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  • 201.
    Malik, Amer
    et al.
    KTH.
    Amberg, Gustav
    KTH.
    Borgenstam, Annika
    KTH.
    Ågren, John
    KTH.
    Effect of external loading on the martensitic transformation - A phase field study2013In: Acta Materialia, ISSN 1359-6454, E-ISSN 1873-2453, Vol. 61, no 20, p. 7868-7880Article in journal (Refereed)
    Abstract [en]

    In this work, the effect of external loading on the martensitic transformation is analyzed using an elasto-plastic phase field model. The phase field microelasticity theory, incorporating a non-linear strain tensor and the effect of grain boundaries, is used to study the impact of applied stresses on an Fe-0.3%C polycrystalline alloy, both in two and three dimensions. The evolution of plasticity is computed using a time-dependent equation that solves for the minimization of the shear strain energy. Crystallographic orientation of the grains in the polycrystal is chosen randomly and it is verified that the said assumption does not have a significant effect on the final volume fraction of martensite. Two-dimensional (2-D) and three-dimensional (3-D) simulations are performed at a temperature significantly higher than the martensitic start temperature of the alloy with uniaxial tensile, compressive and shear loading, along with hydrostatic stresses. It is found that the 3-D simulations are necessary to investigate the effect of external loading on the martensitic transformation using the phase field method since the 2-D numerical simulations produce results that are physically incorrect, while the results obtained from the 3-D simulations are in good agreement with the empirical observations found in the literature. Finally, it is concluded that the given model can be used to predict the volume fraction of martensite in a material with any kind of external loading.

  • 202.
    Malik, Amer
    et al.
    KTH.
    Amberg, Gustav
    KTH.
    Borgenstam, Annika
    KTH.
    Ågren, John
    KTH.
    Phase-field modelling of martensitic transformation: the effects of grain and twin boundaries2013In: Modelling and Simulation in Materials Science and Engineering, ISSN 0965-0393, E-ISSN 1361-651X, Vol. 21, no 8, article id 085003Article in journal (Refereed)
    Abstract [en]

    In this work, we present the non-linear elasto-plastic phase-field model and simulation of the martensitic transformation in a polycrystalline material including the effects of grain and twin boundaries. The phase-field microelasticity theory proposed by Khachaturyan is used to perform 2D and 3D simulations of fcc -> bct martensitic transformation in a Fe-0.3%C polycrystalline alloy, incorporating the effect of both coherent and incoherent boundaries. The effect of plastic accommodation is also introduced into the model, by solving a time-dependent equation, during the solid-to-solid phase transformation. It is found that the given phase-field model, with the effect of grain boundaries, not only respects the morphological features of martensite but also conforms well with the physics of the problem. Different sets of simulations are performed to validate the model and it is concluded that the given model can correctly predict the evolution of the martensitic microstructure in a polycrystal, as opposed to previous models where the effects of grain and twin boundaries are neglected.

  • 203.
    Malik, Amer
    et al.
    KTH.
    Amberg, Gustav
    KTH.
    Ågren, John
    KTH.
    Effects of external stresses on the martensitic transformation in a 3D polycrystalline material using the phase field method2013In: Materials Research Society Symposium Proceedings: Proceedings of the Multiscale Materials Modeling 2012 Conference, Materials Research Society , 2013, p. 62-68Conference paper (Refereed)
    Abstract [en]

    In the current study an elasto-plastic phase field (PF) model, based on the PF microelasticity theory proposed by A.G. Khachaturyan, is used to investigate the effects of external stresses on the evolution of martensitic microstructure in a Fe-0.3%C polycrystalline alloy. The current model is improved to include the effects of grain boundaries in a polycrystalline material. The evolution of plastic deformation is governed by using a time dependent Ginzburg-Landau equation, solving for the minimization of the shear strain energy. PF simulations are performed in 2D and 3D to study the effects of tension, compression and shear on the martensitic transformation. It has been found that external stresses cause an increase in the volume fraction of the martensitic phase if they add to the net effect of the transformation strains, and cause a decrease otherwise. It has been concluded that the stress distribution and the evolution of martensitic microstructure can be predicted with the current model in a polycrystalline material under applied stresses.

  • 204.
    Malik, Amer
    et al.
    KTH.
    Ogden, Sam
    Uppsala University.
    Amberg, Gustav
    KTH.
    Hjort, Klas
    Uppsala University /VTT Technical Research Center Finland, Espoo, Finland.
    Modeling and analysis of a phase change material thermohydraulic membrane microactuator2013In: Journal of microelectromechanical systems, ISSN 1057-7157, E-ISSN 1941-0158, Vol. 22, no 1, p. 186-194Article in journal (Refereed)
    Abstract [en]

    Presented in this work, is a Finite Element Method (FEM)-based model for phase change material actuators, modeling the active material as a fluid as opposed to a solid. This enables the model to better conform to localized loads, as well as offering the opportunity to follow material movement in enclosed volumes. Modeling, simulation and analysis of an electrothermally activated paraffin microactuator has been conducted. The paraffin microactuator used for the analysis in the current study exploits the large volumetric expansion of paraffin upon melting, which combined with its low compressibility in the liquid state allows for high hydraulic pressures to be generated. The purpose of the study is to supply a geometry independent model of such a microactuator through the implementation of a fluid model rather than a solid model, which has been utilized in previous studies. Numerical simulations are conducted at different frequencies of the heating source and for different geometries of the microactuator. The results are compared with the empirical data obtained on a close to identical paraffin microactuator, which clearly show the advantages of a fluid model instead of a solid state approximation.

