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.
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.
This paper describes the design approach TOG (standing for Technology, Ontology, and Game Genre), and how it can be used in teaching game design and technologies enabling computational expression. TOG, inspired by the processes of AI Based Game Design, was conceptualized when teaching a course on computational expression at the University of Malta. The main aim with teaching with the approach was to facilitate innovation and to prompt students to expand their palette of methods for computational expression as game designers
This study investigates how ambiguous qualities in a tangible user interface can generate collaboration between the users of the artifact. The goal of the ambiguous qualities is to not have an interface with a generally accepted way of interaction. In this manner the participants are challenged in their own perception of what a tangible user interface consists of. Interactions with physical objects instead of a standard mouse/keyboard input can explore new techniques of interaction.
In the CommRob project1 we are investigating Robot Assisted Shopping. We are considering the effects on usability when allowing for mixed-initiative dialogue. It is noted that when adding a robotic assistant to a scenario that was previously involving only one agent, two new tasks are created: collaborative interaction, and learning an interface. Evaluation of mixed-initiative dialogue becomes complicated because it is not straightforward to separate the overall task performance from the attributes brought by mixed-initiative interaction.
Art directing in a digital communication agency and working as a full or part-time artist is two occupations that have one thing in common. Both professional roles has one key assignment that they need to fulfill – to be creative. In this paper we will focus on the creative process when generating ideas in the areas of digital media and arts to see if there are any significant differences or similarities between how the creative work is done in both areas. To compare the creative process between the two parts we have done several interviews and observations with working creators within the areas. By exploring the concepts of creativity, design and art we have distinguished several steps which theoretically could be applied to both design work and arts. By asking the same questions to all informants and by categorizing the events documented in the observations we hopeto be able to come up with conclusions about what differences there are between the processes in artand design work. We also hope that our results can be adapted in later studies and by designers andartists who want to learn something from each other's work.
In this project, the intersection between animism and smart things is being explored, with a special focus on gaming chairs. Integrated sensors and actuators become an opportunity to create interactivity and autonomous behaviour which creates illusions of life. Gaming chairs are interesting to explore because it’s a piece of furniture that is often and well used, for longer periods at a time, allowing a space to create a personal relationship between the human user and the chair. With the goal to develop design beyond the current norms of interactions and relationships between the user and belongings in their home this project uses Research Through Design, Speculative Design, Animism and Posthumanism. By transferring insights of visual expressions, capabilities of beloved belongings, familiar interactions and behaviours to a non-living entity combined with technology and smart things as a contributor for animistic expression - this project proposes that it is possible to create an illusion of life and for humans to develop a relationship to a non-human entity. The actuators applied on the conceptual gaming chair affected the participants testing it - the participants seemed to care for the chair and perceived it to be an extension of themselves.
This article discusses the state of AR, which is nearing its ubiquity moment, and is a breakthrough technology whose availability is taken for granted. On this backdrop, the author considers the problem of representing complex situations with AR and proposes the addition of interactive digital narratives as a solution, explaining the specific advantages of such an approach. In order to show the application of this approach, the article uses the example of a complex historical situation-that of the Free City of Danzig in the first half of the 20th century. The article applies this example in a multi-step design process during the pre-production phase in order to select a fitting type of AR Interactive Digital Narrative for a given project.
In this paper, we react to developments that frame research in interactive digital narrative (IDN) as a field of study and potential future academic discipline. We take stock of the current situation, identify issues with perception and point out achievements. On that basis we identify five critical challenges, areas in need of attention in order to move the research field forward. In particular we discuss the dependency on legacy analytical frameworks (Groundhog Day), the lack of a shared vocabulary (Babylonian Confusion), the missing institutional memory of the field (Amnesia), the absence of established benchmarks (No Yardstick) and the overproduction of uncoordinated and quickly abandoned tools (Sisyphus). For each challenge area, we propose ways to address these challenges and enable increased collaboration in the field. Our paper has the aim to both provide orientation for newcomers to the field of IDN and to offer a basis for a discussion of future shared work.
In this vision paper, we posit ‘game system building’ as a paradigm for game design. Inspired by earlier perspectives on cybernetic art and generative art we consider the creation of dynamic game systems as an artistic practice where the consideration of complex and often unpredictable behavior and effects are as foundational as the individual elements (rules, graphics, characters, UI etc.). The perspective of ‘game system building’ has important implications for the education of designers and games scholars. In this paper, we introduce the paradigm and its lineage and propose an educational approach that reflects ‘game system building’.
Maker and DIY cultures, as well as the trend towards personal fabrication have gained recent visibility in HCI research. While first reflecting on makers as a new user and “social actor”, current rhetoric has shifted towards the maker movement’s potential for empowerment and democratization. By focusing on places and the organization of personal fabrication we are drawing lines between amateur vs. professional, and home vs. work settings as well as leisure vs. educational motivations. Here we discuss and map out the characteristics of semi-professional places for making in the light of a small study from a hackathon event.
This paper offers a conceptual contribution to understand 3D printing practice. We have studied conversations between 3D printing practitioners who discuss failed and discarded printed artifacts and analyzed how they make sense of the printing process. Based on findings of interactions with the machine itself, materials used, and designs applied, this study contributes to the field of HCI by highlighting the embodied and situated dimensions of 3D printing. Introducing the concept of machine sensibility, we characterize our findings around: i) assessing printability, ii) monitoring and intervening and iii) reading the prints. We use the term machine to highlight the importance of understanding the materiality of the 3D printer, and sensibility, to address critical interactions and abilities that surfaced in studying this practice. The concept allows researchers to put 3D printing practice in the context of contemporary interaction design research and helps to understand challenges of material-machine-design interdependencies.
