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  • 1.
    Adolfsson, Emma
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Weaver, Stephanie
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    ”Gamla datorer, det är det vi jobbar med”: En interaktionsstudie av vård- och omsorgspersonalens användning av digitala artefakter på ett vård- och omsorgsboende2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    There is a need to create efficiency through digital technology within the elder care, as the elderly population of society is increasing. Existing IT-systems are considered incompatible with healthcare work, despite of Swedish investments in digital development in healthcare. Practices and the use of digital artefacts within an elder care home was therefore studied. Through an ethnographic qualitative method (consisting of field studies, video ethnography and interviews), the empirically driven study identified the healthcare workers existing interactions with- and use of digital technology, as well as the consequences that the use entailed. The study showed that the healthcare workers used the workplace’s existing digital technology as well as personal digital artefacts to solve daily tasks. Furthermore, the results showed that the healthcare workers interactions with personal digital artefacts mediated new work situations, and the healthcare workers desire for new digital work tools.

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  • 2.
    Ahmet, Zeynep
    et al.
    Södertörn University, School of Communication, Media and it, Media technology.
    Jonsson, Martin
    Södertörn University, School of Communication, Media and it, Media technology.
    Sumon, Saiful Islam
    Södertörn University, School of Communication, Media and it, Media technology.
    Holmquist, Lars Erik
    Södertörn University, School of Communication, Media and it, Media technology.
    Supporting embodied exploration of physical concepts in mixed digital and physical interactive settings2011In: TEI'11: Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction, Funchal, Portugal: ACM Press, 2011, p. 109-116Conference paper (Refereed)
    Abstract [en]

    In this paper findings are presented from a study on how sensor equipped computer game technologies can be used to create tools for educational settings to learn about for example concepts in physics. In a workshop focusing on the concept of gravity, a group of children interacted with an environment consisting of both physical and digital interactive components. We discuss how the mixed digital and physical setting affects the children's coordination and collaboration and their strategies to solve the given assignment. Findings suggest that the embodied nature of the technology create new opportunities for collaboration and that the alignment of the physical and digital parts of the interactive setting is important in order to create a seamless experience that takes advantage of the properties of the respective media.

  • 3.
    Albernaz, Daniel
    et al.
    KTH.
    Do, Quang Minh
    KTH.
    Amberg, Gustav
    KTH.
    Multirelaxation-time lattice Boltzmann model for droplet heating and evaporation under forced convection2015In: Physical Review E. Statistical, Nonlinear, and Soft Matter Physics, ISSN 1539-3755, E-ISSN 1550-2376, Vol. 91, no 4, article id 043012Article in journal (Refereed)
    Abstract [en]

    We investigate the evaporation of a droplet surrounded by superheated vapor with relative motion between phases. The evaporating droplet is a challenging process, as one must take into account the transport of mass, momentum, and heat. Here a lattice Boltzmann method is employed where phase change is controlled by a nonideal equation of state. First, numerical simulations are compared to the D-2 law for a vaporizing static droplet and good agreement is observed. Results are then presented for a droplet in a Lagrangian frame under a superheated vapor flow. Evaporation is described in terms of the temperature difference between liquid-vapor and the inertial forces. The internal liquid circulation driven by surface-shear stresses due to convection enhances the evaporation rate. Numerical simulations demonstrate that for higher Reynolds numbers, the dynamics of vaporization flux can be significantly affected, which may cause an oscillatory behavior on the droplet evaporation. The droplet-wake interaction and local mass flux are discussed in detail.

  • 4.
    Albernaz, Daniel L.
    et al.
    KTH.
    Amberg, Gustav
    KTH.
    Do-Quang, Minh
    KTH.
    Simulation of a suspended droplet under evaporation with Marangoni effects2016In: International Journal of Heat and Mass Transfer, ISSN 0017-9310, E-ISSN 1879-2189, Vol. 91, p. 853-860Article in journal (Refereed)
    Abstract [en]

    We investigate the Marangoni effects in a hexane droplet under evaporation and close to its critical point. A lattice Boltzmann model is used to perform 3D numerical simulations. In a first case, the droplet is placed in its own vapor and a temperature gradient is imposed. The droplet locomotion through the domain is observed, where the temperature differences across the surface is proportional to the droplet velocity and the Marangoni effect is confirmed. The droplet is then set under a forced convection condition. The results show that the Marangoni stresses play a major role in maintaining the internal circulation when the superheated vapor temperature is increased. Surprisingly, surface tension variations along the interface due to temperature change may affect heat transfer and internal circulation even for low Weber number. Other results and considerations regarding the droplet surface are also discussed.

  • 5.
    Albernaz, Daniel L.
    et al.
    Royal Inst Technol, Dept Mech, Linne Flow Ctr, S-10044 Stockholm, Sweden..
    Do-Quang, M.
    Royal Inst Technol, Dept Mech, Linne Flow Ctr, S-10044 Stockholm, Sweden..
    Hermanson, J. C.
    University of Washington, Seattle, USA.
    Amberg, Gustav
    KTH.
    Droplet deformation and heat transfer in isotropic turbulence2017In: Journal of Fluid Mechanics, ISSN 0022-1120, E-ISSN 1469-7645, Vol. 820, p. 61-85Article in journal (Refereed)
    Abstract [en]

    The heat and mass transfer of deformable droplets in turbulent flows is crucial. to a wide range of applications, such as cloud dynamics and internal combustion engines. This study investigates a single droplet undergoing phase change in isotropic turbulence using numerical simulations with a hybrid lattice Boltzmann scheme. Phase separation is controlled by a non-ideal equation of state and density contrast is taken into consideration. Droplet deformation is caused by pressure and shear stress at the droplet interface. The statistics of thermodynamic variables are quantified and averaged over both the liquid and vapour phases. The occurrence of evaporation and condensation is correlated to temperature fluctuations, surface tension variation and turbulence intensity. The temporal spectra of droplet deformations are analysed and related to the droplet surface area. Different modes of oscillation are clearly identified from the deformation power spectrum for low Taylor Reynolds number Re, whereas nonlinearities are produced with the increase of Re A, as intermediate frequencies are seen to overlap. As an outcome, a continuous spectrum is observed, which shows a decrease in the power spectrum that scales as similar to f(-3) Correlations between the droplet Weber number, deformation parameter, fluctuations of the droplet volume and thermodynamic variables are also developed.

