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  • 1.
    Abbaszadeh, Sepideh
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Espinoza, Daniela
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Instagram: en plattform för att frigöra kvinnors kroppar genom hashtags.: Ett bidrag i diskussionen angående aktivism på Instagram.2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The naked body is an entity that has always been present in both the “real” world and the media. The anatomy of our bodies isn’t something we can avoid; today it reflects the reality that has developed partly from media. According to Instagram’s guidelines users are not allowed to publish naked or semi-naked pictures but that does not stop certain users that are critical to how the body norms and censorship are portrait today. In our study, we take part of research regarding gender in multimedia settings and how they have affected our daily lives. As well as studies, which research the usage of hashtags and how to circumvent censorship. The focus for this study is to research what role Instagram and hashtags have in generating a public discussion as well to draw attention to various issues and causes that are based on norm critique. We have conducted two different observations, held interviews with activists and created an online-survey for users to answer what they think about the Instagram community guidelines. The results show that there is an underlying discrimination acceptance within Instagram and their community guidelines. We can also see that women and users who uses hashtags can spread their causes more effectively, although they are simultaneously at risk for being censored depending on the hashtag they use. According to our respondents from our research there is an agreement regarding the need of updating Instagram’s community guidelines, which could help with eliminate the current discrimination against women and their breasts. At the end of this study we are giving a proposal to how Instagram can work with their censoring in a more critical way. This may contribute to an agenda to make social media platforms safer and less discriminating.

  • 2.
    Abdlbari, Abdulbari
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Användning av mobilapplikationer i smartphones hos unga vuxna: En fallstudie bland studenter och arbetstagare2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Nu förtiden har det blivit allt vanligare att människor använder sig av smartphones. I denna uppsats har jag kartlagt smartphone-användares användningsvanor och mönster hos unga vuxna som antingen studerar eller arbetar. För att få fram den information jag behöver har jag valt att använda mig av dagböcker där sex stycken respondenter deltog under en fyra dagars period och även intervjuer där tre av de sex respondenterna var deltagande efter genomförandet av dagböckerna. Mina resultat visar fascinerande nog att smartphones används till största del på platser där användarna är relativt stillasittande som till exempel i hemmet. Dessutom har det visat sig att studenter har en stor användning av applikationer och där med smartphones, ofta i samband med deras studier, speciellt applikationer kopplade till molntjänster.

  • 3.
    Abdlbari, Abdulbari
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Parkeringsapplikationen: Utveckling av en mobilapplikation för iPhone.2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This report describes procedures and preparations made for developing a mobile application.Using a questionnaire and usability tests, I have developed a design document for a parkingapplication for the iPhone 4. The purpose of the application is to help drivers find allowedparking spaces thus making roads safer for everyone while the driver avoids parking tickets.

  • 4.
    Ahlgren Andersson, Ellen
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Enecker, Maria
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Alice and the Mad Hater: Hur sociala medier påverkar och möjliggör användares motstrategier vid bemötande av kränkande innehåll2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    With online communication being increasingly integrated with our everyday lives, internet hate has become a growing problem. This is receiving growing attention in the media and research. In recent years, scientists have begun to shift their focus from the hate itself, to responses to these forms of violation. However, research has been mainly solution orientated and for example focused on legal aspects. Thus, we maintain that the field lacks a media technology based analysis, which this paper intends to contribute to. The aim of this study is to investigate what impact design and functionality in social media has on its users, with relation to user’s counter-strategies on the reception of offensive content. Note that this study is restricted to social media, and not focused on digital media at large. Within the framework of this essay, we have conducted three focus-group interviews and nethnographic studies. The empirical data from our focus groups has determined which social media platforms we examined in the nethnographic study, and subsequently in our analysis. The collected data has been analysed in relation to previous research on social media and internet hate. We have also used theories on resistance, suppression techniques, space of possible actions, norms and the relationship between offline/online and front stage/back stage. The analysis has resulted in five themes that describe the following key findings: 1) social media's positive connotations are problematic in relation to offensive content, but the receivers of internet hate are inventive in working around embedded norms, 2) sometimes no response is the best defence, 3) the culture around the like-function has a significant role in the resistance to internet hate on social media, 4) the shrinking distance between the world online and offline, as well as public and private rooms, affects everyday resistance to violations on social media, and 5) production of positive content and interaction with help of built-in functions are perceived as ways to affect the climate and cooperative resistance. We do not purport to provide technical or design-related proposals for development. However, we believe that our results, among other things, can be used for future development and improvement of social media platforms, and as a basis for further research on resistance to violations on social media.

  • 5.
    Ahlgren Andersson, Ellen
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Enecker, Maria
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Design Thinking och Fyrstegaren: En jämförande studie om två människocentrerade designprocesser2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Design Thinking is a prototype-driven, solution-based and human-centered innovation approach and design process that has been receiving a growing amount of attention in both the industry and research during the last decade. In this paper we intend to evaluate Design Thinking in relation to the in-house design process of the digital transformation agency Mogul AB. Their process, called the Four Step Model, was developed by the design team as a result of years of experience and evaluation of best-practice. The aim of our study is to compare Design Thinking’s initial phases Empathize and Define to the corresponding strategy phase in the Four Step Model. Using this comparison we aim to evaluate in what way Design Thinking could be integrated in the Mogul’s Four Step Model in order to obtain a more human-centered process and result. This study is based on a) research on Design Thinking and human-centered design processes b) interviews with representatives from Mogul's design team, and c) documentation from our own work process, producing a recruitment site for Mogul, where we used Design thinking as our working method. Our study shows that Mogul's design process would benefit from integrating a number of tools and mindsets from Design Thinking. Our key findings suggest that the Four Step Model should be more iterative and include the end user in an extended degree during the whole design process, and especially during the initial stages of the process. The Four Step Model would also benefit from more tangible tools for obtaining a deeper understanding of the end user’s needs. By embracing these mindsets from Design Thinking, the Four Step Model could become more useful, efficient and human-centered.

