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  • 201.
    Landwehr Sydow, Sophie
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik. Södertörns högskola, Centrum för Östersjö- och Östeuropaforskning (CBEES), Baltic & East European Graduate School (BEEGS). Stockholm University, Sweden.
    Makers, Materials and Machines: Understanding Experience and Situated Embodied Practice in the Makerspace2022Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [en]

    This thesis explores interaction between humans, materials, and machines, in the context of makerspaces. The concept of making describes a practice that deals with new technologies in combination with craft to create artifacts in physical, digital and hybrid forms. Despite substantial research, there is still a need to examine what practices of making have to offer to Human-Computer Interaction (HCI) research. This particularly concerns investigations of the close relations between the multitudes of different activities, materials, machines and things in such shared spaces.

    Making is discussed as a practice of importance for interaction design and conceptualised as involving a particular mindset when engaging with materials and machines. Based on this, my work argues that the phenomenon calls for a deeper reflection on recent movements on material interaction and materiality on the one hand, and perspectives on machine interactions on the other. I explore how situated and embodied practices can be revealed in investigations of makerspace activities. Further, my work describes how makers experience and make sense of the materials and machines that populate makerspaces. Finally, I map out how insights on experience and practice with machines and materials can be conceptualised in a way that become useful for contemporary interaction design practices.

    The presented research builds on four qualitative studies, in which I draw on investigations in the makerspace and combine an ethnographic approach with participant observation, design methods and contextual inquiry. The resulting five collaboratively written papers frame making as an experience in itself and discover particular ways of making sense of materials. Further, we study embodied and situated dimensions of 3D printing, as well as practices concerning modding and the maintenance of machines and explore how practitioners may develop a maker mindset. The papers contribute with a set of conceptualisations such as “material literacy” when taking artifacts apart, “machine sensibility”, which practitioners show in their interaction with 3D printing, and the “pliable machine” that emerged from studying modding of a laser cutter. These conceptualizations highlight new aspects and perspectives of maker activities and interactions previously less accounted for.

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    presentationsbild
  • 202.
    Landwehr Sydow, Sophie
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    On Making and Failing2017Ingår i: CHI'17 Workshop positioning paper – Open Design at the Intersection between Making and Manufacturing, 2017Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    Making is ubiquitous. We all make things. Or maybe we don’t. But we could. The equipment is there, the tools and the skills can be learned. The expertise and the spaces shared. However, despite popularly stated, not everyone is a maker. Who gets to participate in making and what sites and voices are excluded? This short paper provokes questions on the interest in making, the continuous notion of empowerment and demands to #failharder.

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    On Making and Failing
  • 203.
    Landwehr Sydow, Sophie
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    The Forensics of Transient Computational Materials2016Ingår i: Nordi'CHI 2016 Workshop. Things Fall Apart: Unpacking the Temporalities of Impermanence for HCI, 2016Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    Electronic components and computational artifacts tend to have a short lifespan. When they age, they become obsolete and lose their value and meaning. In a case where members of a makerspace investigate an old artifact with electronic components, we use the notion of forensics to describe how the lost meanings of discarded objects can be revived, and how the acts of inquiry around these objects and materials also bring new meaning to the objects at hand. This points to an alternative perspective on the transiency of electronic materials, where the focus is not on prolonging their lifespan, but rather on how such objects and materials can become meaningful after their “death”.

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    The Forensics of Transient Computational Materials fulltext
  • 204.
    Landwehr Sydow, Sophie
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    The organization of personal fabrication: Hackathons and makerspaces as semi-professional places for creative making2015Ingår i: On website for workshop "The Future of Making: Where Industrial and Personal Fabrication Meet", 2015Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    Maker and DIY cultures, as well as the trend towards personal fabrication have gained recent visibility in HCI research. While first reflecting on makers as a new user and “social actor”, current rhetoric has shifted towards the maker movement’s potential for empowerment and democratization. By focusing on places and the organization of personal fabrication we are drawing lines between amateur vs. professional, and home vs. work settings as well as leisure vs. educational motivations. Here we discuss and map out the characteristics of semi-professional places for making in the light of a small study from a hackathon event.