  • 6.
    Albernaz, Daniel L.
    et al.
    KTH.
    Do-Quang, Minh
    KTH.
    Amberg, Gustav
    KTH.
    Lattice Boltzmann Method for the evaporation of a suspended droplet2013In: Interfacial phenomena and heat transfer, ISSN 2167-857X, Vol. 1, no 3, p. 245-258Article in journal (Refereed)
    Abstract [en]

    In this paper we consider a thermal multiphase lattice Boltzmann method (LBM) to investigate the heating and vaporization of a suspended droplet. An important benefit from the LBM is that phase separation is generated spontaneously and jump conditions for heat and mass transfer are not imposed. We use double distribution functions in order to solve for momentum and energy equations. The force is incorporated via the exact difference method (EDM) scheme where different equations of state (EOS) are used, including the Peng-Robinson EOS. The equilibrium and boundary conditions are carefully studied. Results are presented for a hexane droplet set to evaporate in a superheated gas, for static condition and under gravitational effects. For the static droplet, the numerical simulations show that capillary pressure and the cooling effect at the interface play a major role. When the droplet is convected due to the gravitational field, the relative motion between the droplet and surrounding gas enhances the heat transfer. Evolution of density and temperature fields are illustrated in details.

  • 7.
    Aldaeus, Fredrik
    et al.
    KTH.
    Lin, Yuan
    KTH.
    Amberg, Gustav
    KTH.
    Roeraade, Johan
    KTH.
    Multi-step dielectrophoresis for separation of particles2006In: Journal of Chromatography A, ISSN 0021-9673, E-ISSN 1873-3778, Vol. 1131, no 1-2, p. 261-266Article in journal (Refereed)
    Abstract [en]

    A new concept for separation of particles based on repetitive dielectrophoretic trapping and release in a flow system is proposed. Calculations using the finite element method have been performed to envision the particle behavior and the separation effectiveness of the proposed method. As a model system, polystyrene beads in deionized water and a micro-flow channel with arrays of interdigited electrodes have been used. Results show that the resolution increases as a direct function of the number of trap-and-release steps, and that a difference in size will have a larger influence on the separation than a difference in other dielectrophoretic properties. About 200 trap-and-release steps would be required to separate particles with a size difference of 0.2%. The enhanced separation power of dielectrophoresis with multiple steps could be of great importance, not only for fractionation of particles with small differences in size, but also for measuring changes in surface conductivity, or for separations based on combinations of difference in size and dielectric properties.

  • 8.
    Aldaeus, Fredrik
    et al.
    KTH.
    Lin, Yuan
    KTH.
    Roeraade, Johan
    KTH.
    Amberg, Gustav
    KTH.
    Superpositioned dielectrophoresis for enhanced trapping efficiency2005In: Electrophoresis, ISSN 0173-0835, E-ISSN 1522-2683, Vol. 26, no 22, p. 4252-4259Article in journal (Refereed)
    Abstract [en]

    One of the major applications for dielectrophoresis is selective trapping and fractionation of particles. If the surrounding medium is of low conductivity, the trapping force is high, but if the conductivity increases, the attraction decreases and may even become negative. However, high-conductivity media are essential when working with biological material such as living cells. In this paper, some basic calculations have been performed, and a model has been developed which employs both positive and negative dielectrophoresis in a channel with interdigitated electrodes. The finite element method was utilized to predict the trajectories of Escherichia coli bacteria in the superpositioned electrical fields. It is shown that a drastic improvement of trapping efficiency can be obtained in this way, when a high conductivity medium is employed.

  • 9.
    Amberg, Gustav
    Södertörn University. Flow Centre, Department of Engineering Mechanics, The Royal Institute of Technology, Stockholm, Sweden.
    Detailed modelling of contact line motion in oscillatory wetting2022In: NPJ Microgravity, E-ISSN 2373-8065, Vol. 8, no 1, article id 1Article in journal (Refereed)
    Abstract [en]

    The experimental results of Xia and Steen for the contact line dynamics of a drop placed on a vertically oscillating surface are analyzed by numerical phase field simulations. The concept of contact line mobility or friction is discussed, and an angle-dependent model is formulated. The results of numerical simulations based on this model are compared to the detailed experimental results of Xia and Steen with good general agreement. The total energy input in terms of work done by the oscillating support, and the dissipation at the contact line, are calculated from the simulated results. It is found that the contact line dissipation is almost entirely responsible for the dissipation that sets the amplitude of the response. It is argued that angle-dependent line friction may be a fruitful interpretation of the relations between contact line speed and dynamic contact angle that are often used in practical computational fluid dynamics.

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  • 10.
    Amberg, Gustav
    KTH.
    Semisharp phase field method for quantitative phase change simulations2003In: Physical Review Letters, ISSN 0031-9007, E-ISSN 1079-7114, Vol. 91, no 26, article id 265505Article in journal (Refereed)
    Abstract [en]

    The standard phase field model for simulation of phase change requires an asymptotic analysis in a vanishing interface width, in order to connect the model parameters to the sharp interface parameters, which has hampered the quantitative usefulness of the method. In this Letter the method is simplified to the point that the relevant reduced problem can be solved analytically, allowing the sharp and phase field parameters to be identified, in principle, without restrictions on the model parameters. The scheme is tested for standard cases of two-dimensional solidification, showing excellent agreement with sharp interface kinetics.

  • 11.
    Amberg, Gustav
    KTH.
    Solidification microstructure, dendrites and convection2004In: Phase Change With Convection: Modelling And Validation / [ed] Kowalewski, TA., Gobin, D., Wien: Springer, 2004, p. 1-53Conference paper (Refereed)
  • 12.
    Amberg, Gustav
    et al.
    KTH.
    Do-Quang, Minh
    KTH.
    Thermocapillary convection and phase change in welding2008In: International journal of numerical methods for heat & fluid flow, ISSN 0961-5539, E-ISSN 1758-6585, Vol. 18, no 3-4, p. 378-386Article in journal (Refereed)
    Abstract [en]

    Purpose - In welding there is an intricate coupling between the composition of the material and the shape and depth of the weld pool. In certain materials, the weld pool may not penetrate the material easily, so that it is difficult or impossible to weld, while other seemingly quite similar materials may be well suited for welding. This is due to the convective heat transfer in the melt where the flow is driven primarily by surface tension gradients. This paper aims to study how surface active agents affect the flow and thus the welding properties by surveying some recent 3D simulations of weld pools. Design/methodology/approach - Some basic concepts in the modelling of flow in a weld pool are reviewed. The mathematical models for a convecting melt, with a detailed model for the surface tension and the Marangoni stress in the presence of surfactants, are presented. The effect of the sign of the Marangoni coefficient on the flow pattern, and thus, via melting and freezing, on the shape of the weld pool, is discussed. Findings - It is seen that it is beneficial to have surfactants present at the pool surface, in order to have good penetration. Results from a refined surface tension model that accounts for non-equilibrium redistribution of surfactants are presented. It is seen that the surfactant concentration is significantly modified by the fluid flow. Thereby, the effective surface tension and the Marangoni stresses are altered, and the redistribution of surfactants will affect the penetration depth of the weld pool. Originality/value - The importance of surfactants for weld pool shapes, and in particular the convective redistribution of surfactants, is clarified.