  • 6.
    Ahlström, Sofia
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Hansson, Sofie
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Teknik och design som motstrategi till sexuella trakasserier online: En kvalitativ studie av erfarenheter och lösningar på sexuella trakasserier online utifrån ett användarperspektiv2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Digital platforms such as social media are big part of people's everyday life and social network. Recent studies shows that the ability to act anonymously on social media has increased harassment behaviors online. For marginalized groups, digital platforms are important for the act of freedom of speech and harassments online can limit these groups in the digital environment. Within the framework of this study we found, that there is a lack of studies that specifically research sexual harassments online and what different factors that may have an impact on the problem. Therefore, the aim for this study was to research what values, attitudes and emotions users of social media services experiences online. We wanted to research, from a user perspective, what existing counter-strategies options are provided on social media against sexual harassments online, and if there are other technical design solutions for social media interfaces. Within the framework of this essay we have conducted a focus group interview and a participatory design workshop. The empirical data that was collected has been analysed with different theories such as power, resistance, empowerment in design, master suppression techniques in social media, feminist HCI and social norms and participatory design. The study also use previous research on harassment on social media to further understand the empirical data for the analysis. In this study there are findings from the focus group that has been placed in three different themes. 1) The importance of social relationships for counter-strategies against sexual harassment online. 2) Social norms and normalization of sexual harassment online. 3) The importance of technical aspects for dealing with sexual harassment online. Our study shows that the counter-strategies options on social media services today are not sufficient enough for these different aspects. The participatory design workshop in this study resulted in eight possible technical design solutions. These solutions can be implications for design on social media interfaces and can work as counter-strategy tools against sexual harassments online. This study only research one focus group, therefore the study can be used as a basis for further research. By including users with participatory design methods, values made from users of social media in relation to sexual harassments online can unfold and hopefully decrease the problem.

  • 7.
    Akrawi, Narin
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Ciechowicz, Michelle
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Företag på Facebook: En studie om företagskommunikation på Facebook2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper present a study where the case of the study is to examine how a selection of Swedish companies with a similar number of followers on Facebook can achieve an effective communication through a two-way communication with there followers. A survey to see which technical solutions Swedish companies need to achieve an effective communication. The main purpose is to examine how these companies work to achieve an effective two-way communication with their followers on the selected company's Facebook page.

    Furthermore, the effects that caused by the means of communication and the technical solutions and how they are involved in the process. That constitutes of functions that Facebook provides in terms of share, like, comment and tag. The research is based on a content analysis of six Swedish companies' Facebook pages, that are linked to theories that are related to areas of Facebook, communication, interaction and eWOM. Which late in the paper will be compiled into a conclusion.

    The study resulted in various forms of communication and interaction on account of the selected company's activity, purpose and on the company's adaptation after their business.

  • 8.
    Alexandersson, Viktor
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Faber, Adrian
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Kritisk design i en digital videoproduktion: En explorativ studie i praktisk tillämpning av kritisk design2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Critical design is a research- and innovationarea under development. The critical design theory has been used in many design-related areas and intends to get consumers to become more critical when it comes to how their everyday lives are controlled by different beliefs, values, ideologies and behavioral patterns that are incorporated into design (Dunne & Raby, 2001). Since critical design is a theory that seeks to transform in practice the challenge today lies in creating practical examples that show how it can be done, which is a necessity for the theory to develop (Bardzell et al., 2012). This study intends to be method developing by creating a set of tools based on selected parts (theoretical methods and perspectives) from critical design. The goal of these tools are to function as an instrument enabling practical implementation of critical design in a design/production process. In this study we have tested our tools in a specific productionprocess of a music video to explore how to apply critical design practically. In doing so we used design-oriented research methods, in particular Daniel Fällmans triangelmodel for interactiondesign and design research (2008). By bringing together critical design perspectives and video production purposes, this study hopes to make a contribution to the method fulfilling work of bridging the existing gap between theory and practice in critical design. 

  • 9.
    Alhabboby, Hany
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Hussain, Faiyaz
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Hallå främling, låt oss samarbeta: En kvalitativ studie av hur anonyma spelare bemöter varandra på Counter Strike2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study was to investigate how anonymous online players treat each other in the game environment in Counter Strike (CS GO), where the way they communicate can affect other people's gaming experience through cheating or "griefing". We have also sought to examine how issues of anonymity affected player's experiences. Data was collected through the use of qualitative methods, such as semi-structured interviews and non-participant observations. Ten respondents participated in the interviews, five women and five men who had played Counter Strike for at least two years. The questions which they were asked related to attitudes, communication, gaming experience, trust, behavior, cheaters and griefers inCounter Strike.

    The results were analyzed with the help of previous research and theory related to the problem of our study. The results showed that the anonymous players responded to each other positively or negatively depending on various factors such as performance, gender, experience, communication and trust. Positive attitudes gave a positive gaming experience that increased the teamwork and changed the anonymity to friendship, while negative attitudes gave negative gameplay experience that made players lose the desire to play for awhile, because they had high expectations of others.

    In order to improve Counter Strike for anonymous players, we recommend that the game company improves its security, by blocking cheaters and griefers faster than they do at present, by changing blocking of a cheater from only a blocked account to a whole computersystem, and by making the game more expensive. We also recommend applying region or country functions when they people play anonymously to avoid linguistic misunderstandings and to ease communication by ensuring that players from the same country play with eachother and speak a common language.

  • 10.
    Alhouaidy, Zahra
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Att sprida upphovsrättsligt skyddat material på YouTube: Om användarnas motivation att ladda upp upphovsrättsskyddat material2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Ett av de mest populära community:n på internet och en av världens mest populärastewebbplats i dag är videotjänsten YouTube. Strömmande tjänster blir alltmer efterfrågade i taktmed att tekniken utvecklas och bandbreddens prestationsförmåga inte längre är en begränsning.Inte minst har strömmande tjänster, i synnerhet YouTube, blivit populärt på grund av desskopierade innehåll av användare, i motsats till det egenskapade. Många av de uppladdadevideoklippen är upphovsrättsskyddade och just sådana videoklipp har visat sig tendera att varasärskilt efterfrågade bland användarna.I den här uppsatsen tittar jag på användarnas beteenden på YouTube i form av en observationnär de laddar upp upphovsrättsskyddat material. Jag undersöker hur användare ställer sig tillupphovsrätten och de regler som råder på YouTube genom en enkätundersökning. Slutligenintervjuar jag två advokater specialiserade inom området för att ta del av deras professionellasynsätt. Uppsatsen presenterar de observerade användarstrategierna och reflektionerna.