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    Sydow_Jonsson_The organization of personal fabrication: Hackathons and makerspaces as semi-professional places for creative making
  • 205.
    Landwehr Sydow, Sophie
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik. Stockholm University.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Tholander, Jakob
    Stockholm University.
    Machine Sensibility: Unpacking the Embodied and Situated Dimensions of 3D Printing2020Ingår i: NordiCHI '20: Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society, New York: Association for Computing Machinery (ACM), 2020, s. 1-13, artikel-id 53Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper offers a conceptual contribution to understand 3D printing practice. We have studied conversations between 3D printing practitioners who discuss failed and discarded printed artifacts and analyzed how they make sense of the printing process. Based on findings of interactions with the machine itself, materials used, and designs applied, this study contributes to the field of HCI by highlighting the embodied and situated dimensions of 3D printing. Introducing the concept of machine sensibility, we characterize our findings around: i) assessing printability, ii) monitoring and intervening and iii) reading the prints. We use the term machine to highlight the importance of understanding the materiality of the 3D printer, and sensibility, to address critical interactions and abilities that surfaced in studying this practice. The concept allows researchers to put 3D printing practice in the context of contemporary interaction design research and helps to understand challenges of material-machine-design interdependencies.

  • 206.
    Landwehr Sydow, Sophie
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik. Stockholm University, Stockholm, Sweden.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Tholander, Jakob
    Stockholm University, Stockholm, Sweden.
    Modding the Pliable Machine: Unpacking the Creative and Social Practice of Upkeep at the Makerspace2022Ingår i: ACM International Conference Proceeding Series, New York: Association for Computing Machinery (ACM), 2022, s. 220-233Konferensbidrag (Refereegranskat)
    Abstract [en]

    As digital fabrication machines have become more accessible and widely available, practitioners in maker communities have become increasingly responsive to the opportunities to achieve bespoke modifications, known colloquially as modding'. Drawing on interviews with five experienced makers who engage in modding a laser cutter, along with ethnographic observations of maker-machine interactions, we analyse makers' experiences and war stories' to frame modding as a prevalent but less explored maker activity. We highlight how makers care for machines, how they cope with risks when engaging in modding, and how mods are essentially creative projects. Based on our findings, we present the conceptualisation of the pliable machine' - a socio-technical system constituted by, (1) an accessible machine that can be altered, (2) maker skills that go beyond intended use, and (3) a surrounding maker culture' of caring, sharing and experimentation. Treating the machine as a material offers an alternative perspective on our interactions with technology; we show how the laser cutter becomes pliable in the hands of those who mod.

  • 207.
    Landwehr Sydow, Sophie
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik. Stockholm University, Sweden.
    Tholander, Jakob
    Stockholm University, Sweden.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    "It's a Bomb!" - Material Literacy and Narratives of Making2017Ingår i: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, New York: Association for Computing Machinery (ACM), 2017, s. 121-132Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper analyses a series of events in which a discarded box found in a garbage room is examined and taken apart in the context of a makerspace. The participants' inquiry provided a rich and multifaceted experience in various settings, including puzzle-solving, exploring physical and digital materials, engaging people with different skills. The social engagements with and around the artifacts brought certain interpretative aspects to the fore. Situated acts of interpretation worked as ways of building a coherent narrative and a meaningful experience. In the paper, we highlight the relationship between on the one hand the subjects' skills and motivations to understand and make sense of the technology at hand which we call material literacy, and on the other hand the specific material qualities that encourage or trigger certain interpretations and experiences. The qualities we discuss are: opacity, risk, authenticity, uniqueness, age, and hybridity. This study allows us to reposition the contemporary understanding of makerspaces beyond that of being places for innovation and learning.

