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  • 1.
    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.

  • 2. Fernaeus, Ylva
    et al.
    Jonsson, Martin
    Södertörn University, School of Communication, Media and it, Media technology.
    Tholander, Jakob
    Revisiting the Jacquard Loom: Threads of History and Current Patterns in HCI2012In: CHI '12 Proceedings of the 2012 ACM annual conference on Human Factors in Computing Systems, New York: ACM Press, 2012, p. 1593-1602Conference paper (Refereed)
  • 3.
    Flyckt, Magnus
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Cubieo: Ambiguity in Tangible Collaborative User Interfaces2013Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    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. 

  • 4.
    Green, Anders
    et al.
    KTH, Människa-datorinteraktion, MDI.
    Hüttenrauch, Helge
    KTH, Människa-datorinteraktion, MDI.
    Bogdan, Cristian
    KTH, Människa-datorinteraktion, MDI.
    Severinson Eklundh, Kerstin
    KTH, Människa-datorinteraktion, MDI.
    With a new helper comes new tasks mixed-initiative interaction for robot-assisted shopping2009In: IHRCMICA-2009 Improving Human-Robot Communication with Mixed-Initiative and Context-Awareness: Proceedings of the Workshop on Improving Human-Robot Communication with Mixed-Initiative and Context-Awareness co-located with Ro-Man 2009, 2009Conference paper (Refereed)
    Abstract [en]

    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.

  • 5.
    Hallstan, Anna
    et al.
    Södertörn University, School of Communication, Media and it.
    Forslin, Ninni
    Södertörn University, School of Communication, Media and it.
    Att designa konst: En kvalitativ studie av likheter och skillnader i den kreativa processen hos art directors och konstnärer2011Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    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.

  • 6.
    Höök, Kristina
    et al.
    KTH.
    Ståhl, Anna
    Swedish Institute of Computer Science, Stockholm.
    Jonsson, Martin
    KTH.
    Mercurio, Johanna
    Swedish Institute of Computer Science, Stockholm.
    Karlsson, Anna
    Boris Design Ltd., Hong Kong.
    Johnson, Eva-Carin Banka
    IKEA Future Homes, United Kingdom.
    Somaesthetic Design2015In: interactions, ISSN 1072-5520, E-ISSN 1558-3449, Vol. 22, no 4, p. 26-33Article in journal (Refereed)
  • 7. Jää-Aro, Kai-Mikael
    The X-ray Factory: some experiments with three-dimensional, iconic, control displays1991In: Telepresence: A New Concept for Teleconferencing : Proceeding First Cost #229 W.G.5 Workshop : Linköping, Sweden, October 24-25, 1991, Linköping: Linköpings universitet , 1991Conference paper (Refereed)
  • 8.
    Landwehr Sydow, Sophie
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Jonsson, Martin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    The organization of personal fabrication: Hackathons and makerspaces as semi-professional places for creative making2015In: On website for workshop "The Future of Making: Where Industrial and Personal Fabrication Meet", 2015Conference paper (Other academic)
    Abstract [en]

    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.

  • 9.
    Lange, Josefin
    Södertörn University, School of Communication, Media and it.
    Digitala publikationer: Nästa steg i tidningens utveckling2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    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.

  • 10.
    Lindberg, Magnus
    et al.
    Södertörn University, School of Communication, Media and it.
    Törnquist, Anders
    Södertörn University, School of Communication, Media and it.
    Från TV-TV till Social-TV: En studie av strategier för Webb-TV och Sociala Medier2011Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    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.

  • 11.
    Lindström, Jenny
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Changing the perception of pain: An interactive experience using heat and guided meditation2017Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    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. 

  • 12.
    Lundmark, Sofia
    et al.
    Södertörn University, School of Communication, Media and it, Media technology. Uppsala university.
    Jonsson, Martin
    Södertörn University, School of Communication, Media and it, Media technology.
    Crafting interaction – materiality in digital interaction design and traditional crafting practices2012In: Feminist Materialisms – Gender, Nature, Body, Materiality, Copenhagen, April 26-27,2012., 2012, p. 44-Conference paper (Refereed)
  • 13.
    Olofsson, Kristin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. 19krol@suni.se.
    Pa(w)ticipatory design – Designing mediated wearable interaction between an air-scent search dog and a human2019Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    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.

  • 14.
    Stenbacka, Erik
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Cubieo: Observations of Explorative User Behavior with an Abstract Tangible Interface2013Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    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.

  • 15.
    Troost, Robbert
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Exploring the value of adding airflow to the VR-developer’s toolkit2019Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    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.

1 - 15 of 15
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