  • 11.
    Alhouaidy, Zahra
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    En elektronisk portfolio: Designprinciper, metoder och ett förslag av en e-portfolio som komplement till CV2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Denna rapport redovisar utvecklingen av en elektronisk portfolio som är avsedd att användas av personer verksamma inom eller med inriktning mot IT-branschen, till exempel webbutvecklare. Syftet med e-portfolion är att den skall representera en persons kunskaper och kompetens med hjälp av publicerat material som kan tänkas vara intressant för arbetsgivare. Tanken är att e-portfolion skall fungera som komplement till CV och personligt brev. För utvecklingen av e-portfolion har jag utnyttjat olika designprinciper och riktlinjer. Märkspråket HTML, CSS samt skriptspråken PHP och JavaScript har använts. Målet var att utveckla ett fullt fungerande förslag på en e-portfolio, designad för ett visst ändamål och strukturerad med olika typer av innehåll. Resultatet blev ett komplett förslag på en e-portfolio i form av en webbsida.

  • 12.
    Almgren, Olivia
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Hoang, Kit Yan
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Medvetenhet kring informationssäkerhet på internet: En kvantitativ jämförelse mellan Sverige och Israel2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The increasing amount of information on the internet entails an increasing need for privacy protection. Information security is becoming a vital part of everyday lives due to digitization. There has been relatively little research on information security awareness, especially from a cultural, age- and knowledge perspective. This study aims to examine and to gain knowledge about information security awareness of users and their view of privacy online. By replicating the method of an israeli research paper by Halperin and Dror (2016), a comparison between Israel and Sweden is possible. Data were collected through surveys and the results show differences and similarities between Sweden and Israel. In particular when looking at age and knowledge. 

  • 13.
    Andersson, Erika
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Norman, Amanda
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Förtroende och tillit i World of Warcraft: En studie utifrån WoW-användares perspektiv2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study will show different interactions that a user needs to adjust in order to find and create trust within a guild in the game World of Warcraft. The aim of this study is to see if these interactions are used in different ways depending on which guild a user is a member in. The study is based on three different guilds and a few WoW-users perspectives, experiences and thoughts. The main methods in this study is based on qualitative methods that includes surveys, scenarios, observation and semi-structured interviews. The analysis has been based on two theories, social capital theory and the flow theory. This study has also examined how the design and features of WoW can affect a user's interactions, both in and outside the game.

  • 14.
    Andersson, Julia
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Karlsson, Sofia
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    E-handel för mikroföretag på ett socialt nätverk: En kvalitativ studie om e-handelsfunktioner för mikroföretag inom second hand2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper presents a study about how second hand micro enterprises are using Facebook to interact with their customers and to increase their clientele. The study also examines what benefits e-commerce may offer second hand companies. Why this study is significant is if second hand companies would operate an e-commerce it could make more people interested in second hand, and by that make more people shop second hand and help save the earth’s resources. The study was accomplished with several interviews with some second hand shops, one customer survey and observations on a social network and its functions. The result shows that images is the thing the companies uses most to interact with their customers on Facebook, the images lets the customers see the current range the store has and it also allow new customers to get the information they need before a visit to the real store. E-commerce can offer second hand shops bigger sales, when reached out for customers around the country and even abroad. The result was later complied and was put in an tematic analysis. The study’s conclusion is that an e-commerce on a social network can be time saving for micro enterprises. Our design proposal is for micro enterprises with lack of time and limited economy to manage marketing, communication and e-commerce all in one place.

  • 15.
    Andersson Schwarz, Jonas
    Södertörn University, School of Culture and Education, Media and Communication Studies.
    Mastering One’s Domain: Some Key Principles of Platform Capitalism2016In: Future Platforms for Independent Journalism: Tinius Trust Annual Report 2015 / [ed] Sindre Østgård, Helene Melseth Flaaen, Oslo: Tinius Trust , 2016, p. 65-70Chapter in book (Other (popular science, discussion, etc.))
  • 16.
    Andersson Schwarz, Jonas
    Södertörn University, School of Culture and Education, Media and Communication Studies.
    Platform Logic: An Interdisciplinary Approach to the Platform-Based Economy2017In: Policy & Internet, ISSN 1944-2866, E-ISSN 1944-2866, Vol. 9, no 4, p. 374-394Article in journal (Refereed)
    Abstract [en]

    Digital platforms are not just software-based media, they are governing systems that control, interact, and accumulate. They also solidify markets; that is, social networks of exchange that do not necessarily leave data traces, into infrastructure, that is, material arrangements of traceable activity. This article examines the forms of domination found in this digital platform model, and corrects some existing simplistic theoretical conclusions about digital platforms. It first provides a schematic overview of digital infrastructures of governance, and the attendant systemic mechanics they engender. It then argues that we need a more syncretic, interdisciplinary approach to the platform-based economy. The shifting emphases of different academic disciplines in relation to digital platforms are only partially grounded in their different normative biases; they can also be attributed to use of different disciplinary lenses. The field of information systems management and design studies is chiefly concerned with direct, technical interplatform affordances and connections, and with providing observations of certain systemic attributes of digital platforms. Critical political economy, by contrast, mainly considers the emerging transnational, geopolitical formations of platform capitalism. The interplay between these different systemic mechanics is summarized and presented here in the concept of "platform logic."

  • 17.
    Andersson, Viktor
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Från fixed till responsiv: Responsiv design av en statisk webbplats2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This report explains the approach for the making of a responsive design to the website Projects & Staff, a website that previously had a fixed design. The project consists of two parts, hi-fi prototypes created in Adobe Illustrator and Adobe Photoshop as well as a complete mobile version of the website, created with CSS3. During the project I have designed for user experience and usability, two areas that are important to responsive web design. I have conducted a feasibility study in the form of a website analysis, made a PACT analysis and user interviews. This to define the needs that existed for a responsive design, and to get a clear picture of the users and their habits. The goal has been a responsive web design represented well on different devices, especially smartphones, a goal that I have done well with achieving.