  • 208.
    Landwehr Sydow, Sophie
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik. Stockholm University, Sweden.
    Åkerfeldt, Anna
    Stockholm University, Sweden.
    Falk, Per
    Sundbyberg stad, Sweden.
    Becoming a Maker Pedagogue: Exploring Practices of Making and Developing a Maker Mindset for Preschools2021Ingår i: Proceedings of 5th FabLearn Europe / MakeEdconference 2021: June 2-3 2021 hosted online by St. Gallen Universityof Teacher Education, Switzerland, New York: Association for Computing Machinery (ACM), 2021, artikel-id 6Konferensbidrag (Refereegranskat)
    Abstract [en]

    Making has with its mindset and hands-on agenda found ways into all levels of education. From primary school to higher education, in after-school curricula and public places of learning, making has made a considerable impact. In early childhood education, teachers and their professional development are however less in focus. We present a municipality-driven project of training nine preschool teachers with a maker mindset. Our data builds on teachers' experience and practice, shared in two workshops and 16 blog posts. The pedagogues' reflections of their own and learners' actions make way for how making' impacts them as educators. We use Resnick's four P's: Projects, Peers, Passion, Play and contribute Places and Presentation as additional elements of creative learning. We show that developing a maker mindset entails openness, curiosity, co-creation, responsiveness and the willingness to include technology and materials into professional practice, which is key towards becoming a maker pedagogue.

    Ladda ner fulltext (pdf)
    fulltext
  • 209.
    Lankoski, Petri
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Embodiment in character-based videogames2016Ingår i: AcademicMindtrek'16: Proceedings of the 20th International Academic Mindtrek Conference, New York: Association for Computing Machinery (ACM), 2016, s. 358-365Konferensbidrag (Refereegranskat)
    Abstract [en]

    Embodiment is used to denote the sense that something is a part of one's body. The sense of own body is argued to relate to the sense of agency of one's own actions and of the ownership of the body. In this sense of own body can incorporate something external to the body, such as simple tools or virtual hands. The premise of the study is that the player-characters and game controllers get embodied in a similar to a tool or a virtual hand. In order to study embodiment, a psychometric scale is developed using explorative factor analysis (n=104). The scale is evaluated with two sets of data (n=103 and n=89) using confirmatory factor analysis. The embodiment scale ended to having two dimensions: controller ownership and player-character embodiment. Finally, the embodiment scale is tested and put into action in two studies with hypotheses 1) embodiment and players' skills correlate and 2) the sense of presence and embodiment correlate. The data (n=37 and n=31) analysed using mixed effects models support both hypotheses.

  • 210.
    Lankoski, Petri
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Modeling Player-Character Engagement in Single-Player Character-Driven Games2013Ingår i: Advances in Computer Entertainment: 10th International Conference, ACE 2013, Boekelo, The Netherlands, November 12-15, 2013. Proceedings / [ed] Dennis Reidsma, Haruhiro Katayose, Anton Nijholt, Cham: Springer, 2013, Vol. 8253, s. 572-575Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    This pilot study looks at how the formal features of character-driven games can be used to explain player-character engagement. Questionnaire data (N=206), formal game features (in 11 games), and ordinal regression were used in the analysis. The results show that interactive dialogue and cut-scenes showing the romances between the player-character and another character relates to higher character engagement scores, while romance modeling and friendship modeling relate to lower character engagement scores.

  • 211.
    Lankoski, Petri
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Models for Story Consistency and Interestingness in Single-Player RPGs2013Ingår i: Academic Mindtrek 2013: Proceedings of International Conference on Making Sense of Converging Media / [ed] Arthur Lungmayr, Heljä Franssila, Hannu Kerkkainen, Janne Paavilainen, New York: ACM Press, 2013, s. 246-253Konferensbidrag (Refereegranskat)
    Abstract [en]

    What are the elements that affect story interestingness or consistency in single-player videogames? The question is approached by comparing player evaluations (N=206) of 11 videogames against a set of features derived by formal (qualitative) analysis. Ordinal regression was used to analyze the collected data. The study posits that dialogue system, romance, moral choice, appearance customization, and support for different play styles relate to story evaluation. Females tend to judge game stories more favorably and those with doctoral degree less favorably than players with other education.

