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  • 1.
    Abbaszadeh, Sepideh
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    The Sunshine Necklace: A design inquiry study about digital jewellery and wearable technology for empowerment in sexual harassment situations2018Independent thesis Advanced level (degree of Master (Two Years)), 40 credits / 60 HE creditsStudent thesis
    Abstract [en]

    This paper addresses a design exploration focusing on interactive jewellery and wearable computing that could affect sexual harassment in social contexts in everyday life. Drawing on a design inquiry study that lead to the creation of an interactive and digital necklace named Sunshine, which is a personal alarm connected to an emergency center, this paper focuses on how a piece of digital jewellery can contribute to women’s empowerment in relation to sexual harassment. The functionality of Sunshine is based on a device that will be activated when the user presses a button on the necklace and an alert with the location of the user will be sent to an alarm center. The users press the button when in danger or exposed to violence and/or abuse. This study so forth addresses a design exploration of a piece of jewellery that can be seen as a symbol for women’s safety, unity and equality. The combination of digital technology and fashion design demonstrate that people can be brought together and especially be empowering in social contexts where sexual harassment might be a part of women’s everyday life.

  • 2.
    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.

  • 3.
    Alhabboby, Hany
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Hussain, Faiyaz
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Hallå främling, låt oss samarbeta: En kvalitativ studie av hur anonyma spelare bemöter varandra på Counter Strike2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

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

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

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

  • 4.
    Askvall, Cornelia
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Westerberg, Catrin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    “Utan onlinevänner hade jag antagligen varit död”: En studie om via vilka plattformar och aktiviteter nya vänner möts på nätet2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

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

  • 5.
    Asplund, Ingeborg
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Songs of Transistor: A study of sound design in video games2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    While there is a lot of research about other aspects of game design, there are fairly few studies about music and sound in video games. Since music and sound are components of next to all games, it is interesting to investigate how this aspect affects the perceived immersion of gamers. The aim of this study is to investigate how sound and music affect player sense of presence in a video game, Transistor [19], which was chosen due to its distinct and strongly emotional music and sound. Five video prototypes were made using gameplay and sound from the game. The videos presented different variations of the soundscape. These were tested by a web survey with questions from the PENS questionnaire [15], providing the users a seven point Likert scale by which they could rate their experience. The answers were analyzed with a mixed model regression and compared with an estimated image of which degree of immersion would be experience for each of the videos. The result of the study showed that the complete soundscape was significantly more immersive than all the other soundscapes, while silence was significantly less immersive than the other soundscapes. The conclusions were the more complete the soundscape is, the more immersive it is, and that even a small part of the total soundscape is more immersive than complete silence.

  • 6.
    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.

  • 7.
    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.

  • 8.
    Bengtsson, Ellen
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Hoff, Isabelle
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Digitalisering av brädspel: Hur automation av spelmekanik kan förändra sociala interaktioner vid spelande2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

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

  • 9.
    Bergström, Emma
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Den mobilanpassade jobbrekryteringsprocessen: En kvalitativ undersökning om två intressentgruppers användarupplevelse av tjänsten Uptrail2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

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

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

  • 10.
    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.

  • 11.
    Betzeki, Christina
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Swedan, Leyla
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Persuasive design som medel för miljövänligt agerande: En studie om hur funktioner i miljöfrämjande mobilapplikationer kan motivera användare att agera miljövänligt2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

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

  • 12.
    Björninen, Evelina
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. Evelina Björninen.
    Chammas, Michael
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Marknadsföring i sociala medier bland skärgårdsföretag: En kvalitativ studie kring användning av sociala medier hos skärgårdsföretag inom projektet Archipelago Business Development2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

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

  • 13.
    Bonow, Madeleine
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Environmental Science.
    Normark, Maria
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Community gardening in Stockholm: participation, driving forces and the role of the municipality2018In: Renewable Agriculture and Food Systems, ISSN 1742-1705, E-ISSN 1742-1713, Vol. 33, no 6, p. 503-507Article in journal (Refereed)
    Abstract [en]

    The paper reports on a study of community gardening in Stockholm. We contribute to the body of knowledge about the sustainability of community gardens and this new form of citizen-led initiatives in Stockholm, with the ambition of creating a debate about the best way to sustain and develop these initiatives in Sweden. We argue that although community gardening may provide leverage for means of developing a sustainable city, it is a marginal phenomenon and contributes little to sustainable development its present form. Through interviews we have investigated how the citizens and municipality officers of Stockholm try to adapt to the renewed interest in community gardening by looking at the policy makers’, municipality officers’ and grassroots movements’ incentives to start community gardens. We specifically focus on how the community gardeners articulate their reasons for participating in collaborative initiatives in the city and how these expectations evolve when they are faced with the reality of gardening and the problems relating to producing food in the city. We have found that there are a growing number of citizens and local authorities advocating community gardening, but the sustainability and endurance of gardens are hampered by vague responsibilities, lack of leadership and unclear expectations of the outcome. Community gardening cases in Stockholm contribute to the debate by exemplifying how formal (e.g. policy making) and informal advocacy (e.g. civic engagement in community gardening) groups are collaborating, but also showing that they often have different agendas and initial motivations for setting up new gardens. We argue that uncritical enthusiasm results in an overly instrumental approach to governance of community gardening and that the sustainability and endurance of the community gardening is not an issue that the governing bodies plan for, and hence it is forgotten. We suggest some routes forward, involving employing facilitators from various stakeholders such as the municipality, housing companies and various NGOs.

