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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.

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  • 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.

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    Användning av mobilapplikationer i smartphones hos unga vuxna
  • 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.

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  • 4.
    Ahammed, Riday
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Osheko, Yannick
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Vad ska vägleda dig i en 3D-labyrint?: En kvalitativ studie av spår, ljud och markeringar som vägledningshjälpmedel2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    There are different types of wayfinding aids that help the player navigate through a 3D environment. This qualitative study investigates how breadcrumb trails, sounds, and markers as wayfinding aids can support a player in a 3D maze. First, the researchers created a prototype to examine the three wayfinding aids and placed them into three different mazes. Then, the respondents who participated in the study played through those three mazes with and without wayfinding aids to investigate how they supported the respondents during the game session. Next, data were collected using the stimulated recall method and semi-structured interviews. Finally, the collected data were analyzed using the Empirical phenomenological psychology (EPP) method. The results that occurred from the analysis showed the respondent's individual experiences and the four overall themes that emerged from the data. In summary, the results indicated that breadcrumb trails were the most optimal wayfinding aid. However, both sound and markers shared the same characteristics as wayfinding aids. In addition, the respondents developed spatial memory with the help of unique landmarks and used other wayfinding strategies when the wayfinding aids were unavailable.

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  • 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.
    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.

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    AliceandtheMadHater_Ahlgren-Andersson_Enecker
  • 6.
    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.

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  • 7.
    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.

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  • 8.
    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.

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  • 9.
    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. 

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    Kritisk design i en digital videoproduktion
  • 10.
    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.

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  • 11.
    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.

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  • 12.
    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.

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  • 13.
    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. 

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  • 14.
    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.

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  • 15.
    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.

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  • 16.
    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.))
  • 17.
    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, 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."

  • 18.
    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.

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  • 19.
    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.

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  • 20.
    Anlioz, Sofia
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Ivarsson, Petra
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    ”Nu måste vi göra det här, och få till det här!”: En kvalitativ studie om statliga museers utmaningar att tolka och implementera WCAG och webbdirektivet2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    As the world becomes more digital, the demands on the accessibility of the materials published on the web also increase. A lack of accessibility on the websites risks limiting the opportunities for those with disabilities to access necessary information from authorities. This goes against Article 21 of the Declaration of Human Rights published in 1948 by the UN, which states the right of the individual to public service.

    The purpose of this thesis is to study the new Swedish law on accessibility for digital publicservice and how the WCAG 2.1 guidelines are applied in Swedish state museums. State museums, on behalf of the government, are responsible for making their content available to all citizens.

    In our research, we started from semi-structured interviews that were analysed by theme in order to find common denominators between the various museum authorities. We concluded that there were challenges that made working with accessibility more difficult. The biggest challenge at the present seems to be how the law should be interpreted in the best way as the interpretation can differ greatly depending on who’s doing the interpretation. Web accessibility for the authorities is also a question of resources, as the organizations previously haven’t had this as a priority in budget planning. With the new law, the employees responsible for the publication on the webpages hope that this will be something they can use in the future to justify why the organization needs to invest resources in web accessibility. 

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  • 21.
    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.

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  • 22.
    Arnold, Nico
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Programmering inom medieteknik2021In: Introduktion till medieteknik / [ed] Falkenberg Josefsson, Pernilla ; Wiberg, Mikael, Lund: Studentlitteratur AB, 2021, p. 249-258Chapter in book (Refereed)
  • 23.
    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.

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  • 24.
    Aronsson, Emilia
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Axelsson, Malin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Är dressyr för traditionell för AI?: En attitydundersökning om AI-bedömningssystem i dressyr2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Horses and equestrian sports are one of the biggest sports in Sweden, and dressage is a big part of the sport. It is considered as a classic branch where no major changes have taken place. At the same time new solutions for assessing sports have been developed. One of these solutions is AI judging systems which have been implemented in artistic gymnastics (Mazurova, Standaert, Penttinen & Ter Chian Tan 2021). The purpose of this study is to investigate whether a similar system could be used to assess the equestrian sport of dressage.                                                            

    A qualitative study was carried out where 13 judges in dressage were interviewed and asked to explain their views on the judging role. They also explained their opinion about an AI assessment system to be implemented in dressage and how such a system should work. In order to analyze the data that the judges contributed, a thematic analysis was made and several important main themes were presented. 