  • 212.
    Lankoski, Petri
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Apperley, Thomas
    Centre of Excellence in Game Culture Studies, Tampere University, Tampere, Finland.
    Harviainen, J. Tuomas
    Unit of Communication Sciences, Tampere University, Tampere, Finland.
    Platform-produced Heteronormativity: A Content Analysis of Adult Videogames on Patreon2023Ingår i: Games and Culture: A Journal of Interactive Media, ISSN 1555-4120, E-ISSN 1555-4139, Vol. 18, nr 1, s. 102-123Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    This article examines the prominent role of Patreon in the rapidly growing sector of crowdfunded pornographic games. Recent research has indicated that, on average, more people (patrons) are funding pornographic digital games on Patreon than other (non-adult) digital games (Lankoski & Dymek, 2020). Graphtreon’s ‘Top Patreon Creators’ list from 9 June 2021 includes six NSFW game projects among the top 50 projects (ranked by number of Patrons).1 For example, Summertime Saga (Dark Cookie), the highest-ranked pornographic game, is third in terms of the number of funders, with 27,791 patrons funding $74,657 per month. While Wild Life – An Adult RPG (Adeptus Steve), which reportedly only had 9417 patrons as of 9 June 2021, receives a monthly income of $94,129 from those pledges.2 The current funding levels for both Patreon projects are considerably higher than when we began our sampling: since January 2020, the funding level for Summertime Saga has risen by 27.86%, while for Wild Life – An Adult RPG it has risen by 21.45%.

  • 213.
    Lankoski, Petri
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Björk, Staffan
    Formal analysis of gameplay2015Ingår i: Game Research Methods: An Overview / [ed] Petri Lankoski, Staffan Björk, ETC Press, 2015, s. 23-35Kapitel i bok, del av antologi (Övrigt vetenskapligt)
  • 214.
    Lankoski, Petri
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Björk, Staffan
    Game Research Methods: An Overview2015Samlingsverk (redaktörskap) (Övrigt vetenskapligt)
    Abstract [en]

    Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games.

  • 215.
    Lankoski, Petri
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Björk, Staffan
    Introduction2015Ingår i: Game Research Methods: An Overview / [ed] Petri Lankoski, Staffan Björk, ETC Press, 2015, s. 1-8Kapitel i bok, del av antologi (Övrigt vetenskapligt)
  • 216.
    Lankoski, Petri
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Dymek, Mikolaj
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Patreon and Porn Games: Crowdfunding Games, Reward Categories and Backstage Passes2020Ingår i: DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere, Tampere: Digital Games Research Association , 2020Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    Patreon is a crowdfunding platform where pornographic games are funded; even the most successful game developer in terms of the number of members is developing a pornographic game. We looked at 42 developers and their Patreon pages in order to examine the effects of the Patreon crowdfunding model on videogame development. Especially we studied membership rewards. As a result, developers were not only selling the game, but rewards we much about Community, Influence, and Recognition. Regulating Content Access is used regularly but often the latest version of the game is made available to everybody, just later to the members funding the development. We propose that certain rewards are similar to backstage passes in the music business and suggest that Patron pornographic games funding deviates from the crowdfunding model is not following mainly product-oriented commodity logic but a more community-oriented concept.