  • 205.
    Malik, Amer
    et al.
    KTH.
    Yeddu, Hemantha Kumar
    KTH.
    Amberg, Gustav
    KTH.
    Borgenstam, Annika
    KTH.
    Ågren, John
    KTH.
    Three dimensional elasto-plastic phase field simulation of martensitic transformation in polycrystal2012In: Materials Science & Engineering: A, ISSN 0921-5093, E-ISSN 1873-4936, Vol. 556, p. 221-232Article in journal (Refereed)
    Abstract [en]

    The Phase Field Microelasticity model proposed by Khachaturyan is used to perform 3D simulation of Martensitic Transformation in polycrystalline materials using finite element method. The effect of plastic accommodation is investigated by using a time dependent equation for evolution of plastic deformation. In this study, elasto-plastic phase field simulations are performed in 2D and 3D for different boundary conditions to simulate FCC -> BCT martensitic transformation in polycrystalline Fe-0.3%C alloy. The simulation results depict that the introduction of plastic accommodation reduces the stress intensity in the parent phase and hence causes an increase in volume fraction of the martensite. Simulation results also show that autocatalistic transformation initiates at the grain boundaries and grow into the parent phase. It has been concluded that stress distribution and the evolution of microstructure can be predicted with the current model in a polycrystal.

  • 206.
    Malm, Lars
    Södertörn University, School of Communication, Media and it.
    Rätt gåva för rätt tillfälle2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
  • 207.
    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
  • 208. Mattsson, Helena
    et al.
    Wallenstein, Sven-OlovSödertörn University, School of Culture and Communication, Philosophy.
    Swedish modernism: architecture, consumption and the welfare state2010Collection (editor) (Other academic)
  • 209.
    Millén, Joakim
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Skärgårdsguiden: En rapport för utvecklingen av en responsiv skärgårdsguide på webben2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Denna rapport redovisar utvecklingen av en hemsida i formen av en skärgårdsguide för Stockholms Skärgård. Syftet var att skapa en hemsida som ger möjligheter att finna intressanta och nyttiga platser i skärgården för personer med olika syften, med fokus på kulturellt intressanta platser. I rapporten beskrivs utvecklingen från den inledande fasen till utvecklingen av individuella delar i projektet. Utvecklingen skedde främst med hjälp av språken PHP, HTML, CSS samt Javascript. Resultatet blev responsiv startsida för projektet med tillhörande funktionalitet i form av en karta samt möjligheten att manipulera denna karta.

  • 210. Moberg, Åsa
    et al.
    Hedberg, Leif
    Henriksson, Greger
    Räsänen, Minna
    Westermark, Mary
    Hållbarhetsbedömning av en medierad tjänst: en pilotstudie2008Report (Other academic)
  • 211.
    Moreira, Juliana
    Södertörn University, School of Communication, Media and it.
    Introduction to a mobile development methods investigation to Scania IT AB: Case: Rundtursbuss application2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this work was both to explore the variety of methods to develop mobile applications and to create a requirement documentation and solution proposal to the case study Rundtursbuss. During the 10 weeks work-experience, I had the possibility to investigate a range of methods to develop mobile applications and apply it to a reference case. The questions regarding which method to choose when developing mobile application are not easy to answer, once there is not only one solution that can fit the needs of all the applications that will be developed at Scania. Each application needs to be evaluated not only from a technical perspective, but also from a user-centered way. One of the best ways to quickly evaluate a project is asking what that makes the project mobile The analysis of each criteria aided in the evaluation of the application requirements and in reaching the conclusion that the most promising methods to develop the application Rundtursbuss are either native or cross-compilation ones. In conclusion, it is crucial to emphasize that while Scania does not have a procedure on how to develop, maintain and coordinate the development of mobile applications, single initiatives will continue to emerge, which increase the cost and affect the quality of their IT products and services.

  • 212.
    Mösenbacher Svensson, Malin
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies. Södertörns högskola.
    Bergström, Sara
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies. Södertörns högskola.
    Pinterest - En källa till inspiration: En undersökning av Pinterests funktioner, styrkor och svagheter2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Social media are web-based platforms where integration, communication and sharing are possible between users. Over the recent years new forms of social media has rapidly emerged and has become an interesting field of research. It is a new area for marketers to promote their businesses. Pinterest started in 2010 by Ben Stilbermann with the idea that users should be able to share pictures and create their own mood-boards. The objective of this research is to analyse Why Swedish people use Pinterest to create a broader understanding of this new direction of social media that focuses on pictures. Furthermore, we aim to present the functionalities, strengths and weaknesses of Pinterest so that research and marketers have a better understanding of the media itself and how it is used. With a theoretical background of Kitezmanns (2011) seven social media functionalities and Sashittala & Jassawalla (2014) and Chafkin (2012) research on why people use Pinterest, we were able to propose that sharing could be Pinterest’s most significant functionality in Sweden. The strength of Pinterest is its inspirational appeal. Its weakness is suggested to be the overall lack of other appealing functionalities, such as communication and presence, which in our research was almost non-significant to why Swedish people use Pinterest.