  • 14.
    Bonow, Madeleine
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Environmental Science.
    Normark, Maria
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Urban Community Gardens’ Contribution to the New Rurality: An Example from Stockholm (Sweden)2016In: Challenges for the New Rurality in a Changing World: Proceedings from the 7th International Conference on Localized Agri-Food Systems: 8-10 May 2016, Södertörn University, Stockholm, Sweden / [ed] Paulina Rytkönen & Ursula Hård, Huddinge: Södertörns högskola, 2016, p. 37-38Conference paper (Refereed)
    Abstract [en]

    In the global North, there has been a considerable renewed interest for urban agriculture (UA) as a means to re-localize food systems by shortening food supply chains. This can be done by local food initiatives, such as community gardens. This paper is iscussing community gardens in Stockholm. We have choose to look at community gardens under the lens of neoliberal governmentality. Material has been gathered through participatory attendants on meetings, interviews and surveys. The results show that in Stockholm one can to some extent see urban gardening practices as agents of counter-neoliberal urban transformation. But also as an expression of the new rurality were the citizens desire to shorten the food chain and re connect with their food and to create new food regimes.

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

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

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

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

  • 17.
    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.

  • 18.
    Bäckström, Stina
    et al.
    Södertörn University, School of Culture and Education, Centre for Studies in Practical Knowledge.
    Huitric, Miriam
    Stockholms universitet.
    Normark, Maria
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Reflekterande texter om digitala media: Ett forskningskompendium till teaterföreställningen Spegla mig – ett drama av Rebecca Örtman, konstnärlig ledare för RATS Teater2018Book (Other (popular science, discussion, etc.))
  • 19.
    Calleberg, Erik
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    von Eckermann, Christoffer
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Viktiga kvaliteter för ett dialogsystem i RPG-spel: En kvalitativ studie av dialogens betydelse för spelupplevelsen2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This work is a study with the question What are important qualities within a dialogue system for RPG games? About dialogue systems in RPG games to try to identify important qualities to find out what it is that creates a good dialogue system. In the background, research on dialogue systems, dialogues with NPCs, other forms of dialogue systems and game design is observed. The study resulted in a ready-made analysis model that can be used for RPG games within the same genre and a number of important attributes that a dialogue system should have in order to be defined as good.

    The question is answered using a content analysis of three RPG games, selected with the help of an expert panel consisting of skilled in the field, Star Wars: Knights of the Old Republic 2, Oxenfree and Life is Strange. In order to analyze the results of the content analysis, previous research and theories like agency, the Eliza effect and what will be called Freemans techniques have been used to form an analysis model that has been used to carry out a content analysis. The result shows both similarities and differences in the dialogue between different games within the genre RPG-games. A good dialogue system contains qualities that have a good level of agency to give the player the opportunity to choose what the character should say to create emotions. Also opportunities not to participate in a dialogue was found extra interesting as several games do not have that option. The game's dialogue should be perceived as complex, realistic and personal to the player so that it can be taken seriously and convincingly create emotions.

  • 20.
    Carlsson, Joakim
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Wallbäck, Andreas
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Viktiga värdeskapande faktorer i digitala tjänsteerbjudanden: En studie riktad mot användare av tjänster i ett digitaliserat samhälle2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    I ett allt mer digitaliserat och tjänstebaserat samhälle ter det sig viktigt att se över på vilket sätt olika typer av produkter framförs och används. Världens framtida ekonomi beräknas ligga inom tjänstesektorn, och då främst den digitala, vilket gör att tjänstelogiken verkligen är att ta på allvar. Denna studie syftar till att bidra med en ökad kunskap kring utvecklandet av främst digitala tjänster genom att påvisa de viktigaste faktorerna vid utvecklandet av dessa. För att påvisa detta genomfördes en enkätstudie samt en intervjustudie. Resultatet som påvisades är att tillgänglighet, bekvämlighet och tillit uppfattas som de viktigaste faktorerna. Dessa faktorer tenderar sedermera att vara vitala vid utvecklandet av digitala tjänster för att tjänsten skall upplevas som värd att nyttja. Dock så dras slutsatsen att de resurser som innefattas inom dessa faktorer är kontextbaserade och sedermera att samskapande mellan olika aktörer likväl är nödvändigt.

  • 21.
    Carlsson, Martin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Framgångsrik UI-design inom e-handel: En jämförelse mellan två B2C e-handelssidor utifrån ett UI-perspektiv2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study investigates how successful B2C e-commerce companies and UI-design are interconnected. The survey has its starting point in which elements and features of an e- commerce page that users consider relevant. Relevant meaning that it is important for users to think that e-commerce is professional and visually appealing, to make users stay on the page and hopefully become paying customers.

    The study was conducted alongside six respondents and it compares two e-commerce pages. The two e-commerce pages have been selected based on the fact that one of them meets the criteria formulated, in the form of a basic assumption, and the other because it does not meet these criteria. The moments and methods of interview, interaction recording, retrospective think-aloud and questionnaire are included in the study and act as data collection. The result of this data collection is then set against the theoretical explanatory models presented in the report. The result shows clear results about which elements and functions are considered relevant and along with the theoretical explanatory models, the result shows an advantage for the e-commerce that meets the criteria. The results presented are analyzed and discussed to conclude a conclusion. In conclusion, the results of the study are based on the original research question and provide suggestions for further research. 

