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  • 101.
    Lankoski, Petri
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Holopainen, Jussi
    University of Lincoln, UK.
    Game design research: An overview2017In: Game design research: An introduction to theory & practice / [ed] Petri Lankoski & Jussi Holopainen, Pittsburgh: ETC Press, 2017, p. 1-14Chapter in book (Other academic)
  • 102.
    Leo, Mona
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Combining a location-based mobile game and a connected wearable for history learning purposes2019Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    While much attention in location-based game and wearable research is about their benefits as in-class education or is aimed at children, rather less research has been done about the combination of location-based games and wearables in private use. This paper investigates a game solution for the low history knowledge of German teenagers and focuses on the learning success of the combination of a proposed location-based mobile game and wearable, called ‘Geocation’ for educational purposes as well as the enjoyment of it. Two prototype sets, functional and appearance, about the location-relevant topic ‘King Ludwig II’ were created and tested with 36 teenagers in Munich. To analyze the learning success pre-and post-test surveys were conducted and applied to the strategy of gamification. The enjoyment of the combination of the location-based mobile game and wearable was evaluated by connecting it to the GameFlow theory and conducting post-test interviews. The study has shown that the connected wearable was not crucial for the player’s learning success; however, it contributed to the user’s motivation and enjoyment.

  • 103.
    Liapis, Antonios
    et al.
    University of Malta, Msida, Malta.
    André, Elisabeth
    Universität Augsburg, Germany.
    Bakkes, Sander C.J.
    Tilburg University, NL.
    Bidarra, Rafael
    TU Delft, NL.
    Dahlskog, Steve
    Malmö University.
    Eladhari, Mirjam Palosaari
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Paiva, Ana
    INESC-ID, Porto Salvo, Portugal.
    Preuß, Mike
    Universität Münster, Germany.
    Smith, Gillian
    Worcester Polytechnic Institute, US.
    Sullivan, Anne
    University of Central Florida, Orlando, US.
    Thompson, Tommy
    Anglia Ruskin University, Cambridge, UK.
    Thue, David
    Reykjavik University, Iceland.
    Yannakakis, Georgios N.
    University of Malta, Msida; Malta.
    Young, R. Michael
    University of Utah, Salt Lake City, US.
    Mixed-media Game AI2018In: Dagstuhl Reports, E-ISSN 2192-5283, Vol. 7, no 11, p. 105-107Article in journal (Other academic)
  • 104.
    Liapis, Antonios
    et al.
    University of Malta, Msida, Malta.
    Cook, Michael
    University of London, London, UK.
    Dahlskog, Steve
    Malmö University.
    Eladhari, Mirjam Palosaari
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Guzdial, Matthew J.
    Georgia Institute of Technology, Atlanta, US.
    Short, Emily
    Oxford, UK.
    Smith, Gillian
    Worcester Polytechnic Institute, US.
    Sullivan, Anne
    University of Central Florida, Orlando, US.
    Thompson, Tommy
    Anglia Ruskin University, Cambridge, UK.
    AI-assisted Board Game Play2018In: Dagstuhl Reports, E-ISSN 2192-5283, Vol. 7, no 11, p. 104-105Article in journal (Other academic)
  • 105.
    Lindstedt, Emil
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Nynäs, Emil
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Påverkande faktorer på designprocessen: En övergripande studie om faktorers påverkan vid utvecklingen av nya tjänster inom mobila betaltjänster2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In the socio-technical society, the demands of the user create opportunities for new services based on mobile devices. Services such as Swish and Samsung Pay contribute to new ways for both individuals but also companies to carry out simple mobile-based payments. Through past studies in the field in focus, development of services for mobile payment services, and group and in-depth interviews a number of influencing factors on the design process have been noticed: factors such as the customer’s major impact on a design process and the importance of a functioning communication between designers and customers. Working agile facilitates this and at the same time enables the involvement of users in the design process. This work focus on norms and trends in the design process and the most important influencing factors in a design process based on reality.

  • 106.
    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. 

  • 107.
    Lindström, Johanna
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Nilsson, Marie
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Från att drömma till att minnas i digitala kanaler: En kvalitativ fallstudie om digitala strategier, informationsbehov och värdeskapande vid internationell turism i Stockholms skärgård2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper examines international tourists information needs before, during and after a visit in the Stockholm archipelago, where the case of analys is based on the collaborative project Stockholm Archipelago. The purpose is to gain a better understanding for the information needs in relation to Stockholm Archipelagos strategies towards digital information that creates value-in-use for the tourist experience in the Stockholm archipelago. The study is based on interviews with international tourists and people within the project Stockholm Archipelago. The study takes a service management-perspective; outside-in to understand customers' needs for information before, during and after a visit to the archipelago. The survey shows that tourists' information needs are the same and that Stockholm Archipelagos digital services supports the needs, but how the tourists want to receive information differs. This is because value-in-use is primarily created through digital channels with user-generated content that is more individualized. 

  • 108.
    Lunde, Lukas
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Myteri på Tinder: hur användare bryter eller följer Tinders normer och design i skapande av profiler2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Tinder is a specific context for interaction. Tinder is an online dating service that differs from the norm in online dating. User expression is limited on Tinder, this emphasises user ́s choices in the creation of profiles. A strong gamification design further emphasises this. This study has examined how users followed or broke Tinder’s norms and design, in the creation of their profiles. 1001 Tinder profiles where examined. The study found that users consciously went against Tinder ́s norms and design, sometimes via the use of Tinder ́s own design solutions. These behaviours sometimes circumvented core aspects of Tinder, and sometimes caused decreased security for users. The study also showed a difference in maleand female users. Male users were almost twice as likely to include their profession then female users. Female users on the other hand were more likely to be younger than their Tinder profiles stated.

  • 109.
    Lundmark, Sofia
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. Uppsala universitet, Institutionen för pedagogik, didaktik och utbildningsstudier.
    Design project failures: Outcomes and gains of participation in design2018In: Design Studies, ISSN 0142-694X, E-ISSN 1872-6909, Vol. 59, p. 77-94Article in journal (Refereed)
    Abstract [en]

    This article draws on data from a participatory design project developing services for online youth counselling. It investigates the outcomes and contingencies of participation for stakeholders (here counsellors) and how they make sense of their experiences of participating in a design project. The findings show how counsellors involved in a participatory design process develop new skills and knowledge as their roles and work practices in the project change overtime. The study is longitudinal, following a project that stretches over a period of three years, and addresses temporal aspects of participation, and in particular what happens when the design efforts come to an end and the designed service is launched. It is found that a participatory design project that fails with respect to its explicitly stated goals may still have positive secondary outcomes due to the engagement and process of situated learning among the participants involved.