  • 213.
    Nakamura, Yoshinori
    et al.
    University of Tokyo, Tokyo, Japan.
    Carlson, Andreas
    KTH.
    Amberg, Gustav
    KTH.
    Shiomi, Junichiro
    University of Tokyo, Tokyo, Japan / CREST, Japan Science and Technology Agency, Tokyo, Japan.
    Dynamic wetting at the nanoscale2013In: Physical Review E. Statistical, Nonlinear, and Soft Matter Physics, ISSN 1539-3755, E-ISSN 1550-2376, Vol. 88, no 3, article id 033010Article in journal (Refereed)
    Abstract [en]

    Although the capillary spreading of a drop on a dry substrate is well studied, understanding and describing the physical mechanisms that govern the dynamics remain challenging. Here we study the dynamics of spreading of partially wetting nanodroplets by combining molecular dynamics simulations and continuum phase field simulations. The phase field simulations account for all the relevant hydrodynamics, i.e., capillarity, inertia, and viscous stresses. By coordinated continuum and molecular dynamics simulations, the macroscopic model parameters are extracted. For a Lennard-Jones fluid spreading on a planar surface, the liquid slip at the solid substrate is found to be significant, in fact crucial for the motion of the contact line. Evaluation of the different contributions to the energy transfer shows that the liquid slip generates dissipation of the same order as the bulk viscous dissipation or the energy transfer to kinetic energy. We also study the dynamics of spreading on a substrate with a periodic nanostructure. Here it is found that a nanostructure with a length scale commensurate with molecular size completely inhibits the liquid slip. The dynamic spreading is thus about 30% slower on a nanostructured surface compared to one that is atomically smooth.

  • 214.
    Nash, Syad
    Södertörn University, School of Communication, Media and it.
    Mobile SoundAR: Your Phone on Your Head2011Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
  • 215.
    Nilsson, Mats E.
    et al.
    Stockholms universitet, Psykologiska institutionen.
    Alvarsson, Jesper
    Stockholms universitet, Psykologiska institutionen.
    Rådsten-Ekman, Maria
    Stockholms universitet, Psykologiska institutionen.
    Bolin, Karl
    KTH.
    Auditory masking of wanted and unwanted sounds in a city park2010In: Noise Control Engineering Journal, ISSN 0736-2501, E-ISSN 2168-8710, Vol. 58, no 5, p. 524-531Article in journal (Refereed)
    Abstract [en]

    Auditory masking of unwanted sounds by wanted sounds has been suggested as a tool for outdoor acoustic design. Anecdotal evidence exists for successful applications, for instance the use of fountain sounds for masking road traffic noise in urban parks. However, basic research on auditory masking of environmental sounds is lacking. Therefore, we conducted two listening experiments, using binaural recordings from a city park in Stockholm exposed to traffic noise from a main road and sound from a large fountain located in the center of the park. In the first experiment, 17 listeners assessed the loudness of the road traffic noise and fountain sounds from recordings at various distances from the road, with or without the fountain turned on. In the second experiment, 16 listeners assessed the loudness of systematic combinations of a singular fountain sound and a singular road traffic noise. The results of the first experiment showed that the fountain sound reduced the loudness of road traffic noise close to the fountain, and that the fountain sound was equally loud or louder than the road traffic noise in a region 20-30 m around the fountain. This suggests that the fountain added to the quality of the city park soundscape by reducing the loudness of the (presumably unwanted) traffic noise. On the other hand, results from the second experiment showed that road traffic noise was harder to mask than fountain sound, and that the partial loudness of both sources was considerably less than expected from a model of energetic masking. This indicates that auditory processes, possibly related to target-masker confusion, may reduce the overall masking effect of environmental sounds.

  • 216.
    Nobelius, Jörgen
    Södertörn University, School of Communication, Media and it.
    Fysisk, känslomässig och social interaktion: En analys av upplevelserna av robotsälen Paro hos kognitivt funktionsnedsatta och på äldreboende2011Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This field study examined how elderly and cognitively disabled people used and experienced a social companion robot. The following pages explores the questions: Which are the physical, social and affective qualities during the interaction? The aim was to through observations see how qualities of interaction could activate different forms of behavior. The results show that motion, sound and the eyes together created communicative and emotional changes for users who felt joy and were willing to share the activity with others. The robot stimulated to some extent users to create their own imaginative experiences but often failed to involve user or group for a long time and was also considered too large and heavy to handle.

  • 217.
    Nordqvist, Anna
    Södertörn University, School of Communication, Media and it.
    IT-Moln så långt ögat når?: En rapport om IT-stöd för kundarbetet i nystartade företag2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Detta examensarbete behandlar ämnena molnteknik och IT-stöd för kundarbetet i nystartade företag och har främst utförts åt en extern beställare, företaget Approdites AB. Företaget önskade information och rekommendationer gällande potentiella tjänster för IT-stöd som de skulle kunna använda sig av i sitt arbeta med kunderna. Examensarbetet resulterar i dels en akademisk rapport bestående av bland annat teori, metod och tidigare forskning, dels en rapport/förundersökning innehållande rekommendationer om tjänster, samt riktlinjer åt företaget gällande de aktuella områdena. De båda rapporterna syftar till att förse företaget Approdites med relevant information om områdena i stort, samt ge förslag på tjänster som kan passa deras verksamhet. I den akademiska rapporten redogörs för hur grunden till rapporten med teori, metoder och andra viktiga områden lades.