  • 22.
    Cowley, Benjamin
    et al.
    University of Helsinki, Finland / Aalto University, Helsinki, Finland.
    Kosunen, Ilkka
    University of Helsinki, Finland / Helsinki Institute for Information Technology, Finland.
    Lankoski, Petri
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. Aalto University, Helsinki, Finland.
    Kivikangas, J Matias
    Aalto University, Helsinki, Finland.
    Järvelä, Simo
    Aalto University, Helsinki, Finland.
    Ekman, Inger
    Aalto University, Helsinki, Finland / University of Tampere, Finland.
    Kemppainen, Jaakko
    Aalto University, Helsinki, Finland.
    Ravaja, Niklas
    University of Helsinki, Finland / Aalto University, Helsinki, Finland / Helsinki Institute for Information Technology, Finland.
    Experience Assessment and Design in the Analysis of Gameplay2014In: Journal Simulation & Gaming, ISSN 1046-8781, E-ISSN 1552-826X, Vol. 45, no 1, p. 41-69Article in journal (Refereed)
    Abstract [en]

    We report research on player modeling using psychophysiology and machine learning, conducted through interdisciplinary collaboration between researchers of computer science, psychology, and game design at Aalto University, Helsinki. First, we propose the Play Patterns And eXperience (PPAX) framework to connect three levels of game experience that previously had remained largely unconnected: game design patterns, the interplay of game context with player personality or tendencies, and state-of-the-art measures of experience (both subjective and non-subjective). Second, we describe our methodology for using machine learning to categorize game events to reveal corresponding patterns, culminating in an example experiment. We discuss the relation between automatically detected event clusters and game design patterns, and provide indications on how to incorporate personality profiles of players in the analysis. This novel interdisciplinary collaboration combines basic psychophysiology research with game design patterns and machine learning, and generates new knowledge about the interplay between game experience and design.

  • 23.
    de Freitas, Andreas
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Alvelöv, Timmy
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Förberedd eller inte - Vetskapen om skräck i skräckspel2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study examines how the knowledge of that a game belongs to the horror genre affects the players gameplay experience and choices in the game. Ten participants were recruited for the study. First, the participants had to fill in a pre-study form to make sure that they were a part of our target group. During the data gathering the participant was informed of what kind of prototype they were about to play, either a horror prototype or a puzzle prototype. Then they proceeded to play the horror prototype. To gather the data, stimulated recall and semi-structured interviews were used. The data was analysed with an EPP-method. No significant connection were found between the play experience or the choices the player made and the type of information given beforehand to the participant. A connection were found between fear and expectations, that could be linked to knowledge of the horror.

  • 24.
    Degerstedt, Lars
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Making competitive intelligence “social”: Current practices in four organizations2016Report (Other academic)
    Abstract [en]

    The presented research has investigated empirically the current practices of how organizations are using CI today, and in particular what role collaboration and networking plays in such CI work processes. In particular, the investigation has examined what forms of collaborations and organizational networks are currently used in the CI work process. Four organizations have been examined as exploratory case studies. From this, a base model for social CI has been generated by extracting overall CI process characteristics from the investigated cases that relate to collaborative behavior and organizational networking. The study relies on the existing conceptual framework called the social CI framework intended for analysis and design of CI for the (socially) networking organization.

  • 25.
    Degerstedt, Lars
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Social Competitive Intelligence: Socio-technical themes and values for the networking organization2015Report (Other academic)
    Abstract [en]

    This article introduces the notion of social competitive intelligence, meaning competitive intelligence (CI) for the networking organization. A novel socio-technical framework called the Social CI Framework (SCIF) is presented, intended for analysis and design of social CI processes, methods and tools. By using a socio-technical perspective, both social and technical aspects are considered together in SCIF. The framework is founded on theory related to enterprise 2.0 and wikinomics, and is intended to be used to study social CI using principles such as openness, participation, sharing and co-creation. The presented results are based on a literature review and an exploratory study with interviews of CI experts from Swedish organizations. SCIF explicitly distinguishes between task-oriented models and collaboration models, and models of different socio-technical perspectives. Moreover, SCIF uses the mechanisms of socio-technical themes and a socio-technical value map that relate the theoretical and empirical characteristics with the SCIF modeling method.

  • 26.
    Degerstedt, Lars
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Social Competitive Intelligence: Socio-technical themes and values for the networking organization2015In: Journal of Intelligence Studies in Business, ISSN 2001-015X, E-ISSN 2001-015X, Vol. 5, no 3, p. 5-34Article in journal (Refereed)
    Abstract [en]

     This article introduces the notion of social competitive intelligence, meaning competitive intelligence (CI) for the networking organization. A novel socio-technical framework called the Social CI Framework (SCIF) is presented, intended for analysis and design of social CI processes, methods and tools. By using a socio-technical perspective, both social and technical aspects are considered together in SCIF. The framework is founded on a theory related to enterprise 2.0 and wikinomics, and is intended to be used to study social CI using principles such as openness, participation, sharing and co-creation. The presented results are based on a literature review and an exploratory study with interviews of CI experts from Swedish organizations. SCIF explicitly distinguishes between task-oriented models and collaboration models, and models of different socio-technical perspectives. Moreover, SCIF uses the mechanisms of socio-technical themes and a socio-technical value map that relate the theoretical and empirical characteristics with the SCIF modeling method.