    The study shows that the judges are positively on using AI assessment systems in dressage. They believe a system could be more accurate than a human and thus give a more accurate result. However, the vast majority believe that at present one should not use only AI assessment since dressage not only means a technical athletic performance but also includes aesthetics and feelings. Todays technical solutions cannot grade that in the same way as a human can.

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  • 25.
    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.

  • 26.
    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.

  • 27.
    Ask, Alexandra
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Österlund, Emma
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Mitt jag och min avatar: Identifikation och emotionella förbindelser genom spelkaraktärer i digitala spel2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Emotional design is a phenomenon that is relevant in connection with the user experience in game design. Designers could develop a product that provides a more emotional experience for the user by taking emotional connections and emotions to consideration. With the growing gaming industry, it is relevant for game development to take emotional connections into consideration. During the process it is important to understand where the motivation for the game lies within the user. 

    This study examined how users relate and identify with their own created characters. The study has been based on Massive Multiplayer Online Role-Playing Games (MMORPG) where social and emotional connections are observed. The work also evaluates how the relationship between the user and the avatar appears. Theories will also be presented that compile the data collection, which will be presented and discussed. Finally, the result is presented that demonstrably introduces what the relationship looks like and why it looks the way it does. 

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  • 28.
    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.

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    Gränssnittsanalys av Video On Demand tjänster
  • 29.
    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.

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    Spelkomponenter i World of Warcraft
  • 30.
    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.

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  • 31.
    Asplund, Einar
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Bergsten, Max
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Hur hittar vi fram?: En studie om hur spelare navigerar i 3d miljöer2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Is it important that a player can navigate easily through a level? To get the answer ten participants were tested during a short play-session of a game made for the study. By looking at prior research, themes could be found that were all common. To learn the player to recognize what a goal looks like, to get the player to understand what the goal is. That the player can navigate to the goal and that the level should have flow is also important. This study shows that what earlier research suggests seems to have merit. Of all participants that played the game, almost everyone that played where navigational techniques were implemented spoke of how they felt certain in where to go.

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  • 32.
    Avebäck, Freja
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Pagan, Katarina
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Hur påverkas vi av interaktionen med sociala medier?: En kvalitativ undersökning på hur människors mående påverkas av interaktionen med Instagram och dess funktioner2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The writers have chosen to immerse themselves deeper into the interaction between people and social media, where we examined how people's feelings are affected by the interaction with social media. The application chosen for the study was Instagram. The study consisted of 40 participants in the age group 18 - 26 years. Participants were randomly selected for a questionnaire conducted with students at Södertörn University in Stockholm. In addition to the survey, six interviews were conducted based on the original participants from the questionnaire, which was made to gather more in-depth material on the subject.     

    The results have shown that the interaction among users is mainly through sharing, liking and commenting than through other features that Instagram has to offer (for example, chat function and live broadcast). During the interviews, it occurred that respondents mostly use Instagram's features to create a wider community between themselves and their friends. When it comes to the influence on impact through interaction, it turned out that this is not generated directly by the application, but rather by who you as a user follow on your profile. The participants in the studies conducted for the thesis explain both that they are affected, but also that they are not affected by impact through social media. It is very different depending on how you as a user interact with the different functions of the application. The study has not shown a clear result on whether there is a clear link between the interaction with Instagram and the user's health.   

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  • 33.
    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.

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  • 34.
    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.