  • 18.
    Andersson, Viktor
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Norström, Karolina
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Funktioner inom Video on Demand-tjänster: En användarstudie inom online streaming2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The development of streaming media services has rapidly evolved since 2013 (Findahl, 2014). As the usage of video on demand (VOD) services increases, it becomes more important that the services are well developed and accessible to its users. In this essay we study the functionality of the three most used VOD-services in Sweden, from a user perspective. Using existing theories and literature, we discussusability and conduct a field evaluation, analysing the three VOD services. Based on the conducted evaluation, we decided to move forward with ten features that, we found, were the most useful from a user perspective. It also helped delimit the study. The essay contains two research methods, a questionnaire survey and focus groups. The results from the study are presented in a ranking-list that will serve as a recommendation to the operators of the VOD services. The conclusion we made from the ranking-list is that a VOD service that take most of these functions into account will make for a better user experience.

  • 19.
    Antar, Ornamo
    et al.
    Södertörn University, School of Communication, Media and it.
    Bajagilovic, Elvir
    Södertörn University, School of Communication, Media and it.
    Eynavster: En studie om teknik som hjälpmedel för synskadade i utomhusnavigering2011Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Navigating to different locations isn’t always easy. Imagine then how it is for people with a visual impairment to walk across the street or to get from one point to another. The Swedish Association of the Visually Impaired (SRF) has pointed out that today's society is not sufficiently accessible to people with visual impairment and there are improvements that need to get done. Technology is something that has evolved a lot this last decade and occurs today almost everywhere in our environment.In some areas, technology has facilitated people's daily life very much and we have therefore chosen to examine whether a combination of several technical functions integrated into the fictive artifact called Eyenavster can facilitate outdoor orientation and increase the accessibility for people with a visual impairment.Qualitative data collection methods have been used in this study by six interviews to answer our question. It was found that the fictional artifact Eyenavster could facilitate outdoor orientation in unfamiliar environment and on those occasions when people with a visual impairment get lost.

  • 20.
    Arntzen Svensson, Lena
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Re-design av Titanpriset: Hur man utformar en designlösning som tillfredsställer intressenternas behov2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The expression of visual design have sins long been important in graphic design because it conveys so much more than the eye see. A brand does not only represent the name of the company but also its purpose and idea. Therefore is it so important that the visual profile radiates the organization's vision in a clear way and gives the viewer a pleasant overall experience. Many times can it help to freshen up a brand's visual identity in order to successfully launch the company again and to some extent also increase its consumption.

    This essay presents the production and the designprocess of Sveriges Kommunikationsbyråers ( Komm! ) Titan award. Komm! thought the Titan award needed to have its own identity and gave me the task to create this. The current logo was not harmonious or particularly well executed and therefore did the company demand a re-production of the Titan award. The criteria for the reproduction of the Titan award was that they wanted a clean, clear and creative new design solution.

    An interview and content analysis have been performed to get the results presented at the end of the studie. These methods have been used to gain a deeper understanding of what constitutes visual profiles and logos. Also research of previous work and scientific papers have been read to acquire more knowledge about the topic.

  • 21.
    Arvola, Mattias
    Södertörn University, School of Communication, Media and it, Media technology. Linköping University.
    Assessment criteria for interaction design projects: Fostering professional perspectives on the design process2010In: When Design Education and Design Research Meet: Proceedings of E and PDE 2010, the 12th International Conference on Engineering and Product Design Education / [ed] Casper Boks, William Ion, Chris McMahon, 2010, p. 432-437Conference paper (Refereed)
    Abstract [en]

    Quite often the product of design is assessed in interaction design education, but we need to develop criteria also for courses that focus on learning to conduct and manage the design process. An earlier approach to set grading criteria has been grounded in the SOLO (Structure of the Observed Learning Outcome) taxonomy. Students need, however, to learn practitioners' criteria, rather than teachers' criteria, to make a successful transfer to practice. One way of achieving that is to align criteria with the conceptions of design process quality used by professional interaction designers. The question is then what those conceptions are, and how they can be accounted for in assessment criteria for projects in interaction design education. A phenomenographic research method was used, and interviews were conducted with ten experienced interaction designers. The interviews were analyzed using qualitative content analysis. The results show that professional interaction designers see design process quality as inspiration, a well-grounded rationale, employment of established methods, and constraints management. These conceptions are mapped to a criteria-referenced grading scale. The criteria should, with careful transfer, be applicable also in other design disciplines.

  • 22.
    Arvola, Mattias
    Södertörn University, School of Communication, Media and it, Media technology. Linköping University.
    Interaction design qualities: Theory and practice2010In: NordiCHI 2010: Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries, New York: Association for Computing Machinery (ACM), 2010, p. 595-598Conference paper (Refereed)
    Abstract [en]

    This paper reports the results of an action research project investigating the articulation of interaction design qualities for a web portal for urban planning and development. A framework for analyzing interaction design qualities is presented. The framework consists of the practical, the social, the aesthetic, the structural and the ethical quality dimensions, and it was tried out in practice with developers and designers of the portal. This provided experiences used to revise the framework. The results indicate that the framework can be improved by splitting the social quality dimension into a communicational dimension and an organizational dimension. The structural dimension is also renamed to the technical dimension.

  • 23.
    Ask, Hanna
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Gränssnittsanalys av Video On Demand tjänster: En gränssnittsanalys av fyra stycken VOD-tjänster på fyra stycken plattformar2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper works as an assignment from the Video On Demand Company Headweb, who wanted aninterface analysis of their own and their competitors VOD services. The purpose is to help Headwebwith their own interface by studying theirs and others interfaces and make an analysis on how theyfunction, how they look and how good the usability is with every service, with hope to findsomething that could make the VOD service of Headweb better.I have also studied how the interfaces of the VOD services look on different platforms, to see howthey are designed as a whole. This has been an expert analysis where I have studied the differentVOD-services by myself, without any external users.To find advantages and disadvantages with the services and their platforms, I have used differenttheories, models and design patterns to frame areas such as filmsearch, categorization, registrationand navigation. I have compared the VOD services with each other and drew conclusions for eacharea to see how the interfaces differ between the services, but also between platforms.My analysis has shown that all VOD services in this project have a very unique interface, eventhough they all have the same goal, to allow the user to control their viewing of film. They usevarious functions and structure and use their own page names and categorizations. In this project, Ihave also found a number of changes that I recommend that Headweb does to their service toenhance the usability.