  • 110.
    Lundmark, Sofia
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. Uppsala universitet, Institutionen för pedagogik, didaktik och utbildningsstudier.
    Designing for Online Youth Counselling: Empowerment through Design and Participation2016Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    More and more people are using the internet to access various societal functions. In recent years, municipalities and private enterprises have increasingly begun to explore and develop internet-based services to support public health in general and to disseminate health information in particular. This compilation thesis consists of four articles that explore and provide different perspectives on the design and implementation of new online youth counselling services for public organisations and social services, working with counselling and health information for young people. Ethnographic methods, and materials from two empirical settings, have been used to investigate how aspects of design and participation can serve to empower both potential young users and counsellors as stakeholders in the design projects. An important secondary focus is how mechanisms of empowerment play out in the design of online counselling services targeting young people. The notion of empowerment is addressed in terms of empowerment through design, focusing on normative expectations regarding young people as users of online youth counselling, as well as how to work with norms and norm-critical perspectives in the design and development of user interfaces. Another aspect of empowerment concerns participation, here seeking an increased understanding of the processes, practices and shifting roles involved in engaging professionals and young users as participants in a design project. In order to address these interrelated areas of inquiry, an eclectic theoretical and methodological approach has been used to study design in practice. An ethnomethodological approach unpacks how the participants relate to and reflect upon the design projects under study, highlighting aspects of empowerment and user agency. In addition, a sociocultural perspective on communities of practice and participation is used to increase the understanding of what it means to be a participant in participatory design projects. The findings show how embedded social norms and values have implications for users’ identities as presented in the digital design of online youth counselling services. The findings also reveal ways in which user empowerment is facilitated but also restricted by the design of youth counselling e-services, including not only the designed multimodal features of such services, but also the norms that guide usage. The studies also address the outcomes of technological change and the implementation of sociotechnical systems and services for the professionals involved in design projects. Here the studies provide knowledge about the forms of practical reasoning the counsellors engage in when anticipating work-related issues associated with the new technology and how they might deal with potential challenges. Finally, the findings show how participation in a design project may enable the development of new forms of communities of practice in which the participants and their roles and participation status change as the organisation changes.

  • 111.
    Lundmark, Sofia
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. Uppsala University.
    Learning Design: Empowerment and Participation in Children’s Creative Design Activities at the Design Lab2019In: Proceedings of NERA 2019: The Annual Conference of the Nordic Educational Research Association, 2019Conference paper (Refereed)
    Abstract [en]

    This paper draws on data from a recent study of children’s design activities in a leisure time design lab setting. The notion of design lab has become popular in recent years in areas outside science and technology development, such as educational or leisure time settings (see Kavousi & Miller, 2014). These labs are designate institutions dedicated to change and experimentation, or open collaborations between stakeholders, sharing a mutual interest in design research in a particular field (Binder & Brandt, 2008) to experience learning experiences based on self-reflection (Kavousi & Miller, 2014). However, the focus in this specific study is on how the children involved in the design activities make sense of their experiences of participating in the design lab after that the design lab has closed due to financial and administrative issues. 

    Drawing on a six months ethnographical study, consisting of video and audio recordings of the design activities and interviews with the participating children, it has been possible to study both how the activities are structured, and how the participants make sense of the activities over time. An ethnomethodological approach is used as a means to explore the local practices of participation in the design activities from the members’ perspective (Button & Sharrock, 1996; Garfinkel, 1967; Luck, 2012). The participants’ involvement and reflections on the design activities are mainly performed in the studio setting when participating in design workshop but also in how they discuss their experiences in the interview material. The study addresses aspects of participation and empowerment in design activities (cf. Druin, 2002; Lundmark, 2016) and it is found that the design lab and its location, engagement, and emancipatory agenda are crucial for the children and their development of design knowledge and craftsmanship in the situated learning practice.

    The findings show how the children involved in the activities at the design lab develop new skills and knowledge and how the children and young people's participation in various forms of design activities contribute to increased empowerment and empowerment. The study of the design activities in the suburb also demonstrate how these activities become important tools and resources to strengthen the youth in their identity creation. Furthermore, the study shows that the design activities that the children are committed to provide tools for changing their situation as well as their surroundings.

  • 112.
    Lundmark, Sofia
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. Uppsala universitet.
    Evaldsson, Ann-Carita
    Uppsala universitet.
    Click-guides and panic buttons: Designed possibilities for youth agency and user empowerment in online youth counselling services2017In: Childhood, ISSN 0907-5682, E-ISSN 1461-7013, Vol. 24, no 2, p. 260-278Article in journal (Refereed)
    Abstract [en]

    This study examines how possibilities for agency are designed into online youth counselling services, as well as how such possibilities are addressed by young prospective users during the design of the services. The data are drawn both from the design of a national website for youth clinics in Sweden and from a design project developing e-services for local youth clinics in a Swedish municipality. The agency of young users is here treated as a key concern for understanding how user empowerment is accomplished through the design of websites and e-services. Using combined research materials (i.e. two websites and focus group meetings), this study demonstrates how design features may both facilitate and restrict young people’s involvement and control over sensitive and private issues. In addition, we demonstrate how the designed possibilities for empowerment may allow young users to critically approach and effectively use such services.

  • 113.
    Lundmark, Sofia
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. Uppsala universitet, Institutionen för pedagogik, didaktik och utbildningsstudier.
    Lymer, Gustav
    Uppsala universitet, Institutionen för pedagogik, didaktik och utbildningsstudier.
    Analogies in interaction: practical reasoning and participatory design2016In: Text & Talk, ISSN 1860-7330, E-ISSN 1860-7349, Vol. 36, no 6, p. 705-731Article in journal (Refereed)
    Abstract [en]

    The present study examines a set of discussions among professional counselors in the area of youth counseling, as they participate in the development and design of an online video-mediated communication platform. With an overarching interest in how participatory design is performed through conversations, the analysis focuses on analogical reasoning through which the envisaged system is anchored to existing technologies and work practices. Three forms of analogical reasoning are identified: formulating design alternatives; challenging problem formulations; and telling stories. In various ways, these forms of analogical reasoning inform the ongoing design decision-making process, where the hypothetical technology and its organizational and work-related implications are evaluated. The study contributes to how analogical reasoning is done in interaction, and places the findings in the context of participatory design and studies of design reasoning.