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    Instagram: En plattform för fotografer att marknadsföra sig genom hashtags
  • 35.
    Backe, Hans-Joachim
    et al.
    Center for Computer Games Research of the IT University, Copenhagen.
    Lankoski, Petri
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Theorizing the Player-Playable Figure Relationship2022In: Narrative (Columbus, Ohio), ISSN 1063-3685, E-ISSN 1538-974X, Vol. 30, no 2, p. 240-254Article in journal (Refereed)
    Abstract [en]

    The paper revisits a central question in the study of characters in digital games: Do players of, for example, a racing game steer the virtual car directly themselves, or are they controlling the body of a virtual driver? This seemingly technical question is shown to be primarily cognitive and conceptual: players draw ontheir real-life and fictional frames of reference in an ongoing epistemological processof situating themselves vis-à-vis gameworld and playable figure. The traditional metaphor for this relationship, that of a cyborg, neither captures the variety of relationships suggested by games, nor the range of interpretations open to players. To overcome this limitation, I propose six conceptual types, based on the significance that tools and vehicles have for the playable figure. I ask: is there a co-dependence between equipment and user, is it permanent, and do they have a metonymic relationship to eachother? These abstract categories are shown to be connected to archetypical proto-narratives epitomized by characters from mythology and popular culture, which players implicitly refer to in conceptualizing their relationship to the gameworld. The essay, then, offers a framework for the conceptual variety of player-playable figure-relations,which, in drawing on cultural history, should be equally transparent to scholars of game studies and narratology.

  • 36.
    Barbara, Jonathan
    et al.
    Trinity College Dublin, Dublin, Ireland.
    Koenitz, Hartmut
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Pitt, Breanne
    Trinity College Dublin, Dublin, Ireland.
    Daiute, Colette
    City University of New York, USA.
    Sylla, Cristina
    University of Minho, Portugal.
    Bouchardon, Serge
    Université de Technologie de Compiègne, France.
    Soltani, Samira
    Toronto Metropolitan University, Canada.
    IDNs in Education: Skills for Future Generations2023In: 16th International Conference on Interactive Digital Storytelling / [ed] Lissa Holloway-Attaway & John Murray, Cham: Springer Nature, 2023, Vol. 14383, p. 57-72Conference paper (Refereed)
    Abstract [en]

    Interactive Digital Narrative (IDN) literacy and authoring skills are being gained too late along a typical student’s educational journey and only by a niche subset of learners while such skills are crucial to consume modern day media communications reporting on complex phenomena from multiple perspectives. This paper acknowledges the impact of technology on teaching and learning methods as well as the current status of digital media in education and uses them to explain how IDN can be used to teach K-12 subjects with the aim of helping students attain IDN literacy skills. It also suggests ways to expand IDN literacy by adding authoring skills. The paper connects these overarching goals with current initiatives in establishing IDN literacy and authoring skills in the K-12 curriculum and presents short-, medium- and long-term objectives towards the above two aims.

  • 37.
    Becic, Alexander
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Kvocka, Mihajlo
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Användningen av beslutsstöd inom perioperativ medicin och intensivvård (PMI): En fallstudie på Karolinska universitetssjukhuset2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study was to get a better understanding of how hospitals use data and information in conjunction with Business intelligence (BI). That was done by examining a case that was a BI-system which people and technologies of the PMI department in Karolinska university hospital were a part of. The research questions that were supposed to be answered included what distinguished the usage of decision support in the medical processes in PMI. In addition to this the effect the increasing access of data had on the aforementioned processes were also to be examined. The departments that were examined included preoperative care, intensive care unit (ICU) and a translational research platform. This was conducted as a qualitative case study where relevant people who worked in PMI with different roles were to be interviewed. This included a BI architect, anaesthesiologist and unit managers. The empirical data that was created included several semi structured interviews which were the main data source and internal documents that had useful information regarding the departments. The main theoretical framework that was used to analyse the data was a BI framework and work system theories, but other theories regarding BI capabilities were also used. The result that was generated by the study was that all the different parts of the analysed BI-system have to work together in order for the decision support to be as good as possible. The results also showed that the BI capabilities organizational memory and information integration builds the first step towards decision support. Then it is insight creation and presentation/communication that creates the understanding of previous events. Another conclusion was that the increasing amounts of data did not have a major effect on the BI-system or decision support as a whole.