  • 218.
    Normark, Maria
    Södertörn University, School of Communication, Media and it, Media technology.
    Book Review: Cooperative Work and Coordinative Practices: Contributions to the Conceptual Foundations of Computer-Supported Cooperative Work (CSCW), Kjeld Schmidt2012In: Computer Supported Cooperative Work, ISSN 0925-9724, E-ISSN 1573-7551, Vol. 21, no 6, p. 591-596Article, book review (Other academic)
  • 219. Normark, Maria
    Open audio/video links as means for coordination - two case studies2004In: Proceedings of the Hawaii International Conference on System Sciences / [ed] Ralph H. Sprague, Los Alamitos: IEEE , 2004, p. 295-304Conference paper (Refereed)
    Abstract [en]

    From the multitude of workplace studies that we have seen during the last decades, it has been shown that a common environment to a large extent supports coordination of work. The use of common artifacts and awareness of the co-workers activities effortlessly afford communication of the current state of work. Inevitably, a question arises: how can we get similar support for distributed groups? One idea has been to use a continuously open video and/or audio link, i.e. a media space, to support the informal coordination possibilities that are lacking in a distributed setting. In this paper, two cases from air traffic control are presented, where the long-term use of video and audio links plays an important role for communicating real-time updates of the state of work. The possibility to overhear and oversee what the colleagues are doing in remote positions reduces to a large extent the amount of obtrusive and time-consuming phone calls. The features and the successful use of these so-called focused media spaces are discussed in this paper.

  • 220. Normark, Maria
    Sense-making of an emergency call: possibilities and constraints of a computerized case file2002In: Proceedings of the second Nordic conference on Human-computer interaction / [ed] Olav W Bertelsen, New York: ACM , 2002, p. 81-90Conference paper (Refereed)
    Abstract [en]

    Work in control rooms, or so-called Centers of coordination, challenges both humans and technology. The people working there have to be able to make quick decisions as well as be alert during less busy times. The work has to be coordinated within the group, since the operators are much depending on each other's work. This places special demands on the technology; it should be fast, trustworthy and easy to manipulate so that the complexity of the work is reduced.SOS Alarm is a company that is responsible for managing the telephone calls made to the emergency telephone number 112 in Sweden. The SOS operators receive, categorize, document, dispatch and monitor the incoming cases. This paper discusses SOS operators work; how they coordinate the information and tasks between them; how the technology supports that work. This study presents a fully computerized setting, compared to many other studies of centers of coordination that are not.

  • 221. Normark, Maria
    et al.
    Randall, Dave
    Local expertise at an emergency call centre2005In: ECSCW 2005: Proceedings of the ninth conference on European Conference on Computer Supported Cooperative Work, 2005, p. 347-366Conference paper (Refereed)
    Abstract [en]

    Some important research has been undertaken in recent years on knowledgemanagement within the CSCW community, drawing attention to the inherently socialproperties of knowledge and how it is shared. Much of this work has demonstrated thecomplex and sophisticated needs of so-called knowledge workers, and the requirementfor better understandings of knowledge sharing processes. The example we present inthis paper is that of knowledge work in emergency calls at SOS Alarm in Sweden, currentlyof interest because of a planned new system that will allow for centre-to-centrecase coordination and not only within the centre. What makes such a case interesting isthat workers in this context face an unlimited variety of incidents that require interpretation,decision and coordination, many of which require the deployment of local knowledgeand, as importantly, have to be dealt with in a timely fashion. In this paper we focus onhow a number of people work to combine their knowledge and expertise in a time effectiveway.

  • 222.
    Nour, Z. Moradi
    et al.
    KTH.
    Amberg, Gustav
    KTH.
    Do-Quang, M.
    KTH.
    Kinematics and dynamics of suspended gasifying particle2017In: Acta Mechanica, ISSN 0001-5970, E-ISSN 1619-6937, Vol. 228, no 3, p. 1135-1151Article in journal (Refereed)
    Abstract [en]

    The effect of gasification on the dynamics and kinematics of immersed spherical and non-spherical solid particles have been investigated using the three-dimensional lattice Boltzmann method. The gasification was performed by applying mass injection on particle surface for three cases: flow passing by a fixed sphere, rotating ellipsoid in simple shear flow, and a settling single sphere in a rectangular domain. In addition, we have compared the accuracy of employing two different fluid-solid interaction methods for the particle boundary. The validity of the gasification model was studied by comparing computed the mass flux from the simulation and the calculated value on the surface of the particle. The result was used to select a suitable boundary method in the simulations combined with gasification. Moreover, the reduction effect of the ejected mass flux on the drag coefficient of the fixed sphere have been validated against previous studies. In the case of rotating ellipsoid in simple shear flow with mass injection, a decrease on the rate of rotation was observed. The terminal (maximum) velocity of the settling sphere was increased by increasing the ratio of radial flux from the particle boundary.

