vi vill skapa en förståelse vilka färger som attraherar olika kön, samt unga och äldre konsumenter, det vill säga mer eller mindre benägna att köpa ölet beroende på etikettens färg på den visuella design. Genom att undersöka varför konsumenter attraheras av olika färger i en etikett kommer vi eventuellt upptäcka utmärkande drag hos konsumenter som är benägna till en viss typ av färg på etikettens visuella design. 

    Teoretiska referensramen: Uppsatsen är fördelad och baserad på teori inom sex områden. I början presenteras etiketten primära uppgift. Den följs upp med etikettens element, färgens roll i marknadsföringskommunikationen, etiketten som marknadsföringsverktyg, etiketten som varumärkesbyggande, samt konsumentbeteende.

    Metod: För att undersöka våra forskningsfrågor utförde vi en kvantitativ studie med 520 respondenter jämt fördelade mellan kön och åldrarna 20-30 år och 50-60 år. 

    Empiri: Det empiriska underlaget i uppsatsen är insamlat genom en enkätundersökning med svar från 520 respondenter. Resultatet presenteras i tabeller och diagram. Materialet har analyserats, samt diskuterats med koppling till vår teoretiska referensram.

    Diskussion och slutsats: Resultatet av vår studie visar på att konsumenters färgpreferenser skiljer sig vid ett köp av öl. Vilka färger konsumenten attraheras av skiljer mellan ålder och kön. Utfallet av denna studie visar på skillnader mellan olika kundsegment, såsom inkomst och sysselsättning. Undersökningen påvisar att etikettens färg och visuella design har en stor påverkan på konsumenters köpbeteende.

    Nyckelord: Etikettens visuella design, etikettens färg påverkan, öletiketter. 

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  • 13.
    Lagerwall, Jakob
    Högskolan i Halmstad, Akademin för ekonomi, teknik och naturvetenskap.
    Konceptstudie luftfilter2017Självständigt arbete på grundnivå (högskoleexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [en]

    This thesis is a concept study, done for the company Husqvarna Group AB,concerning a chainsaw air filter. In this study, research is done regardingalternative and improved solutions based on current construction.

    The thesis is the concluding course for the mechanical engineer program atHalmstad Högskola.

    Existing air filters on Husqvarna chainsaw are leaking unfiltered air, and accordingto the public, does not give a reliable impression. Therefore, the goal for thisproject is to analyse and then make suggestions on how Husqvarna in the futurecan improve the existing solution. To achieve this, relevant literature andmethods that have been used during education are applied.

    The project results in a concept called “kassett”, which meet the requirementsthat are built up during the way.

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  • 14.
    Lindenfalk, Bertil
    et al.
    Jönköping University, Jönköping, Sweden.
    Resmini, Andrea
    Högskolan i Halmstad, Akademin för informationsteknologi. Jönköping University, Jönköping, Sweden.
    The Dialectic Between System Space and Design Space: A Systems Thinking Approach to Addressing Complexity in the Design Process2022Ingår i: Design, User Experience, and Usability: Design Thinking and Practice in Contemporary and Emerging Technologies: 11th International Conference, DUXU 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26 – July 1, 2022, Proceedings, Part III / [ed] Marcelo M. Soares; Elizabeth Rosenzweig; Aaron Marcus, Cham: Springer, 2022, Vol. 13323 LNCS, s. 33-48Konferensbidrag (Refereegranskat)
    Abstract [en]

    System space is introduced as a conceptual design space and as a distinct space from that traditionally addressed by most design processes. The paper intends to address the increasing complexity deriving from the ongoing blend of physical and digital in a postdigital culture and contribute to the current understanding of the effect of “systemic” ways of thinking in design disciplines. We argue that a systemic perspective cannot simply be “added” to the design process and that addressing postdigital complexity, that is, producing solutions to contemporary design problems, requires instead its own conceptualization, in its own space, to be acknowledged, practiced, and formalized as a different way of thinking. We propose that system space lives in a dialectical relationship with design space within the space of the experience and that it provides a way to escape the cognitive traps in design space. We posit that the relationships between system space and design space can be apprehended by means of an exo-process adapted from systems thinking, and that the exo-process provides a supporting structure for the intentional and necessary movement between the different spaces, scales, and modes of thinking required by contemporary design work. We then illustrate such a dialectical relationship through the analysis of three different cases and draw final considerations. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.