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    fulltext
  • 217.
    Lankoski, Petri
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Dymek, Mikolaj
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Towards a History of Finnish and Swedish Game Industry Platforms2023Ingår i: FDG 2023: Proceedings of the 18th International Conference on the Foundations of Digital Games / [ed] Phil Lopes; Filipe Luz; Antonios Liapis; Henrik Engström, New York: Association for Computing Machinery (ACM), 2023, artikel-id 57Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper looks at the history of game industry platforms in Finland and Sweden between 1979 and 2020 via 745 games. Both are relatively small countries where developers perform exceptionally well in a global market context. Developers and games developed in both countries are rather similar with some notable differences: Finnish developers focused on mobile games on Symbian in the 2000s, whereas Swedish developers focused on PC and console games, continuing a PC focus during the 2010s. The number of game companies has increased rapidly in Finland and Sweden since 2010 but peaked in Finland in 2014. From a platform studies perspective our data highlights rewarding historical insights about the dynamics of game industry platforms in Finland and Sweden with dimensions such as influence by demo scene, price of hardware/software (computers), mathematics education, third-party game engines, and finally higher education programmes in game development, consequently framing the data in socio-material perspectives on game industry platforms as application ecologies. 

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    fulltext
  • 218.
    Lankoski, Petri
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Eladhari, Mirjam P.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Constructive Alignment in Teaching Game Research in Game Development Bachelors Programme2019Ingår i: Paper presented at Teaching Games: Pedagogical Approaches - DiGRA 2019 Pre-Conference Workshop(TGPA:DiGRA2019), 2019Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper presents a case study of a Bachelor level game research methods course (15 ECTS). The course covers observations, interviews, and introduction to statistical analysis. The course set-up follows \textit{constructive alignment} design where the aim is that the learning goals, learning tasks, and evaluation are aligned. During the course, students first learn research design and later design their research based on a set of examples and conduct data gathering and analysis. The evaluation of the pedagogical approach used is based on students' learning diaries where the focus is the methods and applying methods. Qualitative evaluation indicates that students can better describe their research designs and analyses.

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    fulltext
  • 219.
    Lankoski, Petri
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Holopainen, JussiUniversity of Lincoln, UK.
    Game design research: An introduction to theory & practice2017Samlingsverk (redaktörskap) (Övrigt vetenskapligt)
    Abstract [en]

    The design has been a study topic in various fields where design methods have been the focus of inquiry.

    Design research, or design studies as it is also called, has been gaining momentum as a field of academic inquiry since the beginning of 20th century. Originally, design research focused on design methods and processes but it has moved to cover more varied research questions related to design. Current research topics include, for example, how to study design and what methods can be used to study design along with the more fundamental questions such as what is design in the first place and what kinds of knowledge design research produces. The topics of design research have also become more wide and varied with active research on architecture, information systems, product, service, graphic, and interaction design to name a few. Game design research, however, has received surprisingly little attention regardless of the large body of work in the more general design research.

    The main aim of this book is to situate game design research within and alongside general design research.

  • 220.
    Lankoski, Petri
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Holopainen, Jussi
    University of Lincoln, UK.
    Game design research: An overview2017Ingår i: Game design research: An introduction to theory & practice / [ed] Petri Lankoski & Jussi Holopainen, Pittsburgh: ETC Press, 2017, s. 1-14Kapitel i bok, del av antologi (Övrigt vetenskapligt)
  • 221.
    Lankoski, Petri
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Romo Flores, Azul
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Level Design (1145ME)2021Ingår i: Teaching the Game: A collection of syllabi for game design, development, and implementation, Vol. 2 / [ed] Richard E. Ferdig; Emily Baumgartner; Enrico Gandolfi, Pittsburgh, PA: ETC Press, 2021, s. 505-515Kapitel i bok, del av antologi (Refereegranskat)
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  • 222.
    Lankoski, Petri
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Välisalo, Tanja
    University of Jyväskylä, Finland.
    Pornographic Games on Steam: Genres, Modes, and Milieus2023Ingår i: Conference Proceedings of DiGRA 2023, Tampere: Digital Games Research Association , 2023Konferensbidrag (Refereegranskat)
    Abstract [en]

    Pornographic games have historically been distributed outside of mainstream channels. Steam, in 2018, change its policy allowing uncensored pornographic games to be sold. We found 452 games or DLCs that were tagged as mature content and sexual content. We analyzed 40 of those games in detail. 17.5% of these games only contain nudity while the rest graphically depicted sex. Visual novels and adventure games were the most numerous genres. Drama and fantasy were the most used milieus. Two of the games contained only male-male sex whereas the rest depicted heterosexual sex or heterosexualized same-sex sex. The pornographic scenes or nude images were tied to the game's progression structure.