  • 223.
    Novakovic, Daniella
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Sjögren, Malin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Carstens, Josefine
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Virtual- och augmented reality inom turism: En studie om tillämpning av teknikerna innan och under en resa2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Virtual reality is a computer simulated reality, where the user is immersed with sound and image and natural of physics cease to exist. The user can customize the reality according to his or her own needs and desires. Unlike VR, AR is regarded as a visual system that reinforces our reality with information and graphics. The emergence of technology creates opportunities for travel destinations to create innovative value-added services that make them more appealing to the consumer. Information technology shapes new consumer behavior, especially in the travel industry. It is important that tourism companies are involved in the adoption of digital technologies in order to succeed in attracting younger generations born into the digital era where new technology permeates everyday life. The search for previous studies on the subject showed a lack of qualitative studies aimed at explaining the implementation of technologies, such as VR and AR. This study intends to determine whether VR can be implemented and add value used prior to a trip, and AR during the course of a trip. The purpose of the paper is to explore the virtual and augmented reality in the context of tourism by examining how tour operators and museums can implement VR prior to the trip, and AR during the trip. Data collection has been conducted through eleven interviews. Respondents have been divided into three categories, which represent: tourism companies (tour operators and museums), VR and AR companies and other market players invested in tourism and digital technologies. Both the VR and AR technologies have also been personally tested and experienced. Implementation of VR for a tour operator can contribute as information and marketing tools, detection of locations without physical travel to any given site as well as virtual site conservation. Implementation of AR for a museum can contribute positively in terms improved directions, increased accessibility to information and history of locations as well as digital accessibility. For a tourism company that specializes in customizing trips, advantages of the implementation of these technologies can be marketing and information tools. They can be an aid in terms of allowing for people visit foreign locations without physically traveling to them. The implementation of AR can help museum with direction, general information and history as well as digital accessibility. VR and AR can both be of benefit in terms of creating increased accessibility of locations and attractions. Low season tourism has solid potential to see an increase, or become more evenly distributed throughout the year, by leveraging AR to showcase its allure to potential new tourists.

  • 224.
    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.

  • 225.
    Nykvist, Marilde
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Musikstreamingtjänster: En studie av musikstreamingtjänsters funktioner i förhållande till webbutvecklingen och användarens efterfrågan2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    New technological advancements have resulted in a shift of medium. Music interaction has moved from physical media such as CDs and MP3-players to digital music services on the Internet. Vast catalogues of music is today available from any device with Internet access for either a monthly cost or even in some cases for free. Even though many users subscribe for the music they consume the music industry still experience an uncertain economy. New interaction opportunities and new design principles have derived from the new medium. According to users some functions are more important than others, some functions are even missing. Which are these? Are the users’ needs equivalent to the web development and the current supply of function the services offer? With vast consumption and immense establishment together with the tie in economic factors and technological development music streaming services is a given media technological phenomenon. This study’s purpose is to analyze three important components in the case of music streaming services: the supply, the user’s perspective and the position according to the web development. In order to increase the understanding of these parts this study has completed an inventory of current supply of functions in seven music streaming services and a questionnaire to conclude the user’s perspective. The study uses the theory of Web 1.0, Web 2.0 and Web 3.0 to examine current position of the services in web development. Possibly in this way the study might discover strengths and weaknesses in the supply of the music streaming services and thereupon contribute to suggestion of improvement and functions. Functions which might help the development of music streaming services and increase more paying consumers.

    This study show that the current supply of functions music streaming services offer is in general equivalent to the users’ need. However, the users don’t value social functions as an important part in music streaming services. They value a great catalogue of songs and great accessibility with commercial free use. The supply of functions doesn’t differ a lot from service to service. Spotify is the leading services both in quantity of functions and in number of users. Regarding the position of functions most functions is placed within Web 2.0. Thus, the user show an indication of the importance of accessibility which suit the vision of the ubiquitous and pervasive webb of Web 3.0. Even though the theory of Web 2.0 was coined 15 years ago the interactive music web service is mostly a product of Web 2.0. Despite of the satisfaction in supply, in terms of sustainability, it might always be a value to continue to examine the user’s need, the industry’s demands and the technological development to reach the highest form of contentment from all parts. 

  • 226.
    Ogden, S.
    et al.
    Uppsala University.
    Boden, R.
    Uppsala University.
    Do-Quang, Minh
    KTH.
    Wu, Z. G.
    Uppsala University.
    Amberg, Gustav
    KTH.
    Hjort, K.
    Uppsala University.
    Fluid behavior of supercritical carbon dioxide with water in a double-Y-channel microfluidic chip2014In: Microfluidics and Nanofluidics, ISSN 1613-4982, E-ISSN 1613-4990, Vol. 17, no 6, p. 1105-1112Article in journal (Refereed)
    Abstract [en]

    The use of supercritical carbon dioxide (scCO(2)) as an apolar solvent has been known for decades. It offers a greener approach than, e.g., hexane or chloroform, when such solvents are needed. The use of scCO(2) in microsystems, however, has only recently started to attract attention. In microfluidics, the flow characteristics need to be known to be able to successfully design such components and systems. As supercritical fluids exhibit the exciting combination of low viscosity, high density, and high diffusion rates, the fluidic behavior is not directly transferrable from aqueous systems. In this paper, three flow regimes in the scCO(2)-liquid water two-phase microfluidic system have been mapped. The effect of both total flow rate and relative flow rate on the flow regime is evaluated. Furthermore, the droplet dynamics at the bifurcating exit channel are analyzed at different flow rates. Due to the low viscosity of scCO(2), segmented flows were observed even at fairly high flow rates. Furthermore, the carbon dioxide droplet behavior exhibited a clear dependence on both flow rate and droplet length.

  • 227.
    Oldenburg, Diana
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Kommunikation med barn: Skapandet av en bilderbok: En litteraturundersökning om bilderboksriktlinjer samt tillverkning av en bilderbok2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Many people believe that the analogue picture book is a dying media due to the increase of digital media. Contrary to popular belief, the publishing of children’s book in Sweden is continually increasing, which makes mapping the field quite significant. But to regulate the creation of a children’s picture book is problematic, because one does not want to impede the personal style of the writer or the illustrator of the children’s book.