  • 13.
    Andersson Schwarz, Jonas
    Södertörn University, School of Culture and Education, Media and Communication Studies.
    De digitala vidderna styrs från ovan2014In: Svenska Dagbladet, ISSN 1101-2412, no 23 junArticle in journal (Other (popular science, discussion, etc.))
  • 14.
    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."

  • 15.
    Andersson Schwarz, Jonas
    et al.
    Södertörn University, School of Culture and Education, Media and Communication Studies.
    Palmås, Karl
    Introducing the panspectric challenge: A reconfiguration of regulatory values in a multiplatform media landscape2013In: Central European Journal of Communication, ISSN 1899-5101, Vol. 6, no 2, p. 219-233Article in journal (Refereed)
    Abstract [en]

    Taking Sweden as a case study, the role of public service broadcasting (PSB) is explored, with a focus on issues of data retention and innovation that accompany web distribution. The issue of predicting audience preferences by means of data retention is investigated, and the related problem of organizational autonomy when interacting with commercial actors in the digital sphere. We hypothesize that previous tendencies towards paternalism might be equally supplemented by tendencies towards so-called “panspectric” surveillance and tracking, given a technological environment where such practices are increasingly common. We argue that the absence of advertising partially helps keep these broadcasters from panspectric temptation. Still, practices such as Facebook integration entail a panspectric element. We ask whether the potential increase in the efficacy of targeting audiences promised by panspectric practices might be offset by its negative impact on civic accountability. Is there a possibility for a “benign,” democratically accountable panspectrocism?

  • 16.
    Andersson, William
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Levonius, Sofia
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Leveldesign: effekter av vägledning i digitala spel2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Nivådesign är en viktig del inom spelutveckling för att skapa fängslande och inlevelserika digitala världar. Hur spel- och nivådesigners kan skapa en intuitiv interaktion mellan spelare och spelnivå med hjälp av olika typer av vägledning, utan att det blir för lätt eller svårt, är en fråga som vi saknar svar på. Vår studie undersöker hur vägledning kan stimulera inlärning- och problemlösning för att uppnå flow. Vi undersöker även vad det har för påverkan på uppmärksamhet samt vilka personliga preferenser spelare av vägledning. För att få svar på dessa frågor utfördes en kvalitativ undersökning där 8st deltagare fick spela Mirror’s Edge Catalyst med eller utan spelets inbyggda vägledningsfunktion ”Runners Vision”. Vi kom fram till att vägledning är väldigt användbart för både nybörjare och målfokuserade spelare. För att vägledningen ska vara effektiv så är det viktigt att spelet skapar en tydlig association mellan handling och problem för spelaren vilket kräver en form av positiv eller negativ respons. Det finns även vissa konsekvenser av vägledning såsom att spelet blir för enkelt eller tar ifrån spelarens självständighet. Dessa utmaningar kan förslagsvis lösas genom att använda adaptiva vägledningsfunktioner som baseras på spelarens individuella behov och förmågor.

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  • 17.
    Andersén, Jenny
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    En virtuell klädkollektion: En rapport om processen i att designa och illustrera en virtuell klädbutik till Stardoll.com2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This is a report that goes through the design process of designing and illustrating a virtual clothing shop with the theme ”Stockholm Streetstyle” for the website ”Stardoll.com”. The purpose of the report is to examine how you can manage to get as close to designing a certain style or theme as possible, and also how the process of designing a clothing line can work, The illustrations were made in Adobe Illustrator and the final result of the project was an illustrated fashion collection with 21 parts, in the total of 6 outfits, and also a background for the shop. 

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  • 18.
    Andskär, Erik
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Carlberg, Gustav
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    When and how to use tutorials in videogames: A quantitative experimental study on competence and memory retention2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Understanding how tutorials affect games is vital for adequate tutorialization. This study investigates how tutorials affect learning and memory retention within videogames. Two versions of a custom game were designed to gather data from the participants (N = 32). The control group (n = 16) played the game with minimal assistance, while the experimental group (n = 16) had both progressive and adaptive tutorials accessible to them. The results revealed that the experimental group had both higher initial learning and higher memory retention.

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  • 19.
    Appelberg, Jonas
    et al.
    Södertörn University, School of Social Sciences, Journalism. Mid Sweden University.
    Johansson, Elena
    Södertörn University, School of Social Sciences, Journalism. Moscow State University.
    Nygren, Gunnar
    Södertörn University, School of Social Sciences, Journalism.
    Baranowski, Pawel
    Wroclaw University.
    Social media in the professional work of Polish, Russian and Swedish journalists2014In: Journal of Print and Media Technology Research, ISSN 2223-8905, E-ISSN 2414-6250, Vol. 3, no 2, p. 107-118Article in journal (Refereed)
    Abstract [en]

    Professional journalistic culture is a complex of journalistic values, practices, norms and media products. On the one hand it tends to unification across the globe, but on the other hand these cultures varies according to cultural diversities.  Technological development leads to a media convergence, increasing interactivity and plenty of opportunities for individualization of media content influence audience’s demands and consequently challenge of traditional routine of journalists’ work, affect professional practices and even undermine traditional role of a journalist in society. Social media creates new conditions for both actors: readers/viewers/listeners and for media professionals who use it as a tool for media work.  Journalists in the different countries, however, use social media for professional needs not equally. This paper is discussing differences and similarities in the patterns of social media use by Polish, Russian and Swedish journalists.  The research is based on a survey of 500 journalists in each country.  

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  • 20.
    Arntzen Svensson, Lena
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Karlsson, Sofia
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Användare & filter: En studie om filterfunktioner på fotoapplikationer2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Through centuries the picture has been an important element in our community. It’s been a source to entertainment, memory sharing and also a way of communication. Pictures have been used in many ways and since the 19th century we have been able to capture pictures on photos. With the technology we have today, pictures can be taken and shared via the cellphone and because of this the photo-sharing have increased rapidly. Not only do we now have a selection of different photo-sharing networks they also offer tools to retouch the photos before sharing with predefined filters for easy editing. We were therefore interested in how these tools influence the way we retouch our photos. By that we mean if the opportunity to use filter affect how we think about retouching and if this affect the way we share our photos.

    By questionnaire and interview study, the result showed us that the majority of the photos that are being shared are going through some kind of retouches. Whether it is by predefined filters or if they are manually edited there are very few users of photo-sharing networks who shares unedited photos. Further it has merged that because of the filter function, more people are being introduced to the art of editing. 