  • 114.
    Lundmark, Sofia
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Lymer, Gustav
    Uppsala universitet.
    Evaldsson, Ann-Carita
    Uppsala universitet.
    Socio-technical dilemmas in participatory design: The development of an online video-mediated youth counselling2014In: 4th International conference applied linguistics and professional practice: Learning through and for professional practice : 10–12 September 2014, Geneva, Switzerland : Book of abstracts, ALAPP , 2014, p. 130-131Conference paper (Refereed)
    Abstract [en]

    The availability of online resources for youth counselling has increased in later years, posing a number of new challenges for existing practices and practitioners. Previous research on online youth counselling has addressed the changing conditions for professionals as well as for the young clients (Danby et al., 2009; 2011; Harris et al., 2012) but has not previously examined the processes through which the services are developed. In this study we follow a participatory design project in the development of a youth counselling e-service in Sweden. The study provides an ethnomethodologically informed analysis of how a group of counsellors discuss possible socio-technical dilemmas created by the introduction of web-based video-mediated counselling. As the analyses demonstrate, the planned implementation is met by the counsellors with extensive hypothetical reasoning. The counsellors draw on various experiences from the existing work practice, experiences of distance interaction with clients via telephone and chat as well as face-to-face meetings. With the help of these resources the counsellors provide reasoned accounts of envisaged problems connected with the combination of visual access and physical distance introduced by the video-link. Two issues in particular are topicalized: the problem of ‘dirty calls’ where callers engage counsellors in talk about sexual issues as a means of self-gratification; and the issue of suicide threats. The specific problems of the video-link are made salient through contrasts with face-to-face meetings as well as with telephone calls. Three main methods of addressing hypothetical problems can be discerned: first, normalizing the articulated problem by minimizing the difference between the new technology and existing practice (e.g. suggesting that Skype conversations can be ended in the same way as telephone calls); second, proposing conversational strategies in which referring to technological malfunction can be used as a resource for ending unpleasant calls or disabling the problematic video-link; third, defining and limiting the particular circumstances in which the video-link is to be used. Some general conclusions that can be drawn are that the practitioners use experiences from their current practices both to hypothesize about problems and create strategies for solutions. In different ways, these strategies work to bring the hypothetical new environment in line with existing work practices.

  • 115.
    Lundmark, Sofia
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. Uppsala University.
    Normark, Maria
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Designing Gender in Social Media: Unpacking Interaction Design as a Carrier of Social Norms2014In: International Journal of Gender, Science and Technology, ISSN 2040-0748, E-ISSN 2040-0748, Vol. 6, no 2, p. 223-241Article in journal (Refereed)
    Abstract [en]

    In this paper we focus on interaction design as the practice of designing interactive and digital products, services, systems and/or environments. Of interest in the area of interaction design is people’s use of designed things, which also makes it relevant to relate interaction design to the social norms present in society, such as gendered norms. We present three different cases in which we have analyzed different aspects of interface design and put a specific focus on interaction design as a carrier of social and gendered norms. The first case concerns a qualitative study of how young girls interact with and present themselves in a photo blog website. The second case is a study of the way that young women entrepreneurs use the functionality of social media to mold an attractive online persona (an invented, or adjusted, character that one wants to put forward). The third case is based on a study of the development of the national youth counseling site in Sweden. By using the concepts of interference and social norms as analytic tools, we exemplify various ways in which social norms, such as gender norms, diversity, power relations, equality, marginalization, etc. are part of interaction design and how the interface design reinforces norms and provides a far from neutral arena. In this paper, gender is highlighted in relation to social norms and values in society and social expectations and hierarchies. On the basis of our findings from the three different cases, we argue that there is a need to unpack how digital design embeds gender norms and to demonstrate how the relationship between norms and design can be critically examined.

  • 116.
    Löthén, Iris
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Runebrand, Hanna
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Besöksnäringens arbete med upplevelsedesign och sociala medier i Stockholms skärgård: En studie kring den digitala besökarens inverkan på besöksnäringen i Stockholms skärgård2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Today, visitors use social media before, during and after travels to share, create and discuss content with others. This means that the visitor industry needs to profile themselves on social media to communicate their services toward their visitors. Parallel to this development, a creative tourist class has been emerging. This group demands new experiences that differs from a previous more conventional tourism, which is spreading among the public and is marketed more often on social media. This study analyze how the visitor industry experience the digital visitor and the new creative tourist class in Stockholm Archipelago. The result of the study shows that social media is a tool, which allows the people working in the visitor industry to multitask because they can bring it anywhere. Due to the digital visitors high interactivity online, the visitor industry are being challenged on both resources and knowledge. It is also shows that it makes it possible for smaller businesses to market themselves globally and easily reach their target group in a profitable way. 