  • 27.
    Degerstedt, Lars
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Hermansson, Cecilia
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    CoCI: Collaborative support of social competitive intelligence2016Report (Other academic)
    Abstract [en]

    The aim of the presented work has been to investigate how the existing concept of social CI can be used to support collaborative CI networks. A novel socio-technical solution CoCI consisting of a work method and tool have been designed for a scenario with an internal network of collaborative competitive intelligence (CI). The CoCI work method suggests using agile, freeform collaboration through an informal organizational network. A distinction is made between the roles of network coordinators, contributors, clients and receivers. The work style follows regular temporal iterative loops, or sprints, each one ending in some form of intelligence outcome. The CoCI tool supports collaborative daily work with reading, commenting and classifying incoming material, where the actions of the network members are visible to each other. Furthermore, the CoCI tool supports having meetings using the tool where incoming material from the sprint is reviewed and a report is created. In the evaluation of the tool, the dimensions engagement, collaboration and community had high scores. In contrast, the dimension simplicity was less satisfactory. Four design patterns for social CI could be extracted based on the strong points of the evaluation: social selection, individual/collective box, real-time engagement and collaborative enhancement. The low score on simplicity will be investigated further, but indicates how crucial it is for social features to be intuitive in order to avoid making the overall solution too complex.

  • 28.
    Degerstedt, Lars
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Rytkönen, Paulina
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Meal Sciences.
    Rural Wikinomics: Communication, Sharing and Value CoCreating – Social Technologies and Rural Development2016In: Challenges for the New Rurality in a Changing World / [ed] Paulina Rytkönen and Ursula Hård, Huddinge: Södertörns högskola, 2016, p. 45-46Conference paper (Refereed)
    Abstract [en]

    Over the last decades a great effort for rural development policies in Sweden has been to find windows of opportunity for the future, to promote new types of enterprises, to support farm and firm diversification, to identify novel business models and in general promote growth. But while many concrete measures have focused on lowering the entry barriers to the market and support the supply side of the rural economy, a glimpse on the emerging technological paradigm, e.g. internet based development and social technologies, indicates that new solutions are possible. In this article we address the following question: Can Alternative Food Networks (AFNs) in combination with social technologies promote rural entrepreneurship and economic growth?   

  • 29.
    Degerstedt, Lars
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Snickars, Pelle
    Umeå university.
    More Media, More People: On Social & Multimodal Media Intelligence2017In: Human IT, ISSN 1402-1501, E-ISSN 1402-151X, Vol. 13, no 3, p. 54-84Article in journal (Refereed)
    Abstract [en]

    The purpose of this article is to address some challenges facing media intelligence in general, and competitive intelligence in particular within an altered information landscape. To understand this new situation, the notion of social and multimodal media intelligence are introduced. With cases taken primarily from the Swedish media intelligence sector, we argue that data driven media intelligence today needs to pay increasing attention to new forms of (A.) crowd-oriented and (B.) multimedia-saturated information. As a subcategory of media intelligence, competitive intelligence refers to the gathering of publicly available information about an organisation or a company’s competitors—using it to gain business advantages. Traditionally such intelligence has implied a set of techniques and tools that transforms numerical or textual data into useful information for business analysis. Today, however, we argue that such techniques need to consider media alterations in both a social and multimodal direction. Our analysis hence offers a conceptual understanding of a rapidly evolving field, were methods used within media intelligence need to change as well. By presenting some findings from the so called CIBAS-project, we describe how Swedish organisations and companies rely on social networking structures and individual decision making as a means to increase rapid response and agile creativity. If competitive intelligence was traditionally based on insights gleaned from statistical methods, contemporary media analytics are currently faced with audiovisual data streams (sound, video, image)—often with a slant of sociality. Yet, machine learning of other media modalities than text poses a number of technical hurdles. In this article we use fashion analytics as a final case in point, taken from a commercial sector where visual big data is presently in vogue.

  • 30.
    Delden, Anna
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Persson, Ellen
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    The digital nudge: A study of the design principles in digital nudging and it´s presence on ascendant online stores2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Digital nudging is a relatively new phenomenon that is increasingly mentioned and demanded in human-computer interaction. The concept originates from behavioral economics and aims to help individuals make better decisions that are beneficial to the individual as well as the society, by making subtle changes to the environment in which the decision is made. Nudging implies to pushing people in the right direction and affecting them in different types of decision making. Digital nudging aims at applying the user interface design element to guide people's decisions in digital environments. This thesis presents a study of digital nudging in the form of the six design principles in the user interface of e-commerce sites through the method cognitive walkthrough. It is based on theories of mainly digital nudging but also persuasive design and user experience with connections to psychological aspects. The conclusion of the study has shown that principles in digital nudging exists in e-stores interfaces. The study aims to develop frameworks for an alternative way of implementing digital nudging and to contribute to more knowledge in the field.