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  • 21.
    Asplund, Ingeborg
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Eriksson, Gustav
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Dear Esther: En studie av vad som påverkar upplevelser av interaktiva narrativ2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Today in 2015 the game industry grows and games become more advanced. This leads to that the ways interactive media such as games portray their narrative are also improving. Therefore we chose to examine what factors affected how five experienced gamers viewed the narrative in the game Dear Esther (The Chinese Room, 2012) the first time they played it. The investigation used stimulated recall in order to collect data and the data were analysed with the help of the EPP methodology. Our study showed there was a diversity in how the game’s narrative was perceived and that a number of factors affected the interpretations of the narrative. These factors were organised in four categories: exploration, feeling and atmosphere, player experience, and identification with the player character and theories around the narrative. A fifth category evaluation of the storytelling, described the player’s thoughts about the way the narrative was told. Our main conclusion was that the factors affecting the way players perceived the narrative of the game varied much depending on who played the game and what their regular experience of games were. For example some were more affected by environment and monologue while others was more affected by earlier experiences of how games used to work. The respondent’s perception of the game narrative were also affected by their own thoughts and theories around the narrative and what might have happened. We could also see there were several different thoughts and opinions on how the narrative style of the game worked and three participants thought it worked well.

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  • 22.
    Asplund, S.
    et al.
    KTH.
    Jonsson, Martin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    SWAY - designing for balance and posture awareness2018In: TEI 2018 - Proceedings of the 12th International Conference on Tangible, Embedded, and Embodied Interaction, New York: Association for Computing Machinery (ACM), 2018, p. 470-475Conference paper (Refereed)
    Abstract [en]

    This paper presents the SWAY prototype that encourages people to explore aspects around balance and posture in a playful way. The prototype senses small movements and shifts in posture using a Kinect sensor, and translates these movements to the tilting of a platform holding a set of marbles, and to haptic feedback in the form of vibrations. The prototype provides an interactive experience focusing on building body awareness with a particular focus on balance and posture. The design inquiry provided new insights with respect to reinforcement of bodily experiences and how different modalities affect the guiding of attention.

  • 23.
    Axelsson, Joakim
    et al.
    Södertörn University, School of Communication, Media and it.
    Cederberg, Jessica
    Södertörn University, School of Communication, Media and it.
    Från webb till app: En studie i hur interaktions- och grafisk design påverkas i utvecklingen från webbplats till mobilapplikation2011Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper reports a study in how interaction design and graphic design is affected in the process of developing an mobile application to complement the use of an existing webbsite. The paper also ask how developers are affected in this process by the use of designpatterns. The purpous of the report was to see how designpatterns affects the development of mobile applications and how the interaction and graphic design differs between various company webbsites and their related application. A study was conducted by comparing three diffrent webbsites with three related applications to find material for our thesis. Interviews were conducted on three diffrent companys that work professionaly with creating mobile applications. The results show that interaction between an application and a webbsite differs much because of technical conditions such as screen size or limits as a result of rigid interface guidlines. Graphical elements are influenced by the publishers own guidlines for graphical user interface. The company’s own webbmanual is used as a template when developing the applications and keeping the identity intact. This applies to all the interviewed developers. The use of designpatterns occurs in most cases. The interviewed companys agree that design patterns should be applied to the process but some of the informants only apply them in interaction design and not in graphic design.

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  • 24.
    Barcena, L. T.
    et al.
    Universidad de Navarra, San Sebastián, Spain.
    Shiomi, J.
    Universidad de Navarra, San Sebastián, Spain / KTH.
    Amberg, Gustav
    KTH.
    Control of oscillatory thermocapillary convection with local heating2006In: Journal of Crystal Growth, ISSN 0022-0248, E-ISSN 1873-5002, Vol. 286, no 2, p. 502-511Article in journal (Refereed)
    Abstract [en]

    In this experimental work, a proportional feedback control was applied to attenuate an oscillatory thermocapillary flow in an open cylindrical container (annular configuration) filled with silicon oil with high Prandt1 number (Pr = 14 at 25 degrees C). The control was realized by locally heating the free surface with two point source heaters strategically positioned in different azimuthal positions. The heaters were actuated using the local temperature signals fed back from paired sensors. It is suggested that the shortcoming of the control performance accompanied with the amplification of the harmonic frequency components is due to the coupling of the fundamental and the harmonic modes caused by the local control. A remedy is demonstrated to validate the suggestion, where the coupling can be attenuated by increasing the azimuthal length of the actuation region.

  • 25.
    Barton, Julia
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Flygare, Sandra
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    När informationssystemen leder till dubbelarbete: En fallstudie av ärendehanteringen inom Huddinge kommun2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Today organizational management work is largely done with the help of computer technology. However, there are inefficiencies in how these management efforts are performed in various computer systems which has led to higher costs for less-generated benefits for customers. In the public sector, these customers are the residents. This study examines how the municipality of Huddinge works with case management in various forms of media, what influences the case management in and between these media forms and the problems that arise in the case process as a result of these. The study addresses how sociotechnology and human-computer interaction cooperate within the field of information systems and data management in relation to users and case management. Observations and interviews were conducted at three municipal administration units and the Service center in Huddinge. The results show that case management within the municipality is dependent on various forms of media, where the information systems usability and functionality affects how safe, consistent and reliable case handling takes place. Recurring problems regarding duplication of work, unfinished cases and inconsistent data collection and registration of data linked to case work can be identified. The results can be used by the municipality of Huddinge when defining requirements and purchasing information systems intended for case management. Limitations have been made regarding the number of represented administration units within the municipality. Other units within the municipality can use other forms of media, and therefore have other experiences regarding the use of these when working with case management.

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    fulltext
  • 26.
    Baylan, Kristina
    Södertörn University, School of Communication, Media and it.
    Access: Hearing world: A documentation of the birth of a website for deaf and hearing impaired that addresses technology2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper is part of the practical bachelor’s thesis that is reporting the details of the process of creating a new website called Access: Hearing world. The website is aimed to provide information about new smartphone applications for the targeted group of users. These users consist of sign language speaking deaf and hearing impaired individuals. This paper illustrates the pilot study that gave the website its foundation and the information the website needed to take shape. Also included in the paper is that choices that were made during the process of the creation of the website and what methods were used along the way. The subliminal theory that were used during the entire process was human-computer interaction especially usability and user-friendliness. This was measured and analyzed with two analyzing methods, these were PACT and SWOT.

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    fulltext
  • 27.
    Beijer, Frida
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Re-design av kommunikationsbyrån Åkesson & Currys webbsida: En rapport som beskriver produktionsprocessen för kommunikationsbyråns nya webbsida2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This report describes the production process during a re-design of a website. The communications agency Åkesson & Currys website has existed for over five years. In these days the company does not think that the website represents who they are. The aim for me was to examine how they look upon their identity. The goal was to enable a new vision of Åkesson & Curry's identity and come up with design sketches of a website that presents them in a right manner. The re-design enables the user to become interested in the agency and desire to initiate a contact with Åkesson & Curry. The report describes my approach through interviews, lists of goals, personas and scenarios. These methods have led me to a solid starting point when developing the colour palette, logotype and producing the design sketches. The development was done in the programs Adobe Illustrator and Adobe InDesign. The result was a website that is clean, warm and attractive – the opposite of Åkesson & Curry's current website.