  • 24.
    Ask, Hanna
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Söderman, Kenneth
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Spelkomponenter i World of Warcraft: En undersökning om vilka spelkomponenter som är viktigast för spelaren i MMORPG-spelet World of Warcraft2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    We have chosen to focus this paper on the importance of game-components in the MMORPG-game World of Warcraft, in order to discover which of them who are the most important and create the biggest motivation to play the game for the players of World of Warcraft. We made this  investigation because we wanted to find out more about the specific reasons about what people think is especially great with World of Warcraft and makes them want to play it for hour after hour. By doing this we wanted to find out what it is that is so appreciated with this game. But this is a big area and it has therefore been difficult to find a way to satisfy and make those who have answered on our survey to feel that the game-component they enjoy most has been a part of our questions.

    To solve this problem we did a survey that included 200 persons and two interviews. When both the survey and the interviews had been completed, the result was being compared against each other and together to see if there was any difference between them or if they had any similarity to the attraction and motivation. This comparison was done with two theories and one model there was made for game designing. After going through the result we managed to find out that there isn’t a big difference between what attracts and what motivates a player.

    Our methods showed that most of the players in World of Warcraft play the game to maintain their social network that they have built up for some time. This reason was both the strongest attraction and the most important motivation to play the game. The konwledge we gained from our studie could be used by the game-creators to see which components that is of certain interest of the player. By this the creators (in this case Blizzard) could focus on making these components even better and making the player appreciate the game more.

  • 25.
    Askvall, Cornelia
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Westerberg, Catrin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    “Utan onlinevänner hade jag antagligen varit död”: En studie om via vilka plattformar och aktiviteter nya vänner möts på nätet2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Friends no longer meet only in physical places; they can also meet on various different online platforms. This paper aims to explore where online friends meet, in which activities they socialise, how frequent they socialise and how many online friends also meet each other offline. The purpose of this paper is to get a better understanding of where and how people meet friends online. The paper was realised through a survey with 1000 participants, distributed both on social networking sites and offline. An analysis of already existing related research papers was also made. The result of the survey showed that there are various different platforms where online friends can be made. The most common platforms were Facebook and World of Warcraft. Most online friends socialised via text chat, voice chat and through playing games together. The majority of the online friends kept in touch with each other on a daily basis and met 2-5 online friends offline. The survey was given big attention at social networking sites and hopes to complement already existing research as well as contribute with inspiration to further studies.

  • 26.
    Axelsson, Kim
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Batalje, Kasper
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Utforskning i spel och immersionens djup: En empirisk studie om upplevelsen av immersion i ett utforskningbaserat spel2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study is an empirical study that was conducted via an online survey where theparticipants have answered questions regarding exploration and immersion in thegame Starbound. The participants answered the questions in their own words abouthow these aspects affected their ability to immerse themselves in the game. Theseanswers were then analyzed using thematic analysis in order for us to establish themesand categories that we used as a foundation for our research. We found that thealready established categories for immersion could be complemented by our findings;the answers from the participants indicated that exploration is of great importance forthe players ability to achieve immersion in the game. In addition to explorativeimmersion, we also found that immersion via multiplayer was a recurring importantaspect for the participants.

  • 27.
    Back, Therese
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Instagram: En plattform för fotografer att marknadsföra sig genom hashtags2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The new media landscape has meant that photographers need to adapt. Social media has made it easier for press organizations to access public images, as a result of which the proportion of full-time photographers is reduced. Many photographers use Instagram, a popular social application used by 500 million active users daily. The application is used by photographers because they want to share their work and expand the contact network, so that it may contribute to new jobs. On Instagram, hashtags can be used to place images in categories, which makes it easy for users to find what they are looking for. The use of hashtags differs between photographers and other users in two ways, the first being that the photographers showed a trend in specifying hashtags based on the image content, the other being that they on average use less hashtags than the common user. The fact that other users do not customize the hashtags along the images content may cause the hashtags function as a categorization tool to deteriorate, which for photographers means that the possibility of marketing themselves decreases.

  • 28.
    Bengtsson, Ellen
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Hoff, Isabelle
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Digitalisering av brädspel: Hur automation av spelmekanik kan förändra sociala interaktioner vid spelande2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Enjoyment and social interaction are closely connected, and board games can be synonymous with both of these things. Board games and digital versions of those games are often used in parallel, which offers a unique position of inquiry. Automation is a tool commonly used in the creation of digital board games, but how does it affect the sociality and how does it differ from physical board games? This is the question that this paper explores through an observational study of the game Ticket to Ride, both in its original, physical form as well as its digital counterpart. Two groups of players were recorded while playing both versions of the game in a different order. Throughout the observation of these game sessions, seven different game mechanics have been used as the lens to determine how the difference in social interaction is connected to the game itself. These game mechanics were turn-taking (time), game surface (space), object (state), actions (strategy), rules (automation), bookkeeping and chance, but social interactions unrelated to the game were also examined. Two of the seven game mechanics turned out to have the most effect on social interaction in the different versions of the game; rules and turn-taking. These two mechanics were important to the learning of the game and for maintaining focus throughout the game.

  • 29.
    Bengtsson, Joakim
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Nyberg, Jessica
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Vad i den grafiska spelmiljön påverkar spelarens problemlösning i spelet Brothers: A tale of two sons?2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Den här studien undersöker hur miljön i spelet Brothers: A tale of two sons (Starbreeze Studios, 2013) tolkas av spelarna. Studien fokuserar på spelmiljön och hur grafik med interagerbara objekt tolkas och hur spelaren lägger märke till objekten. En kvalitativ undersökning genomfördes där fyra personer intervjuades. Semi-strukturerad intervjuform användes och varje spelare fick testa utvalda scener ur spelet under observation. Spelet har fokus på problemlösning och det är inte alltid tydligt vad spelaren ska göra. Många andra spelutvecklare gör interagerbara objekt enkla att se genom att särskilja dem från andra objekt, genom highlights och iögonfallande färger. Målet med studien var att undersöka vilka objekt spelaren tolkar som interagerbara och hur dessa objekt utmärker sig visuellt jämfört med andra grafiska element. Genom intervjuer och observationer, blev slutsatsen att den grafiska miljön hade påverkan på spelarna, en del objekt var mer utmärkande än andra att de skulle användas som nyckelobjekt för problemlösning. Objekt som var avvikande och hade unika former som särskilde sig från bakgrunden var lättare att uppfatta som interagerbara objekt.