  • 15.
    Osz, Katalin
    et al.
    Högskolan i Halmstad, Akademin för informationsteknologi, Halmstad Embedded and Intelligent Systems Research (EIS).
    Raats, Kaspar
    Högskolan i Halmstad, Akademin för informationsteknologi, Halmstad Embedded and Intelligent Systems Research (EIS).
    Lindgren, Thomas
    Högskolan i Halmstad, Akademin för informationsteknologi, Halmstad Embedded and Intelligent Systems Research (EIS).
    Rothmüller, Markus
    School of Architecture, Design and Planning Aalborg University, Copenhagen, Denmark.
    Rasmussen, Pernille Holm
    School of Architecture, Design and Planning Aalborg University, Copenhagen, Denmark.
    Vendelbo-Larsen, Alexandra
    School of Architecture, Design and Planning Aalborg University, Copenhagen, Denmark.
    A design anthropology approach to experiential futures and autonomous driving2018Ingår i: PDC '18 Proceedings of the 15th Participatory Design Conference: Short Papers, Situated Actions, Workshops and Tutorial - Volume 2 / [ed] Liesbeth Huybrechts et al., New York, NY: Association for Computing Machinery (ACM), 2018, artikel-id 49Konferensbidrag (Refereegranskat)
    Abstract [en]

    The relationship between design anthropology and Participatory Design (PD) has developed along a shared interest in understanding interventions and possible futures. In this full-day workshop, we use future-oriented participatory and collaborative methodologies to expand our understanding of how we might further develop ethnographies of the possible and how a focus on imagination and unspoken experience of the making and using of possible future scenarios can underpin our understandings. We also discuss how the experience of and engagement with possible futures can enable novel modes of research practice, knowing and understanding. © 2018 ACM.

  • 16.
    Parsa, Amin
    Lund University, Lund, Sweden; Vrije University, Amsterdam, Netherlands.
    Military Uniform and Lethal Targeting in International Law on Armed Conflict2019Ingår i: Uniform: Clothing and Discipline in the Modern World / [ed] Jane Tynan; Lisa Godson, London: Bloomsbury Visual Arts , 2019, s. 239-254Kapitel i bok, del av antologi (Refereegranskat)
  • 17.
    Plotnikova, Olga
    Högskolan i Halmstad.
    Citizen-centred service design for unemployment support in the public sector: Exploring unemployed citizens’ needs2022Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Currently, Swedish municipalities are moving towards citizen-centred service design. It means they aim to be more transparent, accessible, and responsive. However, many developments in the public sector have failed due to the lack of understanding of their citizen’s needs. Understanding citizens' needs is critical in social work, such as unemployment support, where citizens have direct contact with public services.  This paper focuses on digital service design for the unemployment support department in a municipality, aiming to support citizens with job-seeking. The development of the digital service from a citizen-centred perspective here is an essential step toward significant improvements for better service delivery. The study aims to explore the current situation in a field and identify citizens’ needs, which could inform the design of a new citizen-centred service. For that, I conducted semi-structured interviews with 8 civil servants working with the unemployed and 7 citizens currently in the job-seeking process. Thematic analysis was used for data analysis. The findings resulted in five themes of citizens’ needs 1) informational needs, 2) educational needs, 3) communicational needs, 4) fairness needs, and 5) independence needs. I discuss the implications of these findings and their importance for further citizen-centred service design.

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  • 18.
    Raats, Kaspar
    et al.
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Fors, Vaike
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Ebbesson, Esbjörn
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Tailoring Co-Creation For Responsible Innovation: A Design Ethnographic Approach2023Ingår i: 29th Annual Americas Conference on Information Systems, AMCIS 2023, Association for Information Systems, 2023Konferensbidrag (Refereegranskat)
    Abstract [en]

    It is hard to predict the impact of technology on society before it is developed enough. For example, the issue can be attributed to the need for more cross-sectoral collaboration in the design process. However, a solution for anticipating such outcomes has been proposed through the quadruple helix innovation model, which states that the involvement of government, academia, industry, and the public is essential in innovation systems. The question of how this collaboration can successfully be staged to foresee possible impacts is an empirical endeavour. This paper presents an iterative case study of how ethnographic material can be used to ongoingly tailor speculative co-creation to facilitate responsible innovation (RI) principles. The result is reflected through two lenses; the tools developed in the project to facilitate co-creation activities and the stakeholder reflections evoked through these tools. © 2023 29th Annual Americas Conference on Information Systems, AMCIS 2023. All rights reserved.