    Download full text (pdf)
    fulltext
  • 28.
    Beijer, Frida
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Widelund, Pernilla
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Identitetspresentation på Instagram: En studie i användares upplevelser och attityder till sin identitetspresentation på Instagram2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In recent years, the internet has exploded of images. Not at least in the popular photo-sharing network Instagram as one of the fastest growing social network for the moment. Millions of people around the world share pictures and expose themself for friends and family. We were therefore interested in which experiences and attitudes users have towards their identities in relation to their self-image and self-presentation on Instagram. Furthermore, whether they in general have a primary interest in using Instagram as a tool to experiment with images to present their identity on Instagram, in which way they approach their Instagram follower’s expectations on how they present themselves on Instagram and if they are aware of any strategies in their self-presentation on Instagram.

    The result of this study is the fact that our respondents thinks that they do not intend to have a primary interest in experimenting with images on Instagram to present their identitiy, it is rather something that comes naturally in how they present themselves on Instagram. The primarily purpose of using Instagram do not appear to be for satisfying an experimental need in self-presentation on Instagram. It is rather to satisfy a social need. Following, it has emerged that they seems to have a varied self-awareness in terms of strategies and reasons for self-presentation and that they are significantly influenced by their followers expectations on their identity presentation. 

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    fulltext
  • 29.
    Bekshayeva, Kristina
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Prokopovych, Anastasia
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    “Där livet händer”: En studie av visuell kommunikation i IKEA:sreklamkampanj2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Detta arbete är en fallstudie av IKEAs reklamkampanj “Där livet händer”. Arbetet har tvåsyften: att utforska tekniska aspekter på reklamproduktion och skapa sig en bild avmottagarnas uppfattning av reklamfilmerna i den nämnda kampanjen. Det andra syftet är attundersöka i vilken mån IKEAs identitet återspeglas i reklamkampanjen när det gällermänniskors representation. I detta arbete besvaras följande frågeställningar:

    -Hur påverkar det tekniska utformandet av reklamfilmerna mottagarens uppfattningom dem?

    -Hur kommunicerar företaget sin identitet så att den stämmer överens med dess vision?

    -Hur påverkar människors representation kundernas uppfattning om reklamfilmerna?

    Till detta uppsatsarbete valde vi den kvalitativa undersökningsmetoden. Det genomfördes tiosemistrukturerade intervjuer med respondenter samt en mejlintervju med Leila Widgren,byråproducent på Åkestam Holst. Genom att analysera den insamlade datan med de valdateorierna kunde vi forska djupare och besvara våra frågeställningar. Resultatet visade att dentekniska delen spelar en viktig roll i mottagarnas uppfattning av reklamfilmer. Därför är detcentralt för hur de tekniska verktygen såsom kameror, redigeringsprogram, ljus- samtljudsättning används vid både skapandet och utformandet av reklamfilmer.Reklamkampanjen ​“Där livet händer” ​fick en positiv respons från de intervjuade personernasamt ökade deras kännedom om IKEA. Det visade sig att bryta normer i reklam upplevdessom något positivt av de flesta respondenterna och hjälper företaget att sticka ut.

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    visuell kommunikation
  • 30.
    Berg Eriksson, Sigge
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Bunyong, Oskar
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    The Aesthetic Response: A study of aesthetics in design of 3D-modelled game assets2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This is a bachelor thesis on the subject of aesthetics in design in the realm of video game art. Our intention is to investigate if basic, geometrical shapes will highlight certain physical attributes or characteristics, triggered by the visual appearance of a designed product in what is essentially an aesthetic response. We test this subject in the realm of videogames, through our own design and production of 3D-models. A survey is then conducted with participants observing these models and answering questions relating to certain attributes that we intended for these models to display through their visual, aesthetic appearance. The survey shows that participant responses and general opinions regarding the design of these models were largely what we expected and set out to achieve. While we can not empirically verify these results as conclusive and the opinions and theories proposed in this thesis are largely dependent on context and personal experience, we believe an attention to aesthetics in design can effectively guide the aesthetic response an observer or user may experience with a product or artefact.

    Download full text (pdf)
    The Aesthetic Response
  • 31.
    Berg,, Karoline
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Möller, Mikaela
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Sponsringsfenomenet på Instagram: En kvalitativ studie som undersöker hur företag inom hälso- och kosttillskottsbranschen kommunicerar med sin målgrupp med hjälp av privatpersoner2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In this essay we have chosen to research how health supplement companies market themselves and in different ways reach out to a vast majority of people with the help of one of the biggest social media channels, Instagram. It’s common nowadays that companies use social media as a fast, cheap and easy way to market their products to users. Either by promoting it on their own channel or by sponsorship, where they have popular people with a high amount of followers to encourage their viewers to buy their products. Instagram is rapidly growing and today have about 400 million active users every month and 40 % of all Swedish people that uses the Internet are a member of this application. Our research question is: “in which way do health supplement companies work with private individuals to communicate with their target group on Instagram and what is in the medium Instagram that makes it possible to use it for marketing and communication purposes?” By interviewing four individuals who are sponsored by different companies, two experts on the domain and by doing a netnographic observation that examines eight different Instagram accounts we were able to analyse and find the answer to our question. For health supplement companies to successfully communicate with their target group on Instagram it is important that they use the right person as an influencer. This is important to create high credibility towards the consumer. It’s also important that the influencer describes the product in an interesting way and that the person has a lot of knowledge about the product. We also conclude that the most important function that Instagram can offer is the ability to distribute images and influence other users.

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    fulltext
  • 32.
    Bergdahl, Lovisa
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Andersson, Stefan
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    You Go That Way: Guiding Level Design in a Horror Game2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In this qualitative study, an experimental horror game was developed to test what and how different aspects of the level design would guide players. The aspects that were used were identified in a pilot study. Five volunteers played the game and then participated in a Stimulated Recall Interview where each person was asked about their thought-process during a “choice-of-path” and why they chose to follow the path they did. They were also asked if any of the paths seemed like where they were supposed to go and how scary they felt the gamewas in general. Afterwards, the data was analyzed using thematic analysis and 16 themes that affect the player choice were identified and analyzed. The studyfound that decisions appeared to vary greatly between players, but that the mostattractive aspects of a level were brighter illumination than in the surroundingarea, easy accessibility and distinction from the surroundings. The most unattractive aspects were lesser illumination, backtracking and subjective negative associations.