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  • 38.
    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.

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  • 39.
    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.

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  • 40. 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. 

  • 41.
    Berglöf, Erik
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Flodin, Frida
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Muskulösa hjältar och krigarinnor i klack: En kvantitativ innehållsanalys av manliga och kvinnliga karaktärer i digitala spel mellan år 2015 och 20202021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This quantitative study examined male and female characters in digital games between the years 2015–2020 and a total of 120 games were analyzed where 2108 characters were observed. Quantitative content analysis was used to analyze the characters. The analysis indicates that female characters (n=448) are underrepresented compared to male characters (n=1660). The female characters are significantly more portrayed with sexually revealing clothing, nudity, sexual verbal expressions, sexual behavior and inappropriate clothing for the task they were expected to perform in the narrative than the male characters. The male characters are more often portrayed with unrealistic body proportions than the female characters and overall the male characters are portrayed stereotypically muscular as previous research has shown. The results are compared with previous research and this study observes more female characters in 20 digital games released in 2020 than is noticed in 60 games from 2003. Furthermore, more characters with unrealistic body proportions are found in games from 2020 (n=39) than in games from 2003 (n=24).

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    Muskulösa hjältar och krigarinnor i klack
  • 42.
    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. 

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    fulltext
  • 43.
    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. 

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    fulltext
  • 44.
    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. 

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    fulltext
  • 45.
    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.

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    fulltext
  • 46.
    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.

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    fulltext
  • 47.
    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.

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    fulltext
  • 48.
    Björninen, Evelina
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. Evelina Björninen.
    Chammas, Michael
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Marknadsföring i sociala medier bland skärgårdsföretag: En kvalitativ studie kring användning av sociala medier hos skärgårdsföretag inom projektet Archipelago Business Development2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In Sweden and Finland, the tourism industry has grown with an export value that is constantly increasing. However, this is mainly occurring in the big cities. From a decision of the Swedish government and the EU, a development project called Archipelago Business Development has emerged. The project has the task of strengthening digital investment in the archipelago. With consumers' access to social media and Word-of-mouth (WOM), companies should re-examine their marketing strategy. This study aims to investigate how companies in the archipelago social media in their marketing, and what pros and cons the companies experience. This is studied through qualitative interviews with project managers within ABD and companies in the archipelago from Finland and Sweden participating in the project. The results show that there are two general types of companies in the archipelago that use social media for marketing to varying degrees.

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    fulltext
  • 49.
    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.

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    Flow_i_fokus
  • 50.
    Borg Gyllenbäck, Ossian
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    The Visual Conveyance of Narrative: From A Cognitive Perspective2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This qualitative study aims to explore, from a cognitive perspective, the influence visuals have on conveying the game's narrative and how this engages the player. The focus being to further the understanding of how both visuals and narrative affect the overall experience. Motivated by the underrepresentation of visuals and narrative studies within game research. At the centre of the study is a thematic analysis of qualitative data collected from face to face interviews in a home and school environment, where players shared memorable moments experienced while playing a game. The interviews were complemented by data from popular forums, with the same focus. Helping the analysis of the data were cognitive theories into how our minds process and interpret information, an analysis which resulted in five main themes with corresponding code, which represented what appeared central for the creation of the memorable moment. There were, however, always more than one element within the game which provided and engaged the player in the narrative construction of the memorable moment, which served to highlight the importance of considering all aspects of the design, as all affected our meaning making. Central to engaging the player's narrative construction was the intrinsic motivation of curiosity, in tangent with our desire to learn. Exactly how different visuals elements affected the player's narrative construction did not become apparent during the analysis, as a fine line existed between what element provided for different memorable moments. Most notably was that all of the themes and codes could be tied back to engagement, as all of them served to engage the player's meaning making. A discovery that in turn, lead to the creation of a framework for future studies, which, while supported by cognitive theories, aims to enable the discovery of what and how different aspects engage the player in the experience.

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    fulltext
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