  • 31.
    Denise, Eriksson
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Erika, Thunstedt
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Big Data – data med stor påverkan i det vardagliga livet: En fallstudie kring hur individen påverkas av Big Data i sin vardagliga kommunikation och interaktion på sociala medier2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Today, it has become a natural part of life for many people to share personal information and turn to search engines and social media as they search and seek information on the internet. This study aims to investigate how individuals are affected by Big Data in their interactions with social media and to understand how individuals relate to personalization of Big Data, digital identity, agency and how they share their own personal data. This has been researched through a case study involving qualitative interviews and experiments. The result of the research shows that personalization of Big Data on social media has an impact on individuals in their ever yday lives. The research from this case study shows a certain negative attitude towards personalization on social media and that there is so me awareness of the companies agency on the internet, this does not affect individuals in taking any actions. This leads to the conclusion that personalization is to some extent a desired function.

  • 32.
    Dew, K. N.
    et al.
    University of Washington, USA.
    Landwehr Sydow, Sophie
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. Stockholm University.
    Rosner, D. K.
    University of Washington, USA.
    Thayer, A.
    Immersive Experiences Lab of HP Labs.
    Jonsson, Martin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Producing Printability: Articulation Work and Alignment in 3D Printing2019In: Human-Computer Interaction, ISSN 0737-0024, E-ISSN 1532-7051, Vol. 34, no 5-6, p. 433-469Article in journal (Refereed)
    Abstract [en]

    Three-dimensional printing is widely celebrated as enabling open design and manufacturing practice. With easy-to-use techniques such as automated modeling, fabrication machines ostensibly help designers turn ideas into fully fledged objects. Prior HCI literature focuses on improving printing through optimization and by developing printer and material capabilities. This paper expands such considerations by asking, how do 3D printing practitioners understand and create “printability?” And how might HCI better support the work that holds together printing workflows and changing ecosystems of materials and techniques? We conducted studies in two sites of open design: a technology firm in Silicon Valley, California and a makerspace in Stockholm, Sweden. Deploying workshops and interviews, we examine how practitioners negotiate the print experience, revealing a contingent process held together by trial and error exploration and careful interventions. These insights point to the value of tools and processes to support articulation work, what Strauss and colleagues have called the acts of fitting together people, tasks, and their ordering to accomplish an overarching project. We show that despite the sought-after efficiencies of such manufacturing, 3D printing entails articulation work, particularly acts of alignment, exposing messy modes of production carried out by a varied cast of practitioners, machines, and materials.

  • 33.
    Djupfeldt, Sara
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Jansson, Andrea
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Sociala medier på arbetsplatsen: En studie i hur internkommunikationen påverkas av införandet av sociala medier som intranät på arbetsplatsen.2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
  • 34.
    Donka Thormann, Julia
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Sundin, Pelle
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Se mig, rör mig, hör mig!: En kvalitativ studie om hur konstupplevelsen på museum kan förhöjas med hjälp av teknik2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This essay presents a qualitative study of how an interactive audio guide can influence the experience of art in an art museum. The study was performed at Moderna Museet in Stockholm, by testing the audio guide of Moderna Museet and two self-produced audio guides at the exhibition Samlingen. Observation studies combined with interviews were conducted to understand how the visitors are using the audio guides and what advantages and disadvantages the different design parameters had. The results showed that there where specific advantages and disadvantages within the different parameters. It also indicated that an audio guide should not contain too much or too little interaction and should thereby concentrate on frictionless operating. A usage that was cancelled resulted in making the user feel misplaced and unwilling of understanding the art. When the usage was frictionless, the audio guide also served mediating and contributed to the overall experience.

  • 35.
    Drasler, Polona
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Presence in Absence: Personalization of Tangible Intimate Objects for Long-distance Relationships2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This paper presents a new way of thinking about designing personalized artefacts for dyads (a group of two people) in long-distance relationships, whether they are family members, close friends or romantic couples.

    In this paper I am presenting the idea of a playful, yet useful tangible design for people who are often not able to see their loved ones in person. I strive to ideate a highly personalized and meaningful design through a Do It Yourself (DIY) activity for users, which will give them a chance to personalize the product according to their own needs. For this research, littleBits electronics have been used as a prototyping and DIY material. They allow you to create and connect two devices together and use them for different purposes. User testing with two close friends who live in different countries has been conducted. They received three different half-way done prototypes that they could choose from to build. The results showed that the idea of DIY artefact for presence in absence is worth researching, since the activity creates a meaningful shared experience which adds a bigger value to the device. 