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    fulltext
  • 33.
    Berglund, Anneli
    Södertörn University College, School of Life Sciences.
    Val av område och områdesskydd för Natura 2000 med skogshabitat: En jämförande studie av fyra län i Sverige2008Independent thesis Basic level (degree of Bachelor), 10 points / 15 hpStudent thesis
    Abstract [en]

    The Natura 2000 Network is one of the European Unions many tools concerning nature conservation, and is without comparison the premier contribution when it comes to halting the loss of biodiversity. This essay is a case study on how the regional work with the Natura 2000-network has been carried out in four different counties. These counties are Södermanland, Västernorrland, Jämtland and Örebro. They have been compared based on the theoretical concept of sustainable development. This essay describes how the officials in the County Administrations view the regional implementation of Natura 2000 when it comes to the selection of Natura 2000-sites with forest habitats and the creation of an additional protective measure. This study takes its basis in a bottom-up approach which focuses on value conflicts that have emerged regionally and how different fundamental attitudes brings forward different aspects of sustainable development. Interviews with County Administration officials show that there are differences in the approach and different key factors that have affected the selection of sites and the work with area protection. One approach starts from an ecological point of view while the other takes the socio-economic aspect more into consideration during the selection process. Two main factors that have emerged are also the importance of the regional landowner-structure and the evident time- and staff shortage that has been experienced in all four counties. The results also show that the nature reserve form is the most common area protection for Natura 2000-sites with forest habitats in the four examined counties.

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    FULLTEXT01
  • 34. Bergman, Maria
    Hamnen, hamnstaden och den inrikes sjöfarten under 1900-talet2001In: Bebyggelsehistorisk tidskrift, ISSN 0349-2834, Vol. 41, p. 43-52Article in journal (Refereed)
  • 35.
    Bergman, Maria
    Södertörn University College, School of Life Sciences.
    Sjöfartsmiljöer2005Book (Other academic)
  • 36.
    Bergström, I.
    et al.
    KTH.
    Jonsson, Martin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Sarka: Sonification and somaesthetic appreciation design2016In: MOCO '16: Proceedings of the 3rd International Symposium on Movement and Computing, New York: Association for Computing Machinery (ACM), 2016, article id 1Conference paper (Refereed)
    Abstract [en]

    We often take for granted that we have immediate access to our perception and experience of and through our bodies. But inward listening is a demanding activity and thus not easy to learn to perform or design for. With the Sarka mat we want to support the ability to direct attention by providing sound feedback linked to the weight distribution and motion intensity of different parts of the body, and to provide an exemplar for how such design may be conducted. The process of Sarka's creation is informed by Somaesthetic Appreciation Design. We discuss how a sonic feedback signal can influence listeners, followed by how we, in this design, worked to navigate the complex design space presented to us. We detail the design process involved, and the very particular set of limitations which this interactive sonification presented.

  • 37.
    Birgersson, William
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Johansson, Moa
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Visuell Navigation: En studie om vägledande visuella element i spel2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Visual navigation elements can make or break a game. Therefore we have conducted a study of how to achieve intuitive visual navigation using four visual guiding elements, namely lighting, color, saturation and object placement. We have used these elements to create a visual language for a level, and have had a number of respondents play the level whilst commenting. The results have been as predicted, that light gives the strongest guidance, and that the respondents reacted to, and was guided by, named elements.

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    Visuell_Navigation_Birgersson_Johansson
  • 38.
    Birgisdottir, Hrefna
    et al.
    Södertörn University, School of Communication, Media and it.
    Rosvall Smitterberg, Alba
    Södertörn University, School of Communication, Media and it.
    Identitetsskapande viamarknadsföring: En kvalitativ undersökning om hur frilansareväljer att marknadsföra sig själv samt sin karriärmed hjälp av sociala medier2011Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    There are those who currently use social networks as a marketing tool that creates the standards that exist. There is no given standard, there are no absolute facts that exist through all time. A constant change is happening and therefore forcing everyone involved to adapt and make the changes needed to be current. What is relevant to consider in this study are the different roles a freelancer creates on the various channels of social media. Based on the results of the interviews that have been conducted the informants create different identities at different forums they reside on. Another important point to address is the brand awereness informants consciously

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    Identitetsskapande via marknadsföring – En kvalitativ undersökning om hur frilansare väljer att marknadsföra sig själv samt sin karriär med hjälp av sociala medier
  • 39.
    Bjärkeblad Karlsson, Julia
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Blakstad, Victoria
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Aktivitetsarmbands och smartklockors inverkan på användares motivation, engagemang och upplevelse.: En tematisk analys.2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    It has become popular today to track one’s activity in order to improve and simplify one’s everyday life and well being. By using different tools you can today give products and services access to your data for them to track your activity, be it your movement or your phone activity logs. By giving them access to such you can in turn get information for example about how much - or how little - you exercise during a day. This study has focused on how users experience wearables and smart watches and how these tools influence their motivation. Through a diary study and interviews we have identified five themes: activity tracking, functionality, personal development, feedback and connection. The result of this study has shown that most of the participants of the study experience motivation to use the wearables and watches, partly because they can clearly see how many steps they have taken and how many steps they have left to reach their goal. The result also shows a higher commitment among the participants to track their activity and their health, which the wearables and smart watches enable them to do.

    Download full text (pdf)
    fulltext
  • 40.
    Björkehag, Jonathan
    et al.
    Södertörn University College, School of Business Studies.
    Seglare, Kristin
    Södertörn University College, School of Business Studies.
    Innovationssystem för medicinsk teknik i Stockholm: En undersökning av centrala omständigheter för organisatorisk samverkan2009Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Introduction In order to foster innovation of medical devices within the healthcare sector, a collaboration project, PUSH, has been initiated including the hospitals managed by the Stockholm County Council. The collaboration aims to capture ideas from employees and turn them into so called “high-practice” products as well as facilitate the possibilities for medical device companies to try out their products in the settings of healthcare. Collaborations for innovation, comparable to the PUSH project, can be found in both Swedish and foreign regions, but some of them fail to survive due to obstacles affecting the progress of each collaboration. Avoiding the same destiny will be a challenge to the PUSH project.

    Purpose The purpose is to search for factors affecting organizational collaboration concerning innovation systems for medical device development. The study is focusing on ”high-practice” products within the PUSH project.

    Theoretical approach In order to emphasize factors affecting innovation, theories regarding innovation systems, clusters and networks has been studied hence they  all concern organizational collaboration.

    Method The study’s qualitative approach is based on a semi deductive method. The analysis derives from a deductive outlook consistent with chosen theories, whereas collected data is used inductively to stress and enlarge part of the theoretical framework. Semi structured interviews, earlier research and evaluations constitutes most of the collected data.