  • 117.
    Mattei, Pietro
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Stolica, Stefan
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    SoundCubes prototyp: Tillhandahålla ny stimulerande hörselträning för personer med hörselnedsättningar2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]
    • The aim of the present project was to create a functional sound-training prototype which may be useful for further development of training systems for individuals with impaired hearing. The idea is based on the concept of “The Music Puzzle” (Hansen et al. 2012). The prototype proposed here was termed SoundCubes and it is composed of three cubes with different motives (Fiducial markers) on four of the six sides. A soundtrack was divided into three parts and was assigned to the cubes. Each part was fragmented into four parties where the first playing an instrument until all the instruments could be heard. These parts were assigned to Fiducial markers on the four sides of the cube. The cubes are randomly placed horizontally in front of a camera attached to a computer. All of the four sides with a motive of the cubes will induce the reproduction of fragments of a soundtrack when exposed to the field of the camera thanks to the specific motives attached on it. Only one specific combination of the sides and horizontal order of the cubes will lead to the complete soundtrack instrumental components and to a clapping sound which signals the successful reproduction of the2initial soundtrack. The SoundCubes prototype was developed functionally through Tuio, ReacTIVision and Pure Data. SoundCubes was tested on 15 healthy individuals without hearing impairments to determine if the prototype’s interaction works. The test individuals were individually introduced to SoundCubes, and they were allowed to hear the complete soundtrack. Thereafter, they were given the task of reproducing the complete track by finding the right side and horizontal order of the cubes. Out of a total of 15 individuals, 12 completed the test successfully within the maximum given time frame (ten minutes).We could therefore conclude that the system works properly, and we also observed that the test was experienced as very entertaining and engaging. this first test puts therefore the basis for further development of the SoundCubes concept to train people’s hearing in an interactive and entertaining way.Kjetil
  • 118.
    Medhanie, Amed
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Linnaeus, Thomas
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Upplevelsen av ett karaktärsperspektiv2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This study examined if there was a correlation between a video game experience based upon ethnicity and gender, using the framework from scholars and activists of Critical Race Theory(​Delgado och Stefancic, 2017), the researchers had 16 participants play the controversial game Resident Evil 5 (Capcom, 2009). All the participants played for 15 minutes, half of which played as the American main character Chris Redfield while the other as his African sidekick Sheva Alomar. Participants were later interviewed where the data was then collected to be coded usinga thematic analysis. The results shows that there are only minor differences between the character perspectives of each respective character, the main themes found were emotions, player experience, prejudice and our own term unidentification, which mean that the players could notidentify with the characters in the game. This study can be used to identify potential problems and solutions on ethnic and gender questions regarding video games.

  • 119.
    Nordqvist, Sofia
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Westling, Erica
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Skillnader och likheter i användandet av mobilapplikationen Fishbrain för operativsystemen Android och iOS2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This essay describes the differences and similarities in behavior and use of the Fishbrain mobile application, depending on which operating system is used (Android or iOS). This study may be of interest to companies developing mobile applications for different operating systems, but also to other students who want to investigate the behavioral relationship between a user’s chosen operating system, and how it affects their respective behavior in-app. Using the virtual behavior setting theory, we study the usage patterns of Fishbrain-users and analyse where and how it differs, depending on operating system. We also delve into design patterns, and whether or not Fishbrain’s mobile application complies with Google and Apple's respective design guidelines. Through our two chosen quantitative methods, survey and data analysis, we find that for certain key areas, a user’s chosen operating system has a significant impact on how and why the application is used. This essay shows that there are significant differences in the use of Fisbrain’s mobile application and that this depends both on how users of different operating systems behave, as well as design differences in how the mobile application is designed according to the respective design patterns of the operating systems. 

  • 120.
    Normark, Maria
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Gilla, dela, följ: om de sociala mediernas ekosystem2018In: Reflekterande texter om digitala media: ett forskningskompendium till teaterföreställningen Spegla mig - ett drama av Rebecca Örtman, Stockholm: Styx förlag , 2018, p. 21-31Chapter in book (Other academic)
  • 121.
    Normark, Maria
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. Stockholms universitet.
    Tholander, Jakob
    Stockholms universitet.
    Performativity in Sustainable Interaction: The Case of Seasonal Grocery Shopping in EcoFriends2014In: CHI '14 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, New York: ACM Press, 2014, p. 271-280Conference paper (Refereed)
    Abstract [en]

    The EcoFriends application was developed as an attempt tosupport grocery shopping adjusted to vegetables’seasonality through a performative approach to interactionand interactive applications. The design aimed at criticalreflection and inspiration among users, rather thanachieving a certain kind of persuasion. This guided thepractical design to be modelled around open-endednessand social voices to challenge ideas and points of view. Weargue that research addressing design for interactions aboutvalue-laden concepts such as sustainable action need tofind ways of supporting various knowledge discourses, bydistinguishing between performative and representationaltechnologies. The approach allowed us to identify anumber of design challenges regarding interactivetechnology and interaction design in relation to aspects ofknowledge and truth, trust, negotiation and responsibility.

  • 122.
    Norton, Juliet
    et al.
    University of California, Irvine, USA.
    Raturi, Ankita
    University of California, Irvine, USA.
    Nardi, Bonnie
    University of California, Irvine, USA.
    Prost, Sebastian
    Open Lab, Newcastle University, UK.
    McDonald, Samantha
    University of California, Irvine, USA.
    Pargman, Daniel
    KTH.
    Bates, Oliver
    Lancaster University, UK.
    Normark, Maria
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Tomlinson, Bill
    University of California, Irvine, USA.
    Herbig, Nico
    German Research Center for Artificial Intelligence (DFKI).
    Dombrowski, Lynn
    Indiana University, Purdue University, Indianapolis, USA.
    A Grand Challenge for HCI: Food + Sustainability2017In: interactions, ISSN 1072-5520, E-ISSN 1558-3449, Vol. 24, no 6, p. 50-55Article in journal (Refereed)
  • 123.
    Nyberg, Robin
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Nordin, Tor
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Superlokalt i Strömsund: En studie av hyperlokala medier från ett medietekniskt perspektiv2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study originated in a discussion regarding an information vacuum in the Swedish countryside. The phenomenon hyperlocal media has been recognized to fill information gaps in the local community. The study examines through seven interviews how hyperlocal media channels are being used by media companies in rural areas. Results show that the media companies are unsure of how to react to a changing media climate where the conditions for the dissemination of information has changed. Hyperlocal media channels are used but the linguistic definition is still unknown for the media companies. It is above all new media companies who embraced the potential of hyperlocal media channels, although social platforms like Facebook have become an effective hyperlocal information and publishing channel for all media companies.

  • 124.
    Nykvist, Marilde
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Den ideala digitala strategin för den ideella organisationen: Arkitekturen av en sociala medier-strategi för en en ideell organisation2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Without doubt usage of social media is increasing rapidly and globally in all levels of societies and organizations. Businesses of all shapes and sizes are embracing Social Media as an important marketing tool. Social Media provide many opportunities for non-profit organizations to increase their presence, impact, communication and efficiency. Many non-profit organizations lag behind in incorporating social media marketing into their daily operations. More than half of the non-profit organizations included in this study thought they could be more active on social media and declared they were in need of a social media strategy.

