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  • 1.
    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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  • 2.
    Hylving, Lena
    et al.
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Resmini, Andrea
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Gkouskos, Dimitrios
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Lindenfalk, Bertil
    Jönköping University, Jönköping, Sweden.
    Weberg, Oliver
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Turtles and Ethics: Experiential Learning through Game-making2023Ingår i: Proceedings of the 56th Hawaii International Conference on System Sciences / [ed] Tung X. Bui, 2023, s. 4671-4680Konferensbidrag (Refereegranskat)
    Abstract [en]

    Experiential learning through games is becoming increasingly relevant as games exert an enormous influence on the imaginarium of newer generations. This paper details the use of a game-based learning process focusing on game-making in relation to ethical issues of digitalization for graduate education in digital service innovation. Within the context of a masters education, students from diverse knowledge backgrounds learned about and reflected upon ethical issues related to social media usage by playing, remixing and designing games using the Design Games Framework. This paper illustrates that game-making can enable non-designer students to work with ethical issues. There are good possibilities to explore ethics through designing tabletop games, and having diverse groups of participants can be advantageous. Using a qualitative approach based on observation and interviews, the paper contributes to the body of literature focusing on experiential learning through game-based approaches and to the consolidation of the Design Games Framework.

  • 3.
    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.

  • 4.
    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.

  • 5.
    Lindenfalk, Bertil
    et al.
    Jönköping Academy for Improvement in Health and Welfare, School of Health and Welfare, Jönköping University, Sweden.
    Resmini, Andrea
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Drabble, David
    Tavistock Institute of Human Relations, London, United Kingdom.
    Simeone, Luca
    Aalborg University, Copenhagen, Denmark.
    Identifying leverage points for systemic change: a strategic approach using PLR and Theory of Change2023Ingår i: Strategic Thinking, Design and the Theory of Change: A Framework for Designing Impactful and Transformational Social Interventions / [ed] Simeone, Luca; Drabble, David; Morelli, Nicola; de Götzen, Amalia, Cheltenham: Edward Elgar Publishing, 2023, s. 251-269Kapitel i bok, del av antologi (Övrigt vetenskapligt)
    Abstract [en]

    Theory of Change (ToC) has been criticized for a tendency to oversimplify complex contexts and their respective solutions. This chapter aims at (i) examining whether the use of a systemic mapping technique - in conjunction with ToC - can be a way to counteract this tendency towards oversimplification, and (ii) exploring how the two mapping techniques complement each other. Both techniques are applied to a co-modality case where their compatibility with each other is explored. Our findings show that the personal-local-remote (PLR) syntax and ToC do have a complementary functionality with each other, where PLR maps the experience ecosystem and identifies potential leverage points. These leverage points are then explored with ToC in order to find multiple strategic solutions and define them. The combination of both methods allows for a more dynamic and emerging approach to working with systemic change than what is traditionally found in work connected to ToC.

  • 6.
    Nowaczyk, Sławomir
    et al.
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Resmini, Andrea
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Long, Vicky
    Högskolan i Halmstad, Akademin för företagande, innovation och hållbarhet.
    Fors, Vaike
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Cooney, Martin
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Duarte, Eduardo K.
    Pink, Sarah
    Monash University, Melbourne, Australia.
    Aksoy, Eren Erdal
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Vinel, Alexey
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Dougherty, Mark
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Smaller is smarter: A case for small to medium-sized smart cities2022Ingår i: Journal of Smart Cities and Society, ISSN 2772-3577, Vol. 1, nr 2, s. 95-117Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Smart Cities have been around as a concept for quite some time. However, most examples of Smart Cities (SCs) originate from megacities (MCs), despite the fact that most people live in Small and Medium-sized Cities (SMCs). This paper addresses the contextual setting for smart cities from the perspective of such small and medium-sized cities. It starts with an overview of the current trends in the research and development of SCs, highlighting the current bias and the challenges it brings. We follow with a few concrete examples of projects which introduced some form of “smartness” in the small and medium cities context, explaining what influence said context had and what specific effects did it lead to. Building on those experiences, we summarise the current understanding of Smart Cities, with a focus on its multi-faceted (e.g., smart economy, smart people, smart governance, smart mobility, smart environment and smart living) nature; we describe mainstream publications and highlight the bias towards large and very large cities (sometimes even subconscious); give examples of (often implicit) assumptions deriving from this bias; finally, we define the need of contextualising SCs also for small and medium-sized cities. The aim of this paper is to establish and strengthen the discourse on the need for SMCs perspective in Smart Cities literature. We hope to provide an initial formulation of the problem, mainly focusing on the unique needs and the specific requirements. We expect that the three example cases describing the effects of applying new solutions and studying SC on small and medium-sized cities, together with the lessons learnt from these experiences, will encourage more research to consider SMCs perspective. To this end, the current paper aims to justify the need for this under-studied perspective, as well as to propose interesting challenges faced by SMCs that can serve as initial directions of such research.