    Results and analysis Experience from collaborations for innovation shows that some affecting factors can’t be influenced by collaborators, as political decisions and medical device directives. Collaborators can however affect circumstances such as connections and networking, which is significant to manage the innovation process; from idea to commercialization. An explicit focus on commercialization is important to the collaboration project’s surviving opportunities. A central cause why innovation projects don’t last is lack of funding, both for commercializing certain products as well as for retaining and developing existing innovation structures.

    Conclusion Collaborating projects should utilize existing structures and complement their networks to involve extensive competency. Decision makers need to decide whether innovation ventures shall be part of the County Council’s assignment. To fulfil the visions of the collaboration project, a policy common to all participants in the forthcoming innovation project needs to be stated, regarding ownership relations, risk sharing, funding and sharing of profits.

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    FULLTEXT01
  • 41.
    Björkehag, Jonathan
    et al.
    Södertörn University College, School of Business Studies.
    Seglare, Kristin
    Södertörn University College, School of Business Studies.
    Karolinska Testbädd för Telemedicin och eHälsa: En analys av medicintekniska företags behov och krav på en samverkansmiljö för produktutveckling på Karolinska Universitetssjukhuset2010Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The purpose is to study the demand for a testbed for telemedicine and to analyze the medical device-developing companies’ requirements on the testbed’s facilities when collaborating with the healthcare sector in their product development. The study’s aim is to result in a commercialization plan for Karolinska Testbed for telemedicine and eHealth, at the department of Biomedical Engineering at Karolinska University Hospital. During the study, 19 interviews and 6 telephone-interviews has been held with people from the medical device industry, hospitals, potential funders and collaboration structures which foster medical device development. A web-survey has been sent to 279 companies within the fields of medical technologies, IT and telecom, to quantify the results from the interviews.

    The study describes how the clinical research on medical technologies has changed over the last decades and what the situation is like today. Present and forthcoming challenges to the Swedish health care system is presented, like demographic changes, increasing healthcare-costs, expensive treatments and the scarcity of medical device innovations being commercialized. Obstacles affecting the medical device development are studied, including the regulatory differences between IT and medical devices. An analysis of the research on product and service development is also looked at from the perspectives on how the medical device companies develop their products, which is derived from both interviews and the web-survey.

    The result shows that medical device companies rely upon the ability to collaborate with the hospitals in different phases of their product development process and that there is an extensive need for a testbed structure amongst companies. The companies that collaborate with hospitals do it primarily because it makes their products more adaptive to functioning in the settings of healthcare, time to market and development costs can be decreased and it facilitates the process when validating the functionality of their products. Several companies have their ways of collaborating with hospital wards whilst others explicitly lack indispensable collaboration structures. The study has identified some companies which have shown interest in collaborating with Testbed Karolinska for telemedicine and eHealth and other ones whom wish to receive more information on what the testbed can offer them. In the commercialization plan it is suggested that Karolinska Testbed for telemedicine and eHealth shall focus on their niche and elaborate the competency which the companies doesn’t have. It is also suggested that the Testbed continues the work with developing the internal organization within Karolinska to enable efficient, flexible and qualitative collaboration between companies and the clinics at Karolinska University Hospital.

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    Karolinska Testbädd för Telemedicin och eHälsa : J Björkehag, K Seglare
  • 42.
    Blomqvist, Anja
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Jag har inte tid att spela tevespel: En kvalitativ studie om icke-spelares syn på digitalt spelande2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study explores possible contributing factors to why some people don’t engage in playing digital games. The purpose of this paper is to gain a deeper understanding of why they don’t participate in this activity. The objective was to examine the social aspect, the time facet and the technical requirement of mastery as hindering barriers. A strategic selection of eight participants was made in Stockholm between October 2015 and November 2015. Focus group discussion was chosen for its potential to get a rich data set and to get answers to questions that the respondents had no way to prepare answers to. Three follow-up individual interviews were carried out a few weeks later to get access to a more personal and insightful material. The focus group discussion lasted two hours and the individual interviews for approximately 30–60 minutes; and painstaking transcriptions began the day after the focus group conversation had taken place, and after each and every interview had been conducted.

    The empirical thematic analysis resulted in four themes that show that many different factors may interact and result in peoples disinterest in playing digital games. Communications limitations in various forms have an impact, as well as the social sphere, and that many games provide an insufficient feeling that reflects the physical reality. Gaming is also perceived as unhealthy, and a waste of time if it does not occur within a limited frame. The meaning of performance in this context, as well as negative feelings about failures and the time that must be devoted to be able to master gaming is also hampering the motivational efforts to play. And when the respondents state that they do not have time to play digital games, this can be considered synonymous with the view that a different activity, they could devote themselves to instead, is more meaningful in their life-world.

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    KvalitativSpelstudie
  • 43.
    Blomqvist Ankarberg, Victor
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Hillberg, Rasmus
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Scenografi, min käre Watson!: En studie i scenografiska teknikers påverkan på spelare2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study explores Environmental Storytelling techniques and whether these can beused in combination with each other to lead a player through a game scene in aspecific pattern, affect the player’s narrative and exploratory view and explorewhether Self-paced Exploration can be combined with these techniques.It is a qualitative study conducted by six gaming sessions with accompanyinginterviews in which six people get to play one of three versions of the same gamescene. The only differences between the scenes are the different guidance techniquesused. The informants' movement patterns are identified and interviews recorded byaudio, as well as screen recording. The results shows that Environmental Storytellingtechniques can very well be used to control the player's exploration patterns, bothnarratively and navigation purposes and Self-paced Exploration can be utilized to agreater efficiency in combination with these.

    Download full text (pdf)
    Scenografi, min käre Watson!
  • 44.
    Bosved, Mattias
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Kalle, Torstensson
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Användbarhetsskillnader på webben: En kvalitativ jämförande studie mellan Aftonbladet i smartphone och dator2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Under de senaste åren har Sverige sett en explosionsartad ökning av mobilt internetanvändande.Utvecklingen har gått fort fram och öppnat för nya möjligheter för användarna men också ställt nya krav på användbarhet på de mobila plattformarna. Tydligt är att det är avgörande att utveckla webbplatser utefter handhållna enheters förutsättningar och inte bara för webbläsare på datorer.Uppsatsens syfte är att mäta användbarheten i mobilanpassade webbsidor på smartphones och jämföra med användbarheten i ursprungssidan på datorn. Utöver detta vill vi även undersöka användares attityder, uppfattningar och känslor rörande användbarheten.Metoderna vi använt oss av lutar sig mot Jakob Nielsens användbarhetsprinciper och strukturerade användbarhetsobservationer. Datainsamlingen har skett via observationer och intervjuer där respondenterna har fått testa olika scenarier samt svarat på frågor.Resultatet visar att den uppmätta användbarheten är lägre och de registrerade attityderna negativare kring mobilanpassade webbsidor, än webbsidor som besöks via datorn på stor skärm.