  • 36.
    Dymek, Mikolaj
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Expanding the magic circle – gamification as a marketplace icon2018In: Consumption, markets & culture, ISSN 1025-3866, E-ISSN 1477-223X, no 6, p. 590-602Article in journal (Refereed)
    Abstract [en]

    This article explores the gamification trend sweeping the globe promising increased engagement and motivation, in practically any industry, context and culture, based on a stratagem of “game design elements in non-game contexts,” which is its most quoted definition [Deterding, Sebastian, Miguel Sicart, Lennart Nacke, Kenton O'Hara, and Dan Dixon. 2011. “Gamification – Using Game-Design Elements in Non-Gaming Contexts.” Paper presented at the CHI EA “11 proceedings of the 2011 annual conference extended abstracts on Human Factors in Computing Systems, Vancouver, BC, May 7–12.]. The rise of gamification as marketplace icon is examined and particularly claims that position gamification as the manifestation of a wider societal transformation into playful societies – a “ludic turn.” Many of these grandiose statements are the result of ahistoricity and ambiguity regarding the definition of gamification. Based on game philosophy, game studies and gamification research this article posits gamification as an emergent perspective, as distinct conceptualisation, on the rule-driven organisation of sociotechnical management systems that reference “games.” Of particular importance is the role of rules. Examples such as Frequent Flyer Programmes and Foursquare are analysed according to the player/consumer positions they bestow, which are explored from participatory, co-creational, critical and game philosophical perspectives. Conclusively, a “gameful” perspective of rule-generated goal-oriented behaviour, or “playful” perspective of instinctive and limitless fun, shed two challenging perspectives on the interpretation of gamification in the marketplace.

  • 37.
    Dymér, Felix
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Dia, Hussen
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Effektkartläggarens möjligheter och begränsningar gällande samarbetet mellan chefer och målgrupper2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Only a third out of all IT-projects are successful. This depends on the factor that the managers and the users which the IT-project is aimed towards aren’t properly involved in the design-process. Instead have the technical aspects of the project been in focus and not the users. Impact mappers solve these problems by collaborating with both the managers and the users. The method called Impact mapping has been in focus for this research project and how this method is used by impact mappers to help companies identify and achieve their goals. The impact mapper collaborates with the company to define the purpose of the IT-project. The collaboration between the impact mapper and the users enables the impact mapper to understand how the users interact with the IT-product. This process results in the creation of a so-called impact-map. The impact mapper uses the impact-map to create prototypes of the company’s new website. After that the prototypes will be sent to the web developers which will create the website. The managers are responsible for all decisions that are made during the project. The impact mapper recommends the users which should be prioritized based on how they can help the company achieve their goals. The impact mapper is therefore limited in his or her work. The impact mapper has a key role and needs to understand the users and how the business works. Through the usage of interviews we have investigated which opportunities and limitations that may arise when they collaborate with the managers and users. In this research project we have also identified which limitations and opportunities impact mapping has in the development of a new website.

  • 38.
    Edström, Alice
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Björkman, Bo
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    An Empirical Study Concerning Filter Bubbles and Echo Chambers: The perception of personalized content in news applications.2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The aim of this study was to investigate the perception of personalization on news applications and to examine to what extent it is seen as an optimal solution for users to receive information. Due to the growth of online news and digital journalism the amount of information that is being published online is significantly higher nowadays than it has previously been. Therefore, a recommendation system called personalization has been introduced to choose content for the reader. Many concerns of personalization have already been brought to light, these concerns are believed to be contributing to filter bubbles and echo chambers. This study will investigate these concerns further in order to understand the users. The methodology used in the study were semi-structured interviews and an analysis based on the concerns brought forward by Borgesius et al. Six interviews were conducted with users and two were conducted with major news organizations in Sweden. The results of the study indicate that users fear personalization will cause filter bubbles and polarization due to them only being subjected to one perspective. The users are unaware as to how personalization works and therefore question why it is being introduced into news applications. Due to personalization being a new phenomenon news applications it is not yet seen as an optimal solution by users or news organizations. There are, however, many factors that can assist in its development such as transparency and awareness of the phenomenon.

  • 39.
    Ehrnberger, K.
    et al.
    KTH.
    Räsänen, Minna
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Börjesson, E.
    Högskolan i Halmstad.
    Hertz, A. -C
    Högskolan i Halmstad.
    Sundbom, C.
    Högskolan i Halmstad.
    The Androchair: Performing Gynaecology through the Practice of Gender Critical Design2017In: Design journal, ISSN 1460-6925, E-ISSN 1756-3062, Vol. 20, no 2, p. 181-198Article in journal (Refereed)
    Abstract [en]

    This paper highlights the important role that design plays when it comes to women’s overall experiences of ther gynaecological examination. It exemplifies how the examination can become renegotiable through the practice of a critical design. We will reflect this in the design of the contemporary gynaecological examination chair (GEC). We used women’s experiences as a starting point for the design of an Androchair (a conceptual male equivalent of the GEC), in order to make the experiences critically visible. Inspired by the view of the gynaecological examination as a performance where the Androchair is represented as a prop and was placed on a stage as a discussion object during a public seminar. The Androchair allowed for both critical and multiple readings of the GEC and through that, the gynaecology examination at large. Moreover, it stimulated a discussion about alternative ideas towards achieving a more positive experience.

  • 40.
    El Ghazouani, Anas
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Spatial Immersion Dimensions in 360º Videos2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    360º videos have emerged as a technology that providesnew possibilities for filmmakers and users alike. Thisresearch study will look at 360º videos and the level ofspatial immersion that users can achieve while viewingthem in different contexts. A number of studies havelooked at immersion in virtual environment. However, thesame does not apply to 360º videos. The paper willintroduce related work in the areas of 360º as well asimmersion and spatial immersion in virtual realityenvironments in order to provide a background for theresearch question. The process of answering this researchquestion is conducted through showing test subjects fivedifferent videos in set in different locations andinterviewing them as well as asking them to take part in aquestionnaire. The study analyses the findings that emergefrom the interviews and questionnaire in relation to thespatial immersion dimensions that are presented in background literature. Among the study's findings is that the potential movements and actions that users feel theycan perform in the virtual environment is a significantfactor when it comes to achieving spatial immersion. Thestudy also concludes that movement is another factor thathelp users achieve spatial immersion.