    Social media is challenging and establishes new hierarchies, cultures and responsibilities. Also, Social media demands time and interactive content which means you need to find new creative ways of looking at your organization’s communication. If no map is outlined for how social media marketing should be done how should the organization know how to coordinate in the world of digital marketing?

    This study therefore employed a content analysis of a non-profit organization’s social media marketing on Twitter, Facebook and LinkedIn. The study also includes a survey of how 17 non- profit organizations are utilizing the potential of the social media technologies to carry out their programs and services. Together with a theoretical framework and an interview with a Social Media expert this revealed eight important parts that should be included in a social media strategy. The eight elements are visually presented in a conceptual model as well as put in practice as a strategy with concrete guidelines for the non-profit organization Swedish-American Chambers of Commerce-USA.

    This report is an examination of the development of a social media strategy for a non-profit organization which resulted in a strategy to help strengthen the organization's voice online and illuminate the organizations reliability and aim. 

  • 125.
    Oldner, Sara
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Wijk, Vendela
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Digital teknik som preventivmedel: En studie av kvinnornas upplevelse av Natural Cycles2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper aims to investigate women’s experience of digital technology as a contraceptive. Research on the female body has not always been a natural part of human– computer interaction (HCI) research but is beginning to be seen through various aids in menstruation, pregnancy and likewise (Balaam, 2017). In 2017, a mobile application was approved as a contraceptive in Sweden and by that, digital technology took a step into the industry of contraceptives (Suni, 2017). The product is made by the company Natural Cycles, which therefore has become the natural focus of this paper. This study was created to find out how women experience the first fully technological contraceptive, focusing on trust through interfaces and experience design. To answer the purpose of the study, a questionnaire was created and a focus group interview was held, where one of the participants was asked to write a diary for one week to document her feelings and thoughts about her use of Natural Cycles.The results from the survey showed that about half of the respondents trust Natural Cycles and may be interested in trying the product. The other half says that they do not trust the products safety. The results from involved a simple interface and good marketing with a lot of information about statistics. The answers also showed that those who didn’t trust digital technology as contraceptives lacked truthful information about studies and use.

  • 126.
    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.

  • 127.
    Palmestedt, Bill
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Player perceptions of Pokémon Go2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In a recent pilot study, it was revealed that certain players of Pokémon Go did not account for the game while asked to specify the games they played regularly, although they had previously mentioned that they play the game daily. This paper will explore those player’s perception of Pokémon Go in aim to understand why they did not account for the game. This study uses a series of interviews of the participants to explore how they perceive the game. The interviews are analysed thematically using predefined themes and the results suggests that the reason to why the game was not accounted for might be related to the pervasive nature of the game.

  • 128.
    Poikolainen Rosén, Anton
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Words have power: Speech recognition in interactive jewelry: a case study with newcome LGBT+ immigrants2017Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper addresses a design exploration focusing on interactive jewelry conducted with newcome LGBT+ immigrants in Sweden, leading to a necklace named PoWo that is “powered” by the spoken word through a mobile application that reacts to customizable keywords triggering LED-lights in the necklace. Interactive jewelry is in this paper viewed as a medium with a simultaneous relation to wearer and spectator thus affording use on the themes of symbolism, emotion, body and communication. These themes are demonstrated through specific use scenarios of the necklace relating to the participants of the design exploration e.g. addressing consent, societal issues, meeting situations and expressions of love and sexuality. 

    The potential of speech based interactive jewelry is investigated in this paper e.g. finding speech recognition in LED-jewelry to act as an amplifier of spoken words, actions and meaning; and as a visible extension of the smartphone and human body. In addition use qualities of visibility, ambiguity, continuity and fluency are discussed in relation to speech based LED-jewelry.

  • 129.
    Pugliese, Roberto
    et al.
    Aalto University, Finland.
    Tikka, Pia
    Aalto University, Finland.
    Kaipainen, Mauri
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Navigating story ontospace: Perspective-relative drive and combinatory montage of cinematic content2014In: Expanding Practices in Audiovisual Narrative / [ed] Raivo Kelomees, Chris Hales, Newcastle upon Tyne: Cambridge Scholars Publishing, 2014, p. 105-128Chapter in book (Refereed)
    Abstract [en]

    The dilemma of designing interactive narrative media is how to empower the participants to tell the author’s story from their own point of view, yet in a structured manner. We propose a solution by means of associating story elements with metadata that constitute a story ontospace. It is defined by multiple narrative dimensions each of which follow one meaningful aspect of the story. The spectator can choose a perspective, which is essentially a prioritization among the narrative dimensions. This is formalized as a projection of the story space onto a uniquely apparent landscape, to which each dimension contributes to the chosen degree. The straightest trajectory through this landscape corresponds to a perspective-relative narrative path that always follows a coherent sequence. This model and its algorithmic implementation will be demonstrated with a database- adaptation of a typical cinema plot. Re-narrated examples generated by the model can be intuitively evaluated by the reader.

  • 130.
    Ramirez Sessarego, Andrés
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Arévalo Arancibia, Felype
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Making Sense of a Game: A look into Tutorials and Character Mechanics2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This paper researches how information in game tutorials can be retained by the player. We use a teach-back framework to see what information the participants’ retained. The purpose of this study is to understand how a video game can communicate vital information about character mechanics and rules with the help of tutorials integrated through level design. This qualitative study was conducted with 15 participants, they played through a Third-Person Action Platformer game which the authors created for this study. The participants were all experienced in this game genre for the sake of the results’ consistency. The results showed that the most effective method is the one that presented most text and restricted player freedom, that being said it is not the preferred method by the participants. This resulted in suggestions that differed from what is presented to them, some of them including demonstrations in the game world and even some audio elements that could be implemented instead of having a text-based tutorial.

  • 131.
    Rejhagen, Amanda
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Karaoghlanian, Isabella
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Designriktlinjer för en bättre användarupplevelse av notifikationer: En studie om notifikationsdesign och användare2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Notifications are known to effectively improve the access to information and draw the users attention. Social media seems to be a popular domain for mobile users. The users seem to receive a lot of different notifications of social media. This is the reason why the data gathering source of this study is Instagram. The user experiences related to notifications are divided, as some people experience them as stressful and others seem to experience them as affirmative. The user experience depends on the context, content and what the notifications are triggered from. This study is done to identify the problems with the notification design. As a result, the study showed that the most common problems concern how the notification are shown to the users and its content. Suggestions of guidelines are created for future designers to improve the user experience of notifications.