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  • 223.
    Lee Luck, Kiefer
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Gyllenklev, Anna
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    "Jag har sökt på det och nu så förföljer det mig": En studie om data mining och användares relation till sina smartmobiler2019Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Vad pågår under ytan av moderna gränssnitt? Och vad är konsekvenserna av att vi delar våra digitala jag med företag i utbyte mot gratis tjänster? Vi redogör för en studie av mobilanvändare i Sverige där beteenden och reaktioner studeras ur ett kritiskt perspektiv med metoden “Röj palatset”. Användare uttrycker oro gällande hanteringen av det digitala jaget och uppvisar medvetenhet angående begränsningarna av personalisering som en följd av data mining. Strategier för att begränsa överanvändning av smartmobiler diskuteras. Analysen baseras på; Privacy Paradox, Leakiness/Creepiness enligt Shklovski och Pierce ramverk Undesigning Technology. Röj palatset som metod utvärderas och implikationer av data mining för samhället problematiseras.

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    fulltext
  • 224.
    Lefvedahl, Felicia
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Icke-verbala beteenden och uttryck hos icke-spelarkaraktärer inom datorspel: En studie kring icke-verbala uttrycks påverkan på icke-spelarkaraktärers trovärdighet2020Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Under de senaste decennierna har datorspel etablerats som ett legitimt forskningsområde. Inom denna forskning har den artificiella intelligensen (AI) varit av stort intresse framförallt i relation till de karaktärer inom spel som kallas för non-playable characters (NPC). Fokus har legat på att göra dessa karaktärer mer trovärdiga och på så sätt göra spel mer engagerande och potentiellt främja immersion. I och med detta bör alla aspekter av NPC:er utforskas för att säkerställa att alla bidragande faktorer har identifierats och kan därefter användas för att ytterligare utveckla dessa.

    Då social interaktion inom datorspel har tidigare kopplats till en spelares immersion är det viktigt att förstå alla komponenter som uppgör denna. Den mänskliga kommunikationen är grundad i både verbala och icke-verbala uttryck vilket tillsammans skapar den sociala interaktionen. Därför undersöker denna studie de aspekter av en karaktärs beteende som kan kategoriseras som icke-verbala uttryck. Detta utförs med hjälp av en kvalitativ observationsmetod för att identifiera vilka variationer som existerar, hur de uppfattas, samt om de påverkar karaktärers trovärdighet och därefter spelarens känsla av immersion.

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    lefvedahl_felicia_c-uppsats_IMD-HT2020
  • 225.
    Leo, Mona
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Combining a location-based mobile game and a connected wearable for history learning purposes2019Självständigt arbete på avancerad nivå (magisterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    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.