    If the children’s book creator has an understanding of how to better communicate with children, the children’s book might have a grater impact on the child. Little research has been performed on what one should think about when creating a children’s book, which makes this study highly relevant.

    My approach to the problem was to make a literature review over preceding research and to test the different directives, by creating an original children’s picture book and then testing the book, and thereby the directives, on the targeted audience.

    Consequently the picture book and the associated data gathered, suggest 20 design guidelines for picture books for children between 3 and 6 years. Each subcategory, of the guidelines suggested, should be investigated to confirm validity and reliability.

  • 228.
    Olkerud, Marcus
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Virke, Martin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Processuell generering av oändliga spelvärldar: Praktiska problem och optimering2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    According to us, the biggest problem with procedurally generating a pseudo-infinite game world in real-time is to have it generate as seamlessly as possible and keeping the world consistent at the same time. In order to come up with solutions to this problem we analyzed other studies and games which utilize procedural generation. We then used the methods we found in order to create our own application to further understand how they work in practice and how much each method affexts the performance of said application. In our conclusion we describe the problems that arose as well as explain what caused them, as well as present possible solutions to them. Due to the technical nature of this study it is mainly aimed at programmers. We hope that this study can complement other studies within what we think is a relatively unexplored subject.

  • 229.
    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.

  • 230.
    Olsson Johansson, Kim
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Qnoddarnas värld: att förbättra en webbplats med hjälp av användartester och utvärderingar2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This report describes the process of updating the website qnodd.se, a website that is designed to introduce the teaching material Qnoddarnas värld, published by Natur & Kultur, Sweden. The report presents former student essays and theories of usafulness and design principles that have been applied when preforming user testing and evaluations. The site has during the project undergone two updates and further development of the site will through the user tests continue even after the project is finished.

  • 231.
    Olsson Johansson, Kim
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Solbrand, Emilie
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Träningsapplikationer och deras förmåga att motivera vid träning: en kvalitativ studie om hur mobilteknik hjälper till att motivera användaren vid träning2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The smart phone’s (mobile) usage has gradually increased and is now an important part of our daily life. Due to this, the amount of applications that can be downloaded keeps on growing. This includes features that will satisfy your every need. In this study, we have tried to find out if training applications have the ability to motivate the user during exercise. Our study contained five women and three men, with varying experiences of training applications. The participants completed a four-week study consisting of two phases. During Phase 1 they got to choose two different training applications they wanted to try while in Phase 2 the participants were given one specific application. While using the applications, every participant took notes of their thoughts and experiences. These notes were later used in a combined observation and interview session. The result showed that the applications ability to motivate varies by user and that there is an interest in taking part of the statistical analysis and improvements.

  • 232.
    Olsson von Koch, Ebba
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Juskova, Aleksandra
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Ställ en fråga, få ett svar: En vidareutveckling av uDecide’s mobilapplikation2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This report describes a development of the mobile application uDecide. uDecide is a tool which you can use to ask other people a question including a picture and alternative answers to get an individual answer or opinion. The objective of this project is to develop an usable hi-fi prototype, which in turn will be further developed by the web designers Roxbury and the founders of uDecide. The development originates from a current uDecide IOS mobile application and focus is to improve user satisfaction and to implement new functions. Supported by pre-development research and user tests we have developed a webbased, responsive and interactive hi-fi prototype. The solution presents a new development in navigation, structure of additions and responses, including a new menu. A commentary function has been implemented in the hi-fi prototype, which will give the users the option to interact and provide more personal opinions.

  • 233.
    Pasic, Ademir
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    La Mothe, Otilia
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Den digitala ritplattan: Ett essentiellt verktyg när fria och organiska former ska utformas inom grafisk design och illustration2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper will cover the subject of the digital drawing tablet, mainly its use within a design process of graphic designers and illustrators. A variation of methods such as interviews, surveys and observations have been used to identify where in the designing process the tablet is mostly used, and what value users place on the tablet in that specific area. The study reveals that the users are affected by the absence of the drawing tablet when executions such as organic and freeform shapes are made during their design process. This effect reveals itself both through our methods and in the users opinion and their own perception of their work.

  • 234.
    Paskell, Elin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Kundmanualen: En rapport om design och utveckling av en manual riktad till kunder inom digitaltryck2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
  • 235.
    Paskell, Elin
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Wilhelm, Tengdahl
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Arbetsprocesser inom spelutveckling: En kvalitativ fallstudie som granskar arbetsprocessen hos ett svenskt spelutvecklingsföretag2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Dice is one of Sweden's largest game manufacturers. They have produced a game series called “Battlefield”, which recently celebrated its tenth anniversary, releasing it gradually over the years. In order to create a game some form of work structure is required. In this essay we discover what the Dice work process looks like today and how it has changed over the years.

    Game development is progressing and market changes require game developers to constantly adapt to the current situation. To investigate this issue, we conducted intensive interviews with two wellestablished game developers from the Dice enterprise, as well as done further investigation and a small interview to confirm the results. We have individually drawn conclusions and created theories based on previous research and self-reflection. Hopefully our results will be applied by future studies, as well as by those interested in games and the related work process.