  • 132.
    Rickle, Kimberly
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Hej? Hejdå? Eller vad menar du?: En kvalitativ studie om hur gester och kroppsspråk kan standardiseras för att skapa trovärdiga Non Player Characters2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The study is aimed to map the gestures of Non Player Characters to make it easier for developers in the future to find fitting gestures for their characters to make sure they retain their believability. By making a survey with open questions and animations of the different gestures, the respondents were asked what they thought the characters in the animation wanted to convey. By counting how many times the respondents used the same, or similar words, each question were summarized into a table. The results were that many of the gestures that were used to convey a feeling, were better suited to another type of gesture, and by mapping these the goal is to create a lexikon with gestures that makes it easier for future developers to apply the correct gesture in the right situation.

  • 133.
    Romero, Mario
    et al.
    The Royal Institute of Technology.
    Josefsson, Pernilla
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Facebook i en visualiseringskurs2018In: Digitalisering av högre utbildning / [ed] Stefan Hrastinski, Lund: Studentlitteratur AB, 2018, 1, p. 55-62Chapter in book (Other academic)
    Abstract [sv]

    Detta kapitel beskriver implementeringen av Facebook som alternativ kommunikations- och informationskanal i en visualiseringskurs för ingenjörer. Via enkäter och intervjuer redogör studenterna för hur användningen av en Facebookgrupp har underlättat för dem att ta del av och dela innehåll med lärare och klasskamrater. Studenterna framhåller också den ökade möjligheten att synliggöra sina studieresultat utanför klassen vilket de anser vara motiverande och prestationshöjande.

  • 134.
    Romo Flores, Azul
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    To Conquer Or To Kill?: A qualitative study on game mechanics and player experience in MOBA games2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The eSports scene as well as the Multiplayer Online Battle Arena (MOBA) have rapidly grown in popularity over the past decade. Research regarding game design factors and player experience in this genre are still not fully explored. This study aimed to examine Heroes of the Storm (HotS), League of Legends (LoL) and Defense of the Ancients 2 (Dota2) through a tailored game ontology for MOBA games, if the game mechanics cause more frustration and challenge compared to other genres (Johnson, Nacke and Wyeth, 2015); and to better understand the effect on player experience in MOBA games. Results suggest that builds for heroes, including talents, items and meta strategies, are the most challenging aspects. Frustration may surge when players make mistakes or when communication within the team fails. Additionally, the main difference between these games is the level of difficulty and complexity making Dota2 the optimal choice for MOBA veterans and HotS a good introduction to the MOBA genre.

  • 135.
    Rossitto, Chiara
    et al.
    Stockholm University.
    Normark, Maria
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Barkhuus, Louise
    The IT University of Copenhagen, Copenhagen, Denmark.
    Interactive Performance As a Means of Civic Dialogue2017In: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, New York: Association for Computing Machinery (ACM), 2017, p. 4850-4862Conference paper (Refereed)
    Abstract [en]

    This paper presents a case study of an interactive performance that was produced and designed to encourage civic engagement and reflection in relation to the social tensions in a low-income suburb, mostly inhabited by people with immigrant backgrounds. The design of the technological setup in the performance encouraged participation by means of text entries that audience members could share with others. The analysis draws on the corpus of interview and observational data collected, as well as the related text messages that were shared during the performance. We illustrate the different levels at which citizens make sense of societal issues they are concerned about, as well as the audience-citizens' perception of participating in such an artistic experience.

  • 136.
    Rosén, Anton
    et al.
    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.
    Jonsson, Fatima
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. Stockholms Universitet.
    Håkansson, Jesper
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Control and reward in online dating practices: a study of users’ experiences of Tinder2017In: The 18th annual meeting of the Association of Internet Researchers (AoIR 2017): Networked Publics, 2017Conference paper (Refereed)
    Abstract [en]

    This paper is based on a study of users experiences and practices of meeting potential new partners online through the use of the mobile dating service Tinder. The aim of the study is to explore how users experience design features and functionalities for online dating practices. By exploring the use of functionalities and features in the location-based mobile application Tinder, we offer a broad understanding of the relationship between designed functionalities and dating practices that users experience through these features. The empirical material presented in the paper is drawn from a study based on a mixed method approach, combining an initial observational study, an online survey, with focus group interviews. Four specific designed functions are highlighted in our empirical data: the connection with Facebook, the profile cards of users, the swipe-centered mutual match function, and geographical proximity. These functions contribute to the specific user experiences of control and reward. Our findings indicate that online dating practices are formed by an inseparable interplay of design functionalities, users attitudes and the use of specific mobile applications that taken together contributes to the overall online dating experiences.

  • 137.
    Rytkönen, Paulina
    et al.
    Södertörn University, School of Social Sciences, Business Studies. Södertörn University, School of Social Sciences, ENTER forum.
    Larsson Segerlind, Tommy
    Södertörn University, School of Social Sciences, Business Studies. Södertörn University, School of Social Sciences, ENTER forum.
    Degerstedt, Lars
    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.
    Onn, Gustaf
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Tourism Studies.
    Utmaningar och möjligheter för små och medelstora företag i Stockholms skärgård2019Report (Other academic)
    Abstract [sv]

    Denna rapport syftar till att inventera de utmaningar och möjligheter som före­tagarna i Stockholms skärgård står inför. Rapporten har skrivits inom ramen för Interreg-projektet Archipelago Business Development och omfattar en inventering av skärgårdsföretagarnas behov, utmaningar och möjligheter i Stockholms skär­gård.

    Undersökningen har bland annat gjorts genom gruppintervjuer med företagare på Dalarö, Ornö, Sandhamn och Utö. Därutöver har enskilda in­ter­vjuer genomförts med företagare i fem olika kommuner. Geo­grafiskt fördelas urvalet på Stockholms södra och mellersta skärgård.