  • 30. Berg, Mikko
    et al.
    Marttila, Topias
    Kaipainen, Mauri
    Kojo, Ilpo
    Exploring Political Agendas with Advanced Visualizations and Interface Tools.2006In: e-Service Journal, ISSN 1528-8226, E-ISSN 1528-8234, Vol. 4, p. 47-63Article in journal (Refereed)
    Abstract [en]

    With Web-based e-services called "election engines," citizens can search for and compare candidates in local and national elections using issue-based questionnaires. The results of such services are generally in the form of search engine lists. However, data on political issues andagendas is very complex, i.e., highly multidimensional. Hence, we argue that relevant votingdecisions should not be based on simple search engine results, but on more encompassing cognitive operations. In our project, the service was redesigned to extend the function from a meresearch engine to a navigation toolset with real-time feedback. Two types of visualization components, a similarity map and sector diagrams, help citizens to make sense of multidimensional political spaces by facilitating exploration at will. As the result of an extended researchproject, our redesigned service was published by a major commercial broadcasting company forthe Finnish EU elections in June 2004 and in local elections in October 2004. 

  • 31.
    Bergström, Emma
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Den mobilanpassade jobbrekryteringsprocessen: En kvalitativ undersökning om två intressentgruppers användarupplevelse av tjänsten Uptrail2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study aims to examine two user groups experience and usage of the mobile job advertising service Uptrail. The two groups that are the focus of this work are the companies that use the service for job recruitment and job-seekers that have applied for work through Uptrail. In which context job-seekers apply for work through the service and why is also examined in this study. This is to give an understanding of how the mobile interface might influence users behaviour during the job recruitment process. The study is based on a qualitative research method where individual in-depth interviews with representatives from the different groups are used for gathering data. Also a shorter observation has been applied during the interviews with the job seekers. Collected data were then analyzed through an inductive interpretation method and combined with previous research and theories regarding mobile usage, context, digital recruitment (e-recruitment) and user experience (UX).

    The result of the study implies that Uptrail has impacted the motives behind job advertising by affecting the user experience of the recruitment process. Job applicants experienced that the mobile format and the process of the service changed their habits on applying for work through digital application. In line with previous research results from this study also suggest that the usage of mobile services largely takes place in “home like” environments. This is explained as a consequence of existing attitudes and thoughts regarding the job search process. 

  • 32.
    Bergström, Sara
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Effektmätning inom eventbranschen: En plan för mätning av effekt och ROI inom eventbranschen2015Independent thesis Basic level (university diploma), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The competition in the event industry is tough; the event agencies have to work hard to keep customers. Event marketing is partly about changing the receivers’ attitudes about a specific topic. The only way to find out whether attitudes have been changed is to measure the effects of the event.

    This report discusses in what way event agencies evaluate the effect of their events. I came to the conclusion that it is not common for event agencies to measure the effect. The reason is mostly because it is expensive to hire a company that does it, but also because it takes a lot of time. The solution is to define a method for evaluation that is simple, flexible and inexpensive for everyone involved.

    Even though this report is about evaluation in the event industry, I also look at evaluation in the advertising business, to find possible similarities. The outcome is a possible solution used for smartphones. One possible method to use is called Telia Mobil Respons and it is both easy to understand and manage, but also cost effective. 

  • 33.
    Besara, Sheyno
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Barbäck, Zanna
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Spelroll "At Heart": Spelrollers inverkan på erfarna spelares problemlösningsförmåga i vardagen2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Games offer a safe and motivational environment that allows and encourages trial and error. A gamer can act in the game without any real consequences in real life. Thereby a gamer is offered the opportunity to develop a broad set of skills. Games have earlier been proven to develop gamer’s problem-solving skills. Roles, as an important part of a game’s structure, contribute to a deepened and more certain development of a diversity of skills – problem solving as one of them. In this paper we examine the relation between roles and gamer’s development of their problem-solving skills in real life – whether it exits and if so, to what extent.

    We’ve found that roles encourage a creative form of problem solving and that gamers develop their problem-solving skills in real life differently depending on which role they play as. Each role posses a unique set of skills, thereby their performance differs depending on the situation. Gamers develop their problem- solving skills to different extents since the roles require different actions to solve problems in the game. 

  • 34.
    Besara, Sheyno
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Barbäck, Zanna
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Webbshop för optik: En förstudie: Vikten av användbarhet och aktuella trender inom e-handel2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Trends are part of shaping the market standards and keep challenging the competition to stay on their toes. E-commerce is a fast growing field, a lot due to the rapid evolution of technology. As a result, new trends emerge and form the market once again. Followed by new trends are new possibilities and measures, which lead to higher demands and expectations from the consumers. To manage an e-business successfully it is a prerequisite to stay updated with the current e-commerce trends to be able to keep up with the competitors. To be able to embrace trends and keep up with the competition, a great mean is usability. It is vital to any kind of service to have a good usability, and to maintain it regularly, for it’s chances of survival in the harsh competition. For returning consumers it is important to listen to their expectations, and see to it that the service meet their needs with user-friendly functions. Since the experience of the service is what stays with them. Usability is the backbone of the service, ensuring the user journey to be as smooth as possible, and enhance both the service itself and the consumers’ experience. So it is not sufficient enough to only implement current trends into the service. Without good usability to complement with – neither the trends nor the service will reach their full potential.

    This paper is a pre-study and a result of a degree project, and covers general guidelines for the development of a web shop for optics. The guidelines are based on research on usability and current e-commerce trends. To produce these guidelines, methods such as Brand Experience Workshop, Creative Session and interviews with the target group have been executed.