  • 19.
    Resmini, Andrea
    Högskolan i Halmstad, Akademin för informationsteknologi. Jönköping University, Jönköping, Sweden.
    Classical to contemporary: An M3-Based Model for Framing Change in Information Architecture2021Ingår i: Advances in Information Architecture: The Academics / Practitioners Roundtable 2014–2019 / [ed] Resmini, A.; Rice, S. A.; Irizarry, B., Cham: Springer, 2021, s. 9-17Kapitel i bok, del av antologi (Refereegranskat)
    Abstract [en]

    This chapter frames the ongoing epistemological evolution of information architecture as a shift, under the pressure of social and technological change, from the “classical” information architecture of the 1990s and early 2000s to a “contemporary” information architecture. It then establishes a differentiation between the two, modeled in accordance with the conceptualization of innovation in fields of knowledge offered by Van Gigch and Pipino’s Meta-Modeling Methodology. © 2021 The Author(s), under exclusive license to Springer Nature Switzerland AG

  • 20.
    Resmini, Andrea
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Digital is the problem – Editorial2021Ingår i: Journal of Information Architecture, E-ISSN 1903-7260, Vol. 6, nr 2, s. 1-8Artikel i tidskrift (Övrigt vetenskapligt)
  • 21.
    Resmini, Andrea
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Rules! Drama! Space! A design games framework to address complexity2022Ingår i: UX Lisbon 2022 / [ed] Bruno Figueiredo, 2022Konferensbidrag (Övrigt vetenskapligt)
  • 22.
    Resmini, Andrea
    Högskolan i Halmstad, Akademin för informationsteknologi. Jönköping University, Jönköping, Sweden.
    The Organization and Exploration of Space as Narrative: Information Architecture in Video Games2021Ingår i: Advances in Information Architecture: The Academics / Practitioners Roundtable 2014–2019 / [ed] Resmini, A.; Rice, S. A.; Irizarry, B., Cham: Springer, 2021, s. 195-210Kapitel i bok, del av antologi (Refereegranskat)
    Abstract [en]

    The chapter analyzes the organization of space and narrative in videogames as an instance of the information architecture of digital environments and of thestructural role it plays in shaping experience. It does so by adopting two different waysto analyze the space/narrative relationship: Lynch’s spatial primitives for cognitivemapping, and McGregor’s taxonomy of spatial patterns. These are then applied toread three different action/adventure video games: Prince of Persia: The Sands ofTime, Shadow of the Colossus, and Middle-earth: Shadow of Mordor. The reason isthreefold: to illuminate the individual information architectures of games that might,on the surface, be regarded as providing very similar experiences; to contribute tothe ongoing conversation on embodiment and spatiality in information architecture;and to provide an example of how contemporary information architecture can beemployed to critique different types of information environments.

  • 23.
    Resmini, Andrea
    et al.
    Jönköping International Business School, Jönköping University, Jönköping, Sweden.
    Lindenfalk, Bertil
    Jönköping University, Jönköping, Sweden.
    Read Ahoy!: A playful digital-physical Viking experience to engage children infinding and reading books2020Ingår i: HCII 2020: Human-Computer Interaction. Human Values and Quality of Life / [ed] Masaaki Kurosu, Cham: Springer, 2020, Vol. 12183, s. 307-325Konferensbidrag (Refereegranskat)
    Abstract [en]

    A digital/physical installation part a series of pilots developed for Habo Municipality, Sweden, in the context of a public co-design effort aimed at creating a shared understanding of the possibilities offered by digital transformation and the development of a connected city framework, “Read Ahoy!” provides children with a simple game-like challenge: find books randomly distributed in a number of locations by matching conceptual, spatial, aural, and verbal clues. Built as an embodied experience for library spaces, “Read Ahoy!” is narratively centered on a Viking crew in need of help after they have lost much of their precious cargo of books in a storm, on their way back after a trade expedition. The story grounds the challenge in tropes familiar to Swedish culture and gives children a playful setup and well-defined goals as they search for books. “Read Ahoy!” explores how children entering the school system search and make sense of information in a blended space, structurally recreating the way they customarily mix action in digital and physical space. Theoretically anchored in Benyon’s conceptualization of blended spaces, in Bates’ information seeking theory and information search tactics, and in Resmini and Lacerda’s formalization of information-based experience ecosystems, “Read Ahoy!” was designed and implemented as a low-budget end-of-year project for the students in the Master’s in Information Architecture and Innovation at Jönköping International Business School, Jönköping, Sweden, under the supervision of the authors. It was framed to meet the UN SDG4’s sub-targets on “Early childhood development” and “Universal Youth Literacy” and installed in Habo Library from June through August 2019 where it was used extensively by local children under the supervision of librarians during the summer. A full description of the installation and preliminary post-mortem reflections are offered in the paper. © Springer Nature Switzerland AG 2020.