  • 138.
    Rytkönen, Paulina
    et al.
    Södertörn University, School of Social Sciences, Business Studies.
    Larsson Segerlind, Tommy
    Södertörn University, School of Social Sciences, Business Studies.
    Onn, Gustaf
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Tourism Studies.
    Degerstedt, Lars
    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.
    Facing business challenges with the Stockholm Archipelago as a context: A comparative study of entrepreneurial responses and local development on three islands2019In: Baltic Worlds, ISSN 2000-2955, E-ISSN 2001-7308, Vol. XII, no 2, p. 74-86Article in journal (Refereed)
    Abstract [en]

    By conducting a comparative qualitative and systematic study of the local (island) pre-conditions for creating sustainable socio-economic development through entrepreneurship, here defined as a process of identifying, evaluating, and exploiting entrepreneurial opportunities, this study aims to shed light on entrepreneurial responses to challenges and opportunities on three islands in the Stockholm Archipelago and how context influences these responses.

  • 139.
    Räsänen, Minna
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Collaboration and Research Practice in Intelligence2018In: Secrecy and Society, ISSN 2377-6188, Vol. 2, no 1, article id 6Article in journal (Refereed)
    Abstract [en]

    Close, intensive research collaboration between universities, companies, andthe public sector can open up new and different opportunities for qualitative research, and provide analytic and empirical insights that otherwise might bedifficult to obtain. The aim of this paper is to explore collaboration as a means of doing research with the intelligence community. Experiences from a research project concerning dilemmas the practitioners face in their organization within the Swedish Armed Forces, serve as a starting point for this reflective discussion. It is argued here that collaboration is suitable whenchange is required. The mutual learning between the actors feeds into change processes. However, such collaboration raises fundamental ethical issues that are complex and highlight various academic, institutional, and personal perspectives. Collaborations should not be a set of “how-to” recipes, but rather a research activity that can have substantial rewards for researchers and practitioners alike.

  • 140.
    Räsänen, Minna
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Nyce, James M.
    Ball State University.
    The Raw is Cooked: Data in Intelligence Practice2013In: Science, Technology and Human Values, ISSN 0162-2439, E-ISSN 1552-8251, Vol. 38, no 5, p. 655-677Article in journal (Refereed)
    Abstract [en]

    This article looks at some common assumptions and associated work practices within a military intelligence community. There intelligence practitioners use the term raw data as a common sense category, as a word that describes information they want or have gained access to. The practical and organizational processes that inform the construction of the term raw data are unpacked here. Examples presented are based on interviews, field observations, and document reviews. Theoretical descriptions and models of work, for example, the intelligence cycle, construction, and the use of computer databases, assume that work in this community starts with raw data. However, this data has already been (prior) processed by the work practices, political, practical, and other decisions even before data collection occurs. The technology and attendant categories and practices instrumentalize a certain world view. The model used frames not just the collection and organization of the institution's knowledge but those categories that inform how this institution organizes, legitimizes, and enacts its work, data, and knowledge. Given the kinds of opponents nations have to face today, intelligence practitioners and those who study their work have to understand practice, action, and contexts often quite different from ones own.

  • 141.
    Shabou, Faya
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Assper, Cecilia
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Mobila betaltjänster och självserviceteknologier inom restaurangbranschen: En kvalitativ analys av det digitala beställningsmomentet i en snabbmatsrestaurang2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In today's society, people are constantly striving to find new technical solutions that facilitate and simplify their everyday life. Companies embrace these societal structures and constantly try to keep up with the development to make sure that the consumer circle is expanding and to get more people to buy their goods and use their services. In companies such as fast food restaurants, everything is known to happen quickly. Food preparation needs to be done quickly and also the transactions must be fast in order for a fast food restaurant to live up to its title. In this study, mobile payments within the restaurant business will be investigated. The main topics that will be discussed are why restaurants are implementing such services to their businesses. The study is also going to lift the strengths, weaknesses, opportunities and threats that follow with a mobile payment application and self service technology from both buissness- and customer perspective.

  • 142.
    Sjöholm, Philip
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Svahn, Linus
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    En deltagande designstudie om att involvera äldre vuxna i designprocessen av en digital stödapplikation2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    New technology is developing at a rapid pace. Products are becoming increasingly advanced and more features should be included in each product without the services being too advanced for end users to understand or use. This is something that designers are trained to know best; how products are designed and structured to be optimally presented to each targeted audience. However, developers rarely involve the intended end users in the design process to produce an optimally customized product.

    The work examines how a digital support application can be developed together with older adult users, using participatory design to enable empowerment, both within the study itself, and in the application. The study also examines what strengths and weaknesses the design method has for older adults. 

  • 143.
    Smith, Gillian
    et al.
    Worcester Polytechnic Institute, US.
    Eladhari, Mirjam Palosaari
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Guzdial, Matthew J.
    Georgia Institute of Technology, Atlanta, US.
    Short, Emily
    Oxford, UK.
    Smith, Adam M.
    University of California, Santa Cruz, US.
    Sullivan, Anne
    University of Central Florida, Orlando, US.
    Thompson, Tommy
    Anglia Ruskin University, Cambridge, UK.
    Young, R. Michael
    University of Utah, Salt Lake City, US.
    AI As Reflective Practice2018In: Dagstuhl Reports, E-ISSN 2192-5283, Vol. 7, no 11, p. 113-115Article in journal (Other academic)
  • 144.
    Sonnenfeld, Alexander
    et al.
    Qbert Skratch University.
    Hansen, Kjetil Falkenberg
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. KTH Royal Institute of Technology.
    S-notation: A complete musical notation system for scratching and sample music derived from "Theory of Motions"2016In: Proceedings of the International Conference on Technologies for Music Notation and Representation - TENOR2016 / [ed] Richard Hoadley, Dominique Fober, Chris Nash, Cambridge, UK, 2016, p. 50-57Conference paper (Refereed)
    Abstract [en]

    In this paper, we present and discuss S-notation for sample-based music, and particularly for DJ scratching and turntablism. Sonnenfeld developed S-notation based on his Theory of Motion where scratch music is seen as constructions of concurrent musical gestures (motion parameters), and not only turntable actions. The detailed symbolic notation was inspired by traditional musical notation, and among its advantages it covers current musical needs, it can be read and played live in performance, it provides a tool for composers to convey musical ideas, it can be expanded towards new styles and techniques, and it is generalizable to other types of sample-based music. In addition to motion parameters, the new notation system involves an analysis of the sampled sound. Finally, S-notation is also applicable for documenting and for teaching situations.