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    fulltext
  • 226.
    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
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    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 AI2018Ingår i: Dagstuhl Reports, E-ISSN 2192-5283, Vol. 7, nr 11, s. 105-107Artikel i tidskrift (Övrigt vetenskapligt)
  • 227.
    Liapis, Antonios
    et al.
    University of Malta, Msida, Malta.
    Cook, Michael
    University of London, London, UK.
    Dahlskog, Steve
    Malmö University.
    Eladhari, Mirjam Palosaari
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    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 Play2018Ingår i: Dagstuhl Reports, E-ISSN 2192-5283, Vol. 7, nr 11, s. 104-105Artikel i tidskrift (Övrigt vetenskapligt)
  • 228.
    Lidholm, Linnéa
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Wearing Your Heart on Your Sleeve? EmoWri: A Wearable Tool to Start Sensitive Conversations: A Case Study with Parents and their Teenage Children2022Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Sharing one’s emotions is the first step in taking care of one’s mental health and well-being. Teenagers struggle to open up and share their feelings, making them more vulnerable to mental health conditions extending into adulthood. Researchers and designers have been looking for new solutions to support users' health. One solution is wearables. These technologies need to be explored to better understand users’ needs and their behavioral changes to create a more beneficial user experience. One way to deal with emotions for teenagers is through conversation, however, it can be difficult to start these conversations. In this paper, the potential of a wearable as a tool for triggering communication about emotions is investigated. This study was based on a Research through Design (RtD) methodology and was carried out through a user-centered approach by using participatory design. The case study was conducted with a family of two parents and their two teenage children. By using the methods of cultural probes, interviews, and a co-design workshop, a concept named EmoWri was created. The concept consists of a prototype with a wristband connected to a mobile application. Qualitative data was collected from user tests, interviews, and a questionnaire and was thematically analyzed. The results show that wearables can be used to trigger sensitive conversations between parents and their teenage children. The results show that seven design qualities were considered to be important: visibility, accessibility, flexibility, expressiveness, actability, motivating, and aesthetic. The main contribution of this study is starting a discussion about designing wearables as a tool that focuses on improving the users’ mental well-being.

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    fulltext
  • 229.
    Lindqvist, Niklas
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Löthner, Sebastian
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Business intelligence: kunskapsklyftor mellan strategiska och taktiska organisationsnivåer: En kvalitativ studie om hur business intelligence kan hantera kunskapsklyftor mellan strategisk och taktisk nivå i samband med beslutsprocesser2020Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Syfte: Syftet med denna studie är att genom insamlad empiri och teoretiskt underlag besvara hur business intelligence kan hantera kunskapsklyftor mellan taktisk och strategisk nivå i samband med beslutsprocesser.

    Metod: En kvalitativ studie med semistrukturerade intervjuer, hermeneutiskt perspektiv och tematisk analys. Studien innefattar sju intervjuer på omkring en till två timmar och innehar informanter med varierande befattningar från ett flertal branscher.

    Upptäckter: Studien påvisar att BI-systems korrekthet och datakvalitet är av hög betydelse samt att arbetssystem bör utformas efter deltagarnas kunskap och behov. Utmaningar som explicit framhävs är vilken data och i vilken utsträckning datat ska delas mellan olika deltagare för att skapa en så kreativ process som möjligt utan att integritet och effektivitet påverkas negativt.

    Strategiska aktörer kan med BI använda intuitiva strategier som ett sätt att utvärdera de taktiska aktörernas underlag. Vidare tyder undersökningen på att graden av tillit som ges till taktiska aktörer grundas i aspekter som risk, tidsfönster och möjligheter. 

    Utöver detta indikerar undersökningen på att strategiska aktörer måste hitta en balansgång mellan standardisering och flexibilitet. Strategiska aktörer verkar vilja tillsätta en högre grad av standardisering på arbetssystemen i sig men inte så pass hög grad att de hämmar deltagarnas effektivitet.  

    Vidare verkar kultur, dataflöde och talangförvaltning vara av vital vikt. Ett lämpligt dataflöde medför till att de strategiska aktörerna får en översikt i taktiska aktörers arbetssystem. Vad gäller kultur och talangförvaltning påvisar undersökningen att BI kräver konstant arbete för att främja krossfunktionalitet och därmed få BI som en naturlig och genomsyrande kompetens inom hela organisationen.

    Originalitet och värde: Studien särskiljer sig genom att fokusera på taktisk respektive strategisk nivå inom organisationer. Studien innefattar även insikter från både taktisk och strategiskt håll - något som inte riktigt undersökts än. Tidigare empiri har främst fokuserat på andra ansatser som