  • 236.
    Persson, Niklas
    et al.
    Södertörn University, School of Communication, Media and it.
    Wallin, Daniel
    Södertörn University, School of Communication, Media and it.
    Spelvärlden som informativt grafiskt gränssnitt: En studie om hur spelvärldens visuella uttryck hjälper ovana spelare att förstå mål och regler2011Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The diegetic game world places high demands on how it is designed. It is common that game developers wants to create a deeper player immersion and some developers believe to achieve this by integrating HUD elements into the game world. To find out how digital games can rely on the design of the game world, we performed user studies on beginners who have very limited experience of playing digital games. By observing the beginners, we could discern the visual aspects in the diegesis that helps players understand the game rules and objectives because the beginners won`t make their choices based on previous gaming experiences. If players encounter a variety of difficulties to understand the rules of a game, then it will less likely be a successful game. The design must reach out to a broader range of players and therefore it is fundamental to see how beginners act, in this case in a new environment. We also found it useful to split the players into two levels and review what differences and similarities that occurred between the levels. By doing so we could formalize some guidelines for developers who plan to transfer system information from the screen into the game world.

  • 237.
    Pihl, Joakim
    et al.
    Södertörn University College, School of Business Studies.
    Stenman, Joakim
    Södertörn University College, School of Business Studies.
    Just-In-Time-aspekter: Scania2008Independent thesis Basic level (degree of Bachelor), 10 points / 15 hpStudent thesis
    Abstract [sv]

    Denna uppsats har för avsikt att utreda begreppet Just-In-Time (JIT) och dess komponenter för att sedan försöka finna dessa i den svenska lastbilstillverkaren Scanias produktionssystem. Litteratur har bidragit med en definition av JIT som sedan har jämförts med hur Scania arbetar inom produktionen. Empiri har erhållits genom intervjuer med berörd personal samt observationer på plats i Oskarshamn och i Södertälje.

    För japanerna är inte Just-In-Time-tänket en ny företeelse utan det är något de har arbetat efter en längre tid. Denna uppsats har valt att utgå från Jeffrey K. Likers (2004) definition i The Toyota Way. Liker delar upp filosofin i fyra stycken sektioner. Uppsatsen fokuserar på två av dessa som behandlar arbetsprocessen och ständiga förbättringar. Scanias produktionssystem bygger till stor del på Toyotas. Denna uppsats kommer att påvisa likheter och skillnader mellan teorins JIT och Scanias produktionssystem (SPS).

  • 238.
    Piper, Monica
    Södertörn University, School of Communication, Media and it.
    E2F Communities: Connecting the Online and Offline Worlds2012Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper will discuss hybrid communities that connect users online with the intention of facilitating offline interaction.  These electronic-to-face (e2f) communities provide social benefits to members through the unique interaction of their online and offline components. They offer members the opportunity to pursue new offline experiences, increase social capital and develop weak-tie relationships. To develop an environment that encourages members to participate online and offline, the physical design of e2f systems should include functionality that encourages a sense of community, trust and generalized reciprocity. Following a set of e2f development guidelines proposed by the author, a new e2f system called Mix It Up was created. It aims to provide the social benefits of an increased social circle by enabling users to connect online with the purpose of meeting people to organize and enjoy activity-driven offline experiences. By engaging in an online community, members can be exposed to new offline opportunities that are not currently available in their limited offline social realms. Utilizing user research, this community was evaluated in reference to suggested conceptual points of departure for the creation of e2f communities.

  • 239.
    Raattamaa, Lena
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Ghazali, Mirna
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Navigationskonceptet DSI:s påverkan på användarupplevelsen: En studie av en elektronisk turistbroschyr2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    A tourist brochure is a familiar product that tourists collect information from. But how do users experience the interaction with an unfamiliar navigation concept we call DSI in the context of seeking tourist information and what impact does DSI have on the user experience (UX)? We conducted a study of ten respondents. The study includes an observation in which the respondents had to interact with the application we created with the navigation concept DSI, and perform a number of tasks. They also performed a number of tasks on a PDF with the same content but with a different structure. Afterwards we performed the method Product Reaction Cards and lastly an interview. We concluded that it takes time to learn something unfamiliar as DSI but when the respondents have learned the concept it turned out to have a positive impact on the user experience and the majority considered it useful in the context of seeking tourist information.

  • 240.
    Rahman, Ashiqur
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Student Interaction in Campus: enhanced through Web service (BuzZme)2013Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Communication by location is a very common practice today. To keep pace with this practice, new technology is generating new process of communication. This paper explores a new location-based student interaction service (BuzZme) that I have designed in my Design project. This service will amplify social interaction by its different features. There are some location-based web services which are providing many features for social interaction. Having some similarity with those web services, my designed service will serve a specific community. Here I have a target to present an easy service for the students of same campus. I have tried to design the functionalities in such way that students can only interact with their campus friends and teachers in secured and flexible process. To support the goal of this paper, I conducted field survey to indentify the possible demand and impact of my service on students. And the analysis of the results will be discussed in detail in this paper. 

  • 241.
    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.