  • 35.
    Betzeki, Christina
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Swedan, Leyla
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Persuasive design som medel för miljövänligt agerande: En studie om hur funktioner i miljöfrämjande mobilapplikationer kan motivera användare att agera miljövänligt2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study aims to investigate how an environmental mobile application can motivate users to act more eco-friendly by using persuasive design principles. In this study, we identify a set of key principles to consider when designing mobile persuasive technology in order to motivate and influence pro-environmental behavior change. We evaluated three existing mobile applications by using PSD design principles. After the evaluation, one mobile application was selected for usertesting, with a total of six participants. The participants received one week to get familiar with the application and its functionalities . Furthermore, the participants received a survey with general questions about their eco-friendly habits. The upcoming phase included the interview we conducted, which contained questions to bring forward the participants opinions about functions and motivation factors that could affect their usage of eco-friendly applications. The result showed that the design principles rewards, personalization, simulation, self-monitoring, normative influence, cooperation, social comparison, competition and reminders had the greatest influence on the users motivation to use the application and act eco-friendly. The reason of importance for the chosen design principles was mainly due to individual, social and practical factors.

  • 36.
    Björklund, Isabelle
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Wang, Anny
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Re-design av StretchFlex UF: Skapandet av en stärkande visuell profil åt StretchFlex UF2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper presents the creation of a strengthening visual profile for StretchFlex UF. The project consists of an external as well as an internal part. The external part is on the order of the company StretchFlex. The company is created under the education concept by the name of Ung Företagsverksamhet (Young Entrepreneurship) and has passed on to the Swedish Championships in Young Entrepreneurship at the Stockholm International Fairs. Of that we have been commissioned to develop an updated logotype for the company, for the current does not keep proper quality according to the client. In excess of this, we also produced a folder that followed the company's visual profile. The internal part of the project is a enlargement of the degree project in which a re-design of StretchFlex's visual profile is done. It comprises the logotype, font, and color scheme, which then has been applied on a variety of different objects such as folders, posters, flyer, documents, envelopes, business cards and brand tags. These components are presented in the form of mock-ups. Deeper studies such as interview, persona and design method has been made with intent to reach the result that is presented at the end of the paper. These methods have been used to get a better understanding on how the visual profile can be strengthened.

  • 37.
    Bohlin, Felix
    et al.
    Södertörn University, School of Communication, Media and it.
    Persson, Niklas
    Södertörn University, School of Communication, Media and it.
    Wallin, Daniel
    Södertörn University, School of Communication, Media and it.
    Flow i fokus: processen att göra ett spel genom research through design2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Starting out as a minor form of amusement, the game industry has become one of the most lucrative andsuccessful in the entertainment business competing against giants such as television, movies and music.As the internal competition within the developer community grows companies work hard at discoveringnew ways to attract and keep customers. By having a playcentric approach focusing on user experiencethey hope to achieve that goal. This thesis describes the process of designing a game with focus on theplayer. We apply the concept of flow on game development and investigate through research throughdesign if we are able to create a game that keeps the player in flow.

    Play tests showed several elements such as control issues and too difficult challenges early in the game,affecting the possibility for players to experience flow while playing. These negative factors came to becalled flowleakers. In the end, based on our play tests, we were able to conclude that we achieved ourgoal of making a game that generated flow.

  • 38. Borggren, Clara
    et al.
    Moberg, Åsa
    Räsänen, Minna
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. KTH.
    Finnveden, Göran
    Business meetings at a distance - decreasing greenhouse gas emissions and cumulative energy demand?2013In: Journal of Cleaner Production, ISSN 0959-6526, E-ISSN 1879-1786, Vol. 41, p. 126-139Article in journal (Refereed)
    Abstract [en]

    Transportation, or rather access, is a major challenge in relation to achieving environmental goals and in striving for sustainable development. One potential means suggested to decrease the environmental impact related to accessibility is mediated meetings. However, few studies have quantified the potential environmental impacts with a life cycle perspective. With inspiration from a project involving four major Swedish media companies experiencing an increasing need for business travel and decreasing resources, this study assessed the potential greenhouse gas (GHG) emissions and cumulative energy demand (CED) related to different types of business meetings, using a life cycle perspective. The potential consequences for emissions of GHG and CED in two hypothetical companies introducing mediated meetings were also assessed. The results indicated that mediated meetings using personal computers can reduce GHG emissions and CED per meeting and that more advanced mediated solutions are preferable to meetings which require travel, if the equipment is frequently used to replace travel. However, advanced technology that is under-used may give similar or higher GHG emissions and CED than meetings traveled to by train. All mediated meeting alternatives studied here had lower GHG emissions and CED than meetings which required travel by plane or car. LCD screen manufacture contributed the main environmental impact of mediated meetings, but the meeting rooms needed, electricity use for equipment and internet use for data transmission were also important in some cases. As LCD screen manufacture and internet energy use were main issues and as the data on these issues are uncertain, they should be further assessed+ and updated in future studies. Introduction of mediated meetings in companies and organizations should involve a thorough consideration of needs and possible solutions to achieve the best possible environmental benefits through efficient use and replacement of travel. (c) 2012 Elsevier Ltd. All rights reserved.

  • 39.
    Bornebusch, Johan
    et al.
    Södertörn University College, School of Communication, Technology and Design, Media technology.
    Hernwall, PatrikSödertörn University College, School of Communication, Technology and Design, Media technology.
    Exploring digital artefacts: 2005 ICT and the Humanities Summer School2006Collection (editor) (Other academic)
  • 40.
    Botani, Rania
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    ARt Gallery – Onlineportfolio med webbutik och app: Hur en webbutik med tillhörande app kan sälja in konst med hjälp av Augmented Reality2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study concerns how to create a useful and reliable web shop and web portfolio for an artist or photographer. The idea is to promote their artworks with an app using Augmented Reality by showing how it looks on the wall by using a smartphone camera. The study's focus is on usability and design for webshops with high security to boost customer confidence and interaction, with an appealing user experience as well as to promote the art. After studying usability, customer centered web design, design theories for development of interactive systems, sketches for the webshop and a prototype for the app was developed. The prototype was usability tested during semi-structured interviews. Once the answers from the interview were collected, the data was analyzed. Based on the analysis the conclusion was drawn in how the app should be designed to achieve usability and appealing user experience, through interaction, inspire and promote the artworks found in the web shop.