This report describes how today's technological processes look like in the production of applications for interactive publications. An interactive publication is a digitally created magazine with an extra layer of information that you can interact with. Examples of interactivity is slideshows and video and data streams in real time that are displayed directly in the magazine.
The report focuses on what it is that adds value to a digital interactive publication, and what functions which may provide cause to this. Through a comparative analysis of digital publications and the newspapers, four designaspects have been developed as an basis for how the interactive elements should be handled in the production of digital publications.
A prototype of an interactive publication was developed to show how the designaspects can be applied and to show how information can be presented in a more interactive way.
This study explores how online television works and how it is integrated with social media such as Facebook, Twitter and blogs. Through three qualitative interviews with representants from different fields of work regarding online television, we have concluded how online television is being used in Sweden today and concludes with examples of what the future of online television could look like. Representatives from the following companies have been interviewed: SBS Media Group Sweden, Strix Television and Mediamätning i Skandinavien. The use of social media for marketing of online television is a fact for the companies in this study. However, the result of the study shows that theres room for development in the integration between online television and social media. The manner in which integration takes place depends on the aims and objectives of the producer.
Chronic pain is a common condition that people struggle with on daily basis and many strive to find ways to relive their pain. With the development of wearables and smart garments we are now moving from designing an object to be used, to an object to be worn. Technology is an extension of the body and the interaction in itself also becomes part of our body. This development enables different kind of treatments to be implemented in a wearable. Accordingly, this study have investigated if an interactive experience using heat and guided meditation with a wearable can support individuals living with chronic pain, and to what extent the experience can change the perception of pain. The results indicate that an interactive experience including these modalities can have the ability to change perception of pain. The study also suggests implications for design by presenting design qualities that become important in such a design, which resulted in; distraction and immersion, familiarity and practice, personalization and flexibility.
Designing for and with animals is common within Animal-Computer Interaction (ACI). However, studies involving animals within the design process has challenges due to verbal barriers, and an unclear methodology on how to both understand, and analyse animals in ACI. This paper explores how an air-scent search dog can participate in the design process from the beginning to end involved in various design methods with a Participatory design (PD) approach, to empower the relationship between human and dog with the help of wearable technology. The study explores the benefits and challenges of the involvement of other species than humans in the process of making a prototype. Furthermore, two types of tools with biting and pulling interactions attached to a vest were developed and tested on an air-scent search dog in two different environments. Due to the verbal barrier between dogs and humans, it was necessary to let the dog participate by testing physical prototypes. This study aims to empower this relationship between an air-scent search dog and its handler with the help of wearable technology. The results suggest that direct contact with the other species is crucial in the creation and iteration of prototypes regarding; weight, placement, and wearable technology. The results also showed that in the context of search training, or situated based action, it is crucial to test the prototypes in an environment that reflects a real scenario in a forest, which is a typical place for search training.
The use of IoT and smart homes continues to grow, and as part of smart homes so does the use of smart home security systems. Despite the growing market, few studies have investigated users' experiences of this technology. The purpose of this qualitative study is to contribute to this gap of knowledge in the research area. The study carried out seven semi-structured user interviews and a thematic analysis. The results show that the users' thoughts, opinions and experiences both agree as well as differ from the previous research of users and IoT. However, all users who participated in the study agree that the advantages of the smart home security systems outweigh the potential disadvantages. Due to the limited amount of previous research and the continued increased use of all IoT technologies, there is a great need for further research in the field.
This paper critically examines users' perceptions of privacy and security in web applications,emphasizing interface design. Drawing on both quantitative and qualitative data grounded inCPM and PMT theories, our research addresses Internet users' concerns regarding onlineprivacy and security. Employing triangulation analysis on survey responses and web-basedobservations, our findings reveal a strong association between users' trust in web applicationsand their visual elements. By providing visual examples of current design practices in oursurvey, we discover some important aspects of effective interface designs. Utilizing IUIPCtheory, we identify how web application interfaces influence users' privacy management,impacting their trust and usage decisions. Notably, some users are subtly prompted to grantpermissions or share personal information through deliberate exclusion of options in thedesign of certain web applications. The approach of this study encourages a criticalperspective on privacy and integrity issues in online settings.
Recent years have shown a broad spectra of tangible interfaces or TUI's, based upon interaction with music, but also other interfaces containing ubiquitous computing. This is an interesting field due to how engaging music can be and work as connector between people. But the field of human computer interaction has some explorational properties. This paper presents an idea of abstraction with a tangible interface for creating music. The idea behind abstraction of the interface is to engage the user(s) in exploring the artifact, rather than explaining the artifact to the user what can and cannot be done with the artifact.
To achieve the highest levels of immersion and presence possible in a Virtual Reality experience, all of the sensory input we receive in the real world must be simulatable in Virtual Environments (VE) as well. Foregoing the more popular audio-visual feedback, this project aims to better understand the benefits of adding tactile feedback (namely that of airflow) to the VR-developer‟s toolkit. Through user tests, involving a hairdryer to produce a strong airflow that is easily redirected and changed in temperature, feedback was collected on the user experiences and applications of airflow in a VE made to simulate a walk through river lands similar to the ones found in Sweden. While there was no singular way that the participants experienced the added sensory input, most reported the airflow as being equally important to feeling immersed as background music, and on average almost as important as other audio cues. Perhaps most importantly, rich insights were gathered that can guide further research.