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  • 7.
    O'Keefe, Brian J.
    et al.
    Farmingdale State College, Farmingdale, United States.
    Mastermaker, Michael
    Farmingdale State College, Farmingdale, United States.
    Flint, Tom
    Edinburgh Napier University, Edinburgh, United Kingdom.
    Resmini, Andrea
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Chirico, Andrea
    Sapienza University of Rome, Rome, Italy.
    Sturdee, Miriam
    University of St Andrews, St Andrews, United Kingdom.
    Designing Blended Experiences: Laugh Traders2023Ingår i: C&C '23: Proceedings of the 15th Conference on Creativity and Cognition, New York, NY: Association for Computing Machinery (ACM), 2023, s. 116-128Konferensbidrag (Refereegranskat)
    Abstract [en]

    Digital transformation is increasingly blurring the line between what is software and what is the world, requiring designers to harmoniously blend digital and physical products, services and spaces if they want to orchestrate meaningful experiences that are specifically aimed at the interweaving relationships between people, places and things. Traditional approaches to product design, interaction design, and user experience design do not often take this new context into account. The pictorial details the results of a twelve-day workshop focusing on real-world audience and performer problems during the Edinburgh Festival Fringe: it illustrates how two distinct tools, the Blended Experiences Tool and the Evaluation Tool, focusing on the creation of a blended experience and respectively meant to provide a structured way to approach the generative and reflective stages of the design process, can be used to address this gap. This pictorial illustrates the theoretical framing supporting the Blended Experiences Tool; describes how the workshop produced Laugh Traders, a speculative experience centering on attending and reviewing comedy shows; provides a page-by-page pictorial storyboard of the Laugh Trader experience; introduces the Evaluation Tool and applies it to Laugh Trader to measure the relevance, complexity, and attractiveness of the resulting blended experience. Preliminary reflections conclude the pictorial. © 2023 ACM.

  • 8.
    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

  • 9.
    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)
  • 10.
    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)
  • 11.
    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.

  • 12.
    Resmini, Andrea
    et al.
    Högskolan i Halmstad, Akademin för informationsteknologi. Jönköping Academy for Improvement in Health and Welfare, School of Health and Welfare, Jönköping University, Jönköping, Sweden.
    Lindenfalk, Bertil
    Jönköping Academy for Improvement in Health and Welfare, School of Health and Welfare, Jönköping University, Jönköping, Sweden.
    Mapping Experience Ecosystems as Emergent Actor-Created Spaces2021Ingår i: Transactions on Large-Scale Data- and Knowledge-Centered Systems XLVII: Special Issue on Digital Ecosystems and Social Networks / [ed] Abdelkader Hameurlain; A Min Tjoa; Richard Chbeir, Berlin, Heidelberg: Springer, 2021, 1, Vol. 12630 LNCS, s. 1-28Kapitel i bok, del av antologi (Refereegranskat)
    Abstract [en]

    The paper introduces a conceptualization of experience ecosystems as semantic blended spaces instantiated by the activities carried out by independent actors moving freely and at will between different products, services, devices, people, and locations in pursuit of individual goals. This conceptualization is anchored to three distinct cultural and socio-technical shifts that characterize the current postdigital condition: the displacement of postmodernism as the cultural dominant; the embodiment of digitality and the emergence of a blended space of action; the occurrence of a postdigital society. It contributes to ongoing conversations on ecosystem-level and systemic design from the point of view of information architecture and user experience in five distinct ways: by centering the discourse on the actor-driven individual experience made possible by the postdigital condition; by framing the problem space from an embodied, spatial and architectural perspective; by considering the environment systemically as a blend of digital and physical non-contiguous spaces; by recasting the object of design to be the semantic and spatial relationships that exist or could exist between the elements of the actor-centered ecosystem; by introducing a mapping methodology that can be used to capture and spatially describe the relational complexity of said ecosystems for further intervention. © Springer-Verlag GmbH Germany, part of Springer Nature 2021.

  • 13.
    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.

  • 14.
    Resmini, Andrea
    et al.
    Högskolan i Halmstad, Akademin för informationsteknologi.
    Lindenfalk, Bertil
    Jönköping Academy for the Improvement of Health and Welfare, School of health and welfare, Jönköping University,Jönköping, Sweden.
    Simeone, Luca
    Aalborg University, Copenhagen, Denmark.
    Drabble, David
    Tavistock Institute, London, United Kingdom.
    Using PLR Syntax to Map Experience-Based Digital/Physical Ecosystems for Strategic Systemic Change2021Ingår i: HCI International 2021 - Posters: 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part III / [ed] Stephanidis C.; Antona M.; Ntoa S., Cham: Springer Science+Business Media B.V., 2021, Vol. 1421, s. 513-520Konferensbidrag (Refereegranskat)
    Abstract [en]

    PLR (Personal-Local-Remote) is a spatially-oriented syntax for mapping digital/physical experiences as a system of relationships structuring an actor-centered information architecture that is surveyed, explored, and described by means of a set of simple rules. These rules represent the cognitive load, the relationships, and the relative importance of any element in the experience through spatial primitives such as position, proximity, and size. We here present and discuss a case centering on the mobility system in the city of Augsburg, Germany, where the PLR syntax was applied to gain a strategic understanding of Mobil-Flat, a transport service offered by Stadtwerke Augsburg, to map the local mobility experience ecosystem and identify possible leverage points for change. © 2021, Springer Nature Switzerland AG.

  • 15.
    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)
  • 16.
    Tedeschi, Miriam
    et al.
    University of Turku, Turku, Finland.
    Heino, Hanna
    University of Turku, Turku, Finland.
    Resmini, Andrea
    Högskolan i Halmstad, Akademin för informationsteknologi.
    A pervasive information approach to urban geography research: the case of Turku2023Ingår i: Geografiska Annaler. Series B, Human Geography, ISSN 0435-3684, E-ISSN 1468-0467Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    The article explores the Pervasive Information Architecture (PIA) framework as a theory and set of tools that support the identification of both the multiple physical/digital, spatially oriented elements that make up urban life and, importantly, the obstacles and barriers to information flow between them. As an example, the article presents the application of the framework in studying how first-generation immigrants experience the urban natural environment in Turku, Finland. This research contributes to advancing our understanding of how Pervasive Information Architecture can be effectively used to analyse, design, and optimize urban landscapes, thereby promoting a more inclusive urban development. © 2023 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group.

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