  • 41.
    Boustedt, Jeanette
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Eklöf Torp, Anna
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Att skapa innehåll som engagerar användare på Facebook och Instagram2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In this report we describe how planning, producing and publishing contents for social media can be made for a company in the construction business. The company, which we have chosen to call Build AB, assigned their social media accounts to us during five weeks with the desire for increased involvement on the platforms. This report describes the line of action to meet their desire and also presents the results that have been achieved. The process of the project consisted of five key elements – workshop, developing a strategy, developing a schedule, producing the content and publishing. Our result shows that the involvement on Build AB’s Facebook page and Instagram page increased during the five weeks of the project.

  • 42.
    Boustedt, Jeanette
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Larsson, Felicia
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Netflix ur ett användarperspektiv: En kvalitativ studie om Binge Watching, tittarvanor och teknikens betydelse2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Purpose: The study aims to gain a deeper understanding of how the users viewing habits are influenced by Netflix design and technology, and whether they encourage the user to Binge Watching.

    Theory: The study mainly uses the theory and research by Sidneyeve Matrix (2014) on the technical phenomenon Binge Watching from the article “The Netflix Effect: Teens, Binge Watching and on Demand Media Trends” and the theory about the use qualities by Jonas Löwgren (2002) from the article “The use qualities of digital designs, draft 1.0”. The research on technological developments by Gunnar Nygren and Ingela Wadbring (2013) from the publication “På väg mot medievärlden 2020” is also used in this study.

    Method: The study is based on a qualitative research method based on individual in-depth interviews.

    Results: The result analysis indicates that Netflix technologies and features have a transparent impact on users and their viewing habits. The informants felt that they without these features would not have used the service to the same extent and that loyalty and emotional commitment was established due to the many tactics Netflix used to improve the personal user experience. The technical features have also resulted in an increased Binge Watching for all of the informants who also often view more episodes of a series than originally thought. It also became clear that it was the technology, features and wider range that made Netflix the most preferred VoD service among the informants.

  • 43.
    Bowers, John
    et al.
    KTH.
    Hellström, Sten-Olof
    KTH.
    Jää-Aro, Kai-Mikael
    KTH.
    Supporting Event Management by Sonifying Participant Activity1999In: Production Tools for Electronic Arenas: Event Management and Content Production : eRENA : Deliverable D4.3/4.4, 1999, p. 80-98Chapter in book (Other academic)
  • 44.
    Bowers, John
    et al.
    KTH.
    Jää-Aro, Kai-Mikael
    KTH.
    Hellström, Sten-Olof
    KTH.
    Carlzon, Malin
    KTH.
    Event Management in Electronic Arenas by Visualising Participant Activity and Supporting Virtual Camera Deployment1999In: Production Tools for Electronic Arenas:: Event Management and Content Production : eRENA : Deliverable D4.3/4.4, 1999, , p. 22p. 58-79Chapter in book (Other academic)
  • 45.
    Bowers, John
    et al.
    KTH.
    Jää-Aro, Kai-Mikael
    KTH.
    Hellström, Sten-Olof
    KTH.
    Hoch, Michael
    ZKM, Karlsruhe, Germany.
    Whitfield, Greg
    University of Nottingham, Nottingham, UK.
    Production Support Tools for Electronic Arenas: Using Tangible Interfaces for Media Editing2000In: Production and Management of Events in Electronic Arenas: eRENA ESPRIT Project 25379 Workpackage 4 Deliverable D4.5, Stockholm: NADA, Tekniska högskolan , 2000, , p. 29p. 41-69Chapter in book (Other academic)
  • 46. Brown, Barry
    et al.
    Lundin, Johan
    Rost, Mattias
    Lymer, Gustav
    Holmquist, Lars Erik
    Gifts from friends and strangers: a study of mobile music sharing2007In: ECSCW’07: Proceedings of the Tenth European Conference on Computer Supported CooperativeWork, 24-28 September 2007, Limerick, Ireland / [ed] L. Bannon, I. Wagner, C. Gutwin, R. Harper, K. Schmidt, London: Springer , 2007, p. 311-330Conference paper (Refereed)
  • 47. Brown, Barry
    et al.
    Lundin, Johan
    Rost, Mattias
    Lymer, Gustav
    Holmquist, Lars Erik
    Seeing ethnographically: Teaching ethnography as part of CSCW2007In: ECSCW’07: Proceedings of the Tenth European Conference on Computer Supported CooperativeWork, 24-28 September 2007, Limerick, Ireland / [ed] L. Bannon, I. Wagner, C. Gutwin, R. Harper, K. Schmidt, London: Springer , 2007, p. 411-430Conference paper (Refereed)
  • 48. Brynjarsdottir, Hronn
    et al.
    Håkansson, Maria
    Cornell University.
    Pierce, James
    Baumer, Eric
    DiSalvo, Carl
    Sengers, Phoebe
    Sustainably unpersuaded: how persuasion narrows our vision of sustainability2012In: CHI ’12: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, New York: ACM Press, 2012, p. 947-956Conference paper (Refereed)
  • 49.
    Bräysy, Alex
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Arkö, Axel
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Fourth Wall Manipulation in Digital Games and its Impact on the Gameplay Experience2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis explores how manipulation of the fourth wall can affect players’ Gameplay Experience in digital games, due to the lack of any significant research regarding the matter. In preparation of the study, multiple commercially released digital games with instances of fourth wall manipulation were analysed. This led to the creation of four distinct game design patterns. These patterns were implemented into a game artefact specifically created for the study, which was played by eight participants. After playing, the participants were interviewed about how they experienced the game artefact. The results show that the majority of the patterns had a positive effect on both the participants’ immersion and engagement, which both form part of the Gameplay Experience model.

  • 50.
    Bustos, Christian
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Beteendebubblan: En studie om navigationsbeteende på internet med fokus på korta navigationstillfällen2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this paper is to explore web use and web navigation behavior. This paper presents findings from qualitative research based on interviews and diarie studies. The basis of this study is Eli Parisers work about “the filter bubble”. As personalization systems shape our experience of the web, based on who we are, our bubble of knowledge and information becomes smaller. But it’s not only how technology works to show us a narrow part of reality. Our own choices about websites, content and the activities on the web, lead us into another type of bubble. A behavior bubble. A bubble where all the content we consume is interesting. The conclusion of this paper is that narrow web navigation behavior can be observed among all subjects studied irrespective of age and devices used, whereas monotonous web navigation behavior only can be identified among individuals using a smartphone for web browsing.

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