  • 24.
    Resmini, Andrea
    et al.
    Högskolan i Halmstad, Akademin för informationsteknologi. Jönköping University, Jönköping, Sweden.
    Rice, Sarah A.Seneb Consulting, San Jose, CA, USA.Irizarry, BernadetteVelvet Hammer Design, Los Angeles, CA, USA.
    Advances in Information Architecture: The Academics / Practitioners Roundtable 2014–20192021Samlingsverk (redaktörskap) (Refereegranskat)
  • 25.
    Svetoft, Ingrid
    Högskolan i Halmstad, Akademin för ekonomi, teknik och naturvetenskap, Centrum för innovations-, entreprenörskaps- och lärandeforskning (CIEL).
    The architect's role in the dynamic design process-possibilities and obstacles2006Ingår i: Adaptables'06 "Adaptability in Design and Construction" on July 2006 in Eindhoven, The Netherlands / [ed] Frits Scheublin, Jan Westra & Arno Pronk, Rotterdam: Eindhoven university of technology , 2006, s. 12-95-12-102Konferensbidrag (Refereegranskat)
    Abstract [en]

    The building process involves both dynamic processes and professional teamwork, a combination that confers on all the actors great economic and technical responsibilities. There are arguments for involving the user in the design process, so as to achieve appropriate outcomes. It is important to maintain a creative and generous working climate early on in a building-project, especially if users are involved: users may not be used to the aim of the process or the language used in the dialogue between the actors involved. It can be difficult to keep a dynamic process "alive" when a host of regulations and laws is directing and controlling both the actors' roles and their responsibilities to society and the project. There are also cultural factors and traditional working methods that can restrict the innovative design process. The architect can be the actor who guides the users through this dynamic process, keeping it alive. To achieve good results the architect needs certain skills and experience and need to draw on various models and methods to support the process. Which are the possibilities for and obstacles to steer the dynamic process? And what are the qualifications and working models needed to ensure success in this task?

  • 26.
    Teleman, Britta
    Högskolan i Halmstad, Akademin för hälsa och välfärd.
    Designing tools for participation: A (norm-creative) method for co-constructing personas with children with disabilities2020Självständigt arbete på avancerad nivå (magisterexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Deltagarbaserad design och forskning tillsammans med barn med funktionsnedsättning har många utmaningar, men med rätt metoder kan de ge mer inflytande och mer effektiva designlösningar för denna grupp. Personas är ett verktyg för att inta och behålla ett användarperspektiv i designprocesser, samt erbjuda representation även när deltagare är frånvarande. Forskning om personagenerering i detta sammanhang är dock begränsad. Syftet med detta examensarbete är att beskriva och problematisera utvecklingen av en deltagarbaserad, normkreativ persona-genereringsmetod, anpassad för barn med funktionsnedsättningar. Metodutvecklingen bygger på workshops och kvalitativ tematisk designanalys. Resultatet består av en bildbaserad, iterativ och samskapande metod, åtföljd av exempel på personas som genererats och valideras inom ett ”game for health”-projekt. Resultatet uppvisar effektivitet i att möjliggöra flexibel kommunikation och samskapande, samt resonans med salutogena och socialkonstruktivistiska perspektiv. Metoden diskuteras i termer av normkreativa avvägningar, deltagarnivåer och salutogena beskrivningar av barriärer. Den resulterande metoden kan påverka framtida designprojekt att skapa lösningar som är mer inkluderande eller som leder till ökad delaktighet i beslut. För att nå metodens fulla potential krävs en viss grad av normkritisk medvetenhet samt omfattande stöd till deltagare. Förslag till ytterligare forskning inkluderar tillämpning av metoden i andra sammanhang eller med liknande användargrupper.

  • 27.
    Wärnestål, Pontus
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Designing AI-Powered Services2022 (uppl. 1)Bok (Övrigt vetenskapligt)
    Abstract [en]

    This book is about how to design AI-powered services where human experience and impact are at the center. It is written for you as a professional designer who wants to learn how to wield the power of AI to improve your design skills and creativity. The book also serves as course literature in Computer Science, Design, Informatics, and Human-Machine Interaction. Demystifying and ensuring that today’s AI technology is accessible and creates value requires both technical knowledge and an understanding of how humans experience technology. The success of AI-powered services relies on human-centered design. The book therefore introduces machine learning and other AI techniques to expand the toolbox for designers. It addresses how AI can improve existing services and how designers can use advanced AI to create services that can take the initiative and perform tasks on behalf of humans. The emphasis is on using data, algorithms, and computation as a design material that can give rise to new user experiences and effects for individuals, organizations, and society. The book provides 54 practical guidelines for designing successful human-centered AI-powered services.

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