  • 45.
    Brodd, Markus
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Passas, Spyridon
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    What factors create intrinsic and extrinsic motivations in video games?2021Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The aim of this study is to find out what factors generate intrinsic and extrinsic motivations in video games. A stimulated recall method is used to conduct a study, where nine participants played The Legend of Zelda: Breath of the Wild (Nintendo, 2017) for 20 minutes before participating in an interview about their game session. The interviews are later transcribed and analyzed using thematic analysis. The conclusions drawn from this study are that game systems and intrinsic integration have aspects which generate both intrinsic and extrinsic motivation, while behavioural components such as the Immersion, Achievement, and Social components, can influence which of those aspects players will be drawn to. This has implications for research into education, where several discovered factors of creating motivation (game systems and intrinsic integration) can be used into creating more motivation for students to play education games.

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  • 46.
    Bromark, Kristina
    et al.
    Stockholm University, Sweden.
    Knutsson, Ola
    Stockholm University, Sweden.
    Spånberger Weitz, Ylva
    Södertörn University, School of Social Sciences, Social Work.
    Co-designing a dynamic tool to enhance participation for young people: A participatory design project with young service users and social workers2023In: Children and youth services review, ISSN 0190-7409, E-ISSN 1873-7765, Vol. 147Article in journal (Refereed)
    Abstract [en]

    There is an emphasis on user participation in social work. The arguments derive from both a democratic and a consumerist approach, aiming on the one hand to equalize power between users and professionals, and on the other hand, for more efficient and legitimized services. However, research shows that there is a lack of knowledge about methods and conditions for realizing user participation in social services. In this exploratory study, grounded in participatory design, a set of four workshops took place, enabling young people, social workers and researchers to participate in the design process. The data were analysed with affinity analysis, a technique whereby the data are sorted with “I” labels, to stay close to the material. Also, written feedback and reflections from participants as well as oral feedback and reflections were generated, documented and integrated with the affinity analysis. The main findings concern how the participatory approach revealed tensions between the participants’ different perspectives on user participation, which in turn contributed to the shaping of a dynamic tool. The findings imply that the tool needed to be both “fair and square” to ensure equality for all young people, and dynamic and flexible to meet the uniqueness of each young person. Moreover, the tool needed to be both rich and contextualized to meet the need for information and participation throughout the transition process, and simple and accessible to meet the acute nature of many transitions as well as the overall time constraints within social work practice. The research process reached the level of contribution, with involvement in some but not all stages labelled as collaboration. The wide range of expertise involved in the design process provides a good basis for the tool to be able to address the need for increased user participation in social work practice. 

  • 47.
    Brundin, Hanne
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Norrhäll, My
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Seniorer och internet: En studie om hur PROs medlemmar använder sig av internet2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Since the Internet was introduced, it has taken over faster than anyone was ever expected it to do. It has taken over how we, humans, today live our life and is expected to accomplish our errands, such as paying our bills, ordering clothes and looking up information about travelling.

    With that said it is important to remember and have in thought that not everyone has the knowledge and skills to use the Internet, this because of the extreme development that the Internet brings.

    As mentioned above there is one group of people that has been called the “forgotten group” when it comes to the expansion of Internet, and those are the seniors. Most of the seniors today have difficulties using the Internet due to either lack of knowledge or due to the size of the text on the websites, as well as the different color combinations. Since the seniors today have special needs on how to easily use a website, they are forgotten since most websites aren’t developed for seniors.

    However, sometimes appearances are deceiving and that is what this study has shown us.

    By questionnaire and interview study, the result of this study has showed us that the majority of the informants do use Internet, but they have special needs when it comes to the design on a website, and that includes color combinations, sizes of the text as well as on how to navigate from one page to another.

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    C-uppsats_HanneBrundin_MyNorrhäll_MTC
  • 48.
    Brunet, P.
    et al.
    KTH.
    Amberg, Gustav
    KTH.
    Alfredsson, P. Henrik
    KTH.
    Control of thermocapillary instabilities far from threshold2005In: Physics of fluids, ISSN 1070-6631, E-ISSN 1089-7666, Vol. 17, no 10, article id 104109Article in journal (Refereed)
    Abstract [en]

    We report experiments on control of thermocapillary instabilities at high temperature differences, in an annular geometry. Previous studies [Phys. Fluids 14, 3039 (2002)] showed that a reasonable control of oscillatory instability could be achieved by optimizing a local heating feedback process. We conducted experiments with a basic flow converging from periphery to center. This constitutes a more unstable configuration than previously, and enables appearance of higher-order instabilities and chaos. Applying successfully local feedback control to the periodic state close to the threshold, we extend the process to higher temperature differences, where nonlinear as well as proportional/derivative control laws are necessary to obtain a significant decrease of the temperature fluctuations. Finally, proportional control allows us to synchronize a chaotic state, to a periodic one.

  • 49.
    Busby, Freja
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Rydberg, Alva
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Mätverktyg och användartester inom webbdesign: Hur mätningar av ögonrörelser och webbaserade värmekartor kan användas i användartester2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study has researched how user click heatmaps and eye tracking can be utilized in usability testing. We have used the tools SessionCam and Tobii. We designed a website for a small clothing store and conducted usability tests, in order to evaluate the users clicks and eye movements in relation to design choices on the website. The aim of this study was to research how these tools can be integrated in usability testing and how results from the tests can be used to improve usability. We were able to use the recordings of clicks and eye movements and make design changes based on the findings. Some of the findings were that the users look more at the top of the page than at the bottom. They also look more at icons and images rather than longer text blocks. From the tracking of user clicks we found that the users primarily clicked on links in order to navigate the page but also that they sometimes clicked on texts when they were reading. 

    Download full text (pdf)
    examensarbete_VT14_freja_busby_alva_rydberg
  • 50.
    Bytoft, Hannah
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Norberg, Julia
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Digitala designprocesser: En jämförande studie om digitala designprocesser utifrån två anställningsformer2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The aim of this paper was to examine digital design processes by looking at two different types of employment, which are agency-employment and freelance-employment within digital design. The study which was conducted intended to investigate how digital design process is possibly unique compared to other working procedures within creative professions. The method which was used to seek answers to the questions of this paper was structured and semi-structured interviews. The results showed that design process within digital design do not differ markedly depending on type of employment, but are instead based in a similar structure. The results confirmed that the knowledge and personal experiences of the designer create a subjective apprehension of creativity and therefore steers the direction of a project. The digital factor is something which makes digital design process unique from another working procedures, which facilitates quick communication and efficient execution of digital design projects.

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    fulltext
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