  • 41.
    Eladhari, Mirjam Palosaari
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Bleed-in, Bleed-out A Design Case in Board Game Therapy2018In: DiGRA '18 - Proceedings of the 2018 DiGRA International Conference: The Game is the Message, Tampere: Digra , 2018, p. -12Conference paper (Refereed)
    Abstract [en]

    The table-top play situation offers unique opportunities for approaching real-world personal problems in ways where the structures inherent in the problems can be deconstructed, examined, and understood. This paper presents design considerations from the ongoing development of a therapy board-game; how every-day issues can bleed in and out from framed play sessions, and how game rules in this context can benefit from being malleable. The paper also offers a tentative avenue towards how play sessions, in a combination of stances for the design of game mechanics with approaches to game mastering, can be constructed as safe-spaces, affording players to draw near deeply personal issues and find ways to support each other.

  • 42.
    Eladhari, Mirjam Palosaari
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique2018In: Interactive Storytelling: 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, Dublin, Ireland, December 5–8, 2018, Proceedings / [ed] Rouse, Rebecca; Koenitz, Hartmut; Haahr, Mads, Cham: Springer, 2018, p. 65-78Conference paper (Refereed)
    Abstract [en]

    The fourth layer of narrative in Interactive Narrative Systems (INS), such as games, is the players’ re-tellings of the stories they have experienced when playing. The occurrence of re-tellings can be considered as an indicator for a well designed INS and as an instrument of critique - the experiences of play are important and memorable to such a degree to the players that they find them worthy to tell others about. The notion of the fourth layer is added to the structural model of IN Systems having (1) a base architectural layer giving conditions for a (2) second layer of narrative design, while a (3) third layer is the narrative discourse - eg. the unique, session-specific played or traversed sequences of events. In relation to this, the Story Construction model is described.

  • 43.
    Eladhari, Mirjam Palosaari
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    The Story Pile - Representing Story in the Board Game Mind Shadows2018In: Interactive Storytelling: 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, Dublin, Ireland, December 5–8, 2018, Proceedings / [ed] Rouse, Rebecca; Koenitz, Hartmut; Haahr, Mads, Cham: Springer, 2018, p. 280-284Conference paper (Refereed)
    Abstract [en]

    Mind Shadows illustrates how story can be represented in board games. Here, the game is described, along with design considerations regarding event documentation and co-authoring. In analog games these activities, needs to be designed in a manner that integrate them into game-play, in a manner that is not too cumbersome for the players.

  • 44.
    Engskär, Camilla
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Vacari, Marina
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    "Jag kände igen mig på platser och det gav mig en starkare upplevelse": En studie om verklighetsbaserade spels påverkan på turism2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Game industry is increasing and developing its possibilities by creating new trends, making it more attractive for users and offering way more than just a spending-time activity. 

    This bachelor thesis presents a brief study about games which are designed and based on real geographical places. This study argues the question about playing games created after real cities and if this can attract gamers to the real destination which a particular game is based on. The aim of this paper is to see if there is a link between tourism and game industry. The methods used for this study are qualitative, in form of interviews, as well as quantitative. The quantitative study is performed with a survey answered by players, and what effect that has on the user experience, both in the game, but also in visiting real destinations. To find out this particular issue, questions about user experience were asked in aim to find out what provokes the desire to visit the physical location. By analyzing collected data, it has come to a conclusion that players are positively affected by the fact that the game they are playing is based on real geographical places. 

    This conclusion is based on players answers which are reflected by the fact that game felt more real, but also that players took different decision for visiting places during their stay at the destination, which they probably would not do if they did not play those particular games. 

  • 45.
    Eriksson, E.
    et al.
    KTH.
    Pargman, D.
    KTH.
    Bates, O.
    Lancaster University, UK.
    Normark, Maria
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Gulliksen, J.
    KTH.
    Anneroth, M.
    Ericsson.
    Berndtsson, J.
    InUse.
    HCI and UN's sustainable development goals: Responsibilities, barriers and opportunities2016In: NordiCHI '16: Proceedings of the 9th Nordic Conference on Human-Computer Interaction, New York: Association for Computing Machinery (ACM), 2016, article id 140Conference paper (Refereed)
    Abstract [en]

    Despite increasing interest, Sustainable HCI has been critiqued for doing too little, and perhaps also at times for doing the wrong things. Still, a field like Human-Computer Interaction should aim at being part of transforming our society into a more sustainable one. But how do we do that, and, what are we aiming for? With this workshop, we propose that HCI should start working with the new global Sustainable Development Goals (SDG) that were formally adopted by the UN in September 2015. How can Sustainable HCI be inspired by, and contribute to these goals? What should we in the field of HCI do more of, and what should we perhaps do less of? In what areas should we form partnerships in order to reach the Sustainable Development Goals and with whom should we partner?