  • 242.
    Rodriguez-Ascaso, Alejandro
    et al.
    National Distance Education University, UNED; Madrid.
    Böcker, Martin
    Hüttenrauch, Helge
    Södertörn University, School of Communication, Media and it, Media technology.
    Pluke, Michael
    Schneider, Matthias
    Zetterström, Erik
    Accessibility of upcoming user interaction technologies2011In: Libro de actas DRT4ALL 2011: IV Congreso Internacional de Diseño, Redes de Investigación y Tecnología para todos, 2011, p. 162-172Conference paper (Refereed)
    Abstract [en]

    Information and Communication Technologies (ICT) have the potential of facilitating the lives of citizens. However, experience consistently shows that user-interface innovations for consumer products are being researched and developed without taking into account the needs of people with disabilities. ETSI, the European Telecommunications Standards Institute, has established a Specialist Task Force (STF) 377 on “Inclusive eServices for all: Optimizing the accessibility and use of upcoming user interaction technology”. The aimof this working group is to systematically evaluate ongoing and forthcoming interaction technologies to sketch a 10-year roadmap of foreseen technological enablers. The results of investigations using this method allowstakeholders in different stages of the research and development lifecycle of e-Services to identify and avoid potential difficulties in the design of user interfaces which could cause elderly or disabled users to experience usability issues.

  • 243.
    Rydberg, Alva
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Busby, Freja
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Att konsumera, bidra eller skapa: En studie om deltagande i varumärkesrelaterade aktiviteter på Facebook2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study has researched different motivations for user participation in brand related activities on social media. The study used three types of participation to evaluate motivations for user participation. These types were the following: consuming content, contributing to existing content and creating new content. An online questionnaire was distributed on brand Facebook pages and was used as a foundation for two focus group interviews that were then held. The goal of the study was to see what motivates user participation, in order to aid companies and organizations in understanding users. We focused on six motivations from the COBRA-model. Using this model, we have categorized answers from the questionnaire and the focus groups. This has revealed which motivations that are present in different types of participation. We found that entertainment, search for information and discounts and other offers were important motivations for participation. This study also uncovered user attitudes towards different types of posts on Facebook pages, something that can prove to be useful information for companies and organizations. 

  • 244.
    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.

  • 245. Räsänen, Minna
    et al.
    Severinson Eklundh, Kerstin
    Bogdan, Christian
    Green, Anders
    Hüttenrauch, Helge
    Report on User and Stakeholder Requirements: CommRob Project : Deliverable D7.12008Report (Other academic)
  • 246.
    Saleh, Avan
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Dogan, Roni
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Digitalisering ― På gott och ont?: En kvalitativ studie om äldres användarupplevelser på webben2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Society today is becoming increasingly digitalised. This has led to several daily routines that used to be handled either via telephone or face to face, are nowadays being handled via the internet. Important actors in society such as authorities but also companies open their web-sites at the internet, thereby enabling more options for people to interact with them, however the elderly group (+65 years) of users is not being included in the digitalization due to various reasons. The purpose of this study is to explore whether differences in user experience can be found within the elderly group and why. Furthermore, the purpose is to contribute with more material for future development of relevant interfaces. Initially, a group of seniors answered our surveys. Thereafter, the study deepened by doing interviews and observations of seniors when interacting with an online booking system. The result presents a number of factors such as previous experiences but also age related factors that affects the informants’ interaction with the interface.

  • 247.
    Sandberg, Hanna
    Södertörn University, School of Communication, Media and it.
    Projektledning: En rapport om projektledning inom postproduktion av långfilm2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This is a Bachelor thesis report from the programme: IT, Media and Design from Södertörns högskola, spring semester 2012. The report describes the view of a project manager/picture coordinator working at a company within post production, more specifically at The Chimney Pot. The post production process is fully described as well as the different phases of project management. Furthermore, this report includes the theories of project management and describes the implementation of these theories in practical work related to post production of feature film. Consequently, all different steps from planning to follow-up are covered. Hence, the importance of working as a team during big productions is addressed, this in order for a successful delivery of the final product to the client. Something proved during this project is the importance of communication and the importance of working as a team within the project. This report describes communication in theory and how the communication used in this project.

  • 248.
    Sandell, Karl
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
    Social Media and Negative Consumer Feedback2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Social media have established themselves as a core part of our daily lives and the phenomenon keeps growing every day. They have become a platform for both businesses and people all over the world use to communicate thoughts and show off ideas. Using platforms such as Instagram, Facebook and Twitter marketing for businesses has become a must for capturing the public eye and making your brand attractive to consumers. This is an important subject and deserves focus so I have investigated how negative feedback on social media services such as Facebook and Twitter affect the company and its customers. The end goal is to understand how these businesses should use these services as mediums to effectively approach the problem. Using social mediums is complicated process and the formulation of your response is very important. Bringing the discussion offline is the best strategy for tackling the negative feedback.

  • 249.
    Sandomirskaja, Katya
    Södertörn University, School of Culture and Communication.
    Saltsjöqvarn: Utbyggnad av staden, ombyggnad av industrin2007Student paper second term, 5 credits / 7,5 HE creditsStudent thesis
  • 250.
    Sandås, Therese
    et al.
    Södertörn University College, School of Business Studies.
    Karlström, Micaela
    Södertörn University College, School of Business Studies.
    Utveckling inom den medicintekniska branschen: -En studie om svenska medicintekniska företags samarbetsformer2008Independent thesis Basic level (degree of Bachelor), 10 points / 15 hpStudent thesis
    Abstract [en]

    Svenska medicintekniska företag kan inte konkurrera med de globala företagen med stordrift och låga priser, de måste därför anpassa sina produkter efter de specifika behoven i den svenska vården.

    Syftet med studien är att analysera och utvärdera svenska medicintekniska företags marknadsföringsstrategier med avseende på sambandet mellan samarbetsformer och produkters anpassning till specifika behov.

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