  • 145.
    Strindevall, Gustaf
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Jehrlander, David
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    "Biblioteket är den sista instansen": En intervjustudie med personal vid folkbibliotek om arbetet med och uppdraget kring besökarnas digitala hjälpbehov2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    A series of problems arise when the world becomes increasingly digital. When society and its supporting services move from physical meetings to the digital arena, individuals with lacking digital competences risk being excluded. Due to this democracy problem the Swedish public libraries have been assigned one part of the responsibility to convey knowledge regarding information technology. In previous studies it has been found that there are uncertainties in how this commission is to be interpreted, that the librarians are lacking digital competences for fulfilling this task and that the library also has an important societal role to play in these issues. This interview study conducted within the Stockholm region has been designed to investigate the librarians' views on the challenges posed by this commission, as well as applying the theoretical framework DigComp to explore which digital competences are related to library visitors' digital needs. The theoretical analysis of this study shows that the visitors' digital needs relate to all of the competences presented in DigComp in various degree. This knowledge can help to express which competences relate to the needs of visitors, identify the digital competences that library staff may need to possess and contribute to the decision-making process regarding what the mission within the digital field should include. The thematic analysis of the study shows that the interviewed librarians in part do not have the time, interest or digital and educational competences required to complete the assignment commissioned to the public libraries. It can therefore also be seen as paradoxical that this profession of librarians has been assigned to this specific task.

  • 146.
    Sullivan, A.
    et al.
    Georgia Institute of Technology, Atlanta, GA, United State.
    Eladhari, Mirjam Palosaari
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Cook, M.
    Max Planck Institute for Software Systems, Saarbrücken, Germany.
    Tarot-based narrative generation2018In: FDG '18 Proceedings of the 13th International Conference on the Foundations of Digital Games, New York: Association for Computing Machinery (ACM), 2018, article id 54Conference paper (Refereed)
    Abstract [en]

    Tarot has been used for centuries as a method to give structure to storytelling, both in game and fortune-telling settings. As such, tarot cards have developed over time, expanding the symbolism and depth of meaning associated with each card. This provides a corpus for a large number of possible stories, making tarot a rich area of exploration for story generation. Therefore, we have created a tarot-based narrative generation system that creates short movie-like story synopses, along with a tagline one might see on a movie poster. This project is in early development; we have created a prototype as a proof of concept. The project exists as a webpage that an interactor can use to draw new tarot cards for the story spread (card layout) and generate new stories from them. In this paper we discuss the details of our system and describe more details about the tarot as a corpus. We also discuss future areas of exploration based on our proof of concept.

  • 147.
    Sundstedt, Sara
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Rytterlund, Sofia
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Fallstudie för Fishbrain AB: Användarundersökningar för framtagandet av personas där användarna har en geografisk spridning2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study is a case study for a mobile app for fishing enthusiasts, Fishbrain with the purpose of presenting personas based on user-research. This assignment was carried out upon request of Fishbrain as the company finds that they lack qualitative data. One main reason for this is that the majority of the users are located in the US. Fishbrain has 4.83 million users mainly across the United States, Australia, Sweden and Brazil (14th of December 2017). This study intends to determine whether our chosen methods for user-research can apply when the interviewers and the responders are located at different geographical locations, and to evaluate if our chosen method for deriving personas can be applied on a large user base.

    This study is based on quantitative data collected through surveys. Subsequently, interviews were conducted as a method for collecting more qualitative data. Based on this empirical foundation, interesting insights and recurring factors were categorized. Two primary personas and two secondary personas were developed from this analysis.

    This study finds that our chosen methods for user-research are valid when users and researchers are located in different places, but that there are certain limitations that the researchers should take into consideration, for example the time difference. This may require a longer research timeframe  than if the research is conducted in a lab environment.

  • 148.
    Svangren, Signe
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Nilsson, Jenny
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Metadata och dess inverkan på vår digitala integritet: En kvalitativ studie om metadata, kunskap och digitala fotspår2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The paper describes a qualitative study of users' attitudes to metadata in relation to their knowledge and how it affects their valuation of digital integrity. Method for data collection is semi-structured interviews and a critical event. The informants were two people who work with IT and two who do not. The theories of undesign, utilitarianism and privacy were chosen to discuss in relation to the result. A thematic analysis method is used to find relationships between attitudes and other interesting themes in the result. These themes, which we have named after the main attitudes of the informants, includes inter alia knowledge, trust, suspicion and positivity. In the discussion chapter, the results are linked with the analysis and answer the research question. The conclusion is that there is no clear correlation between the informants' knowledge and their attitude, knowledge of metadata has little significance for the attitude and the knowledge and attitudes have little effect on the evaluation of integrity among our four informants.

  • 149.
    Söderberg, Frida
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Engesvik, Line
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    En anonym kvinna har inget kön: En kvalitativ studie om varför kvinnor väljer att vara anonyma på sociala medier Av:2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper describes what causes women to want to be anonymous on social media. Anonymity causes both negative and positive effects online, which we believe makes the topic interesting to examine from a specific user group’s perspective. Through interviews and a web-based questionnaire, this study provides insight into why women choose to remain anonymous, and which strategies they apply to preserve a hidden identity on social media. As the study aims to provide a qualitative answer, a discourse analysis was carried out in combination with a smaller content analysis when interpreting the material. The study shows that women are primarily anonymous to protect themselves against possible threats, as a tool for preserving their self-representation and as a means of releasing themselves from power structures. We see this as an indication that anonymity is an important function to make available for users, to achieve inclusive design.

  • 150.
    Taffazoli, Hosein
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Tiedemann, Thomas
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Confined and Condemned: The Impact a Restricted User Interface Has on the Player Experience in Survival Horror Games2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this study, we will explore how a restricted user interface affects the player experience in survival horror games. To test this, we created a digital survival horror game. The restricted user interface in the prototype resides in the player controller who has access to five different user interface elements. These elements are health, revolver, flashlight, compass and a watch. The results showed that the restriction and making the user interface diegetic did affect the player experience. This was presented through dividing the participant's experiences with the prototype in four categories: Challenge, Analytical, Safety and Control. Participant’s enjoyed the added challenge from the restricted user interface which also helped promote the horror experience. As a drawback, a restricted user interface resulted in participants having a harder time learning the game and understanding certain game mechanics and elements.

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