  • 46.
    Faber, Adrian
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Alexandersson, Viktor
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Lundmark, Sofia
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Critical design goggles: Explorative use of critical design perspectives in a video production project2014In: SIDER’14 Royal Institute of Technology, KTH, Stockholm, Sweden, April 11-12, 2014., 2014, p. -5Conference paper (Refereed)
    Abstract [en]

    This paper is built on a study that intends to develop a method by creating a set of tools based on selected parts from critical design and critical design theory. The goals of these tools are to function as instruments enabling practical implementation of critical design in a design and/or production process. In this study we develop the tools for critical design work and test our tools in a specific production process of a music video to explore how to apply critical design practically. Indoing so we used design-oriented research methods. By bringing together critical design perspectives and the practice of video production, this study wishes to contribute to the work of bridging the gap between theory and practice in critical design.

  • 47.
    Faraon, Montathar
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Kaipainen, Mauri
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Much more to it: The relation between Facebook usage and self-esteem2014In: Proceedings of the 2014 IEEE 15th International Conference on Information Reuse and Integration / [ed] James Joshi, Elisa Bertino, Bhavani Thuraisingham, Ling Liu, Piscataway, NJ, USA: IEEE Systems, Man, and Cybernetics Society (SMC) , 2014, p. 87-92Conference paper (Refereed)
    Abstract [en]

    The aim of this study was to examine closer the conflicting results from previous studies concerning the relation- ship between Facebook use and self-esteem using the Facebook Intensity Scale and Rosenberg’s Self-Esteem Scale (N = 107). In line with some previous studies, our data confirmed that there is a relationship between Facebook usage and self-esteem, but the applied scales allowed a more refined assessment of it. The results showed, after controlling for demographic variables, that participants with low Facebook intensity reported on average higher self-esteem than those who did not use Facebook or those with high Facebook intensity, while those with medium Facebook intensity had significantly higher self-esteem compared to the participants with high Facebook intensity. Future studies should address the underlying causal relations using a time-bound observation method.

  • 48.
    Faraon, Montathar
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Stenberg, Georg
    Budurushi, Jurlind
    Kaipainen, Mauri
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Positive but skeptical: A study of attitudes towards Internet voting in Sweden2015In: CeDEM Asia 2014: Proceedings of the International Conference for E-Democracy and Open Government / [ed] Peter Parycek, Michael Sachs, Marko M. Skoric, Münster, 2015, p. 191-205Conference paper (Refereed)
    Abstract [en]

    This study explored the attitudes of a broad sample of politically interested Swedish voters towards Internet voting. A total of 5683 participants completed a web-based survey concerning participation and security aspects of Internet voting. Attitudes towards Internet voting were positive on the whole and the acceptance of participation in democratic elections using Internet voting was spearheaded by: women, groups with relatively short education, the unemployed and the self-employed. Unlike previous studies, it was found that age was not a significant factor in determining the attitudes towards participation in elections by means of Internet voting. Concerning the security challenges of Internet voting, men were more optimistic than women and participants’ confidence in security increased with age and education length.

  • 49.
    Faraon, Montathar
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Stenberg, Georg
    Kristianstad University.
    Kaipainen, Mauri
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Political campaigning 2.0: The influence of online news and social networking sites on attitudes and behavior2014In: eJournal of eDemocracy & Open Government, ISSN 2075-9517, E-ISSN 2075-9517, Vol. 6, no 3, p. 231-247Article in journal (Refereed)
    Abstract [en]

    This study aimed to examine differences in influence between online news (e.g., New York Times) and social networking sites (e.g., Facebook and Twitter) on attitudes in political campaigns. In a web-based experiment, campaign, polls and election between two fictitious candidates were simulated. Participants’ explicit and implicit attitudes as well as voting behavior were assessed using self-report items and the Implicit Association Test (IAT). The results reveal that information emanating from online news had a significant influence on explicit and implicit attitudes while that of social networking sites did not. Overall, negative items had a stronger impact than positive ones, more so in online news compared to social networking sites. Negative information from either type of media was more likely to change participants’ explicit attitudes in a negative direction and as a consequence also change their vote. Practical implications of the findings and limitations of the study are discussed.

  • 50.
    Faraon, Montathar
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Villavicencio, Victor
    Ramberg, Robert
    Department of Computer and Systems Sciences, Stockholm University.
    Kaipainen, Mauri
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    From mobilization to consensus: Innovating cross-media services to organize crowds into collaborative communities2013In: CeDEM13: Conference for E-Democracy and Open Government / [ed] Peter Parycek, Noella Edelmann, Krems: Edition Donau-Universität Krems , 2013, , p. 13p. 215-227Conference paper (Refereed)
    Abstract [en]

    The purpose of the current paper is to contribute to the field of e-participation by presenting a design concept for mediating technology that incorporates current information technology such as social and collaborative media designed for the purposes of civic engagement in society. Such technology could empower people to mobilize and engage themselves in proactive consensus-seeking and co-creation. Social media are broadly adopted in the reactive mobilization of citizen-initiated participatory activity in society such as protests like the London riots and the Occupy movements. In our view, there is a demand to organize mobilized crowds to collaborate in a consensus-seeking manner. For instance, there does not yet exist online applications that specifically serve the purposes of massive simultaneous co-editing of documents by citizens seeking consensus in societal issues. However, as we argue, there is no reason for such not to be integrated from existing technological components that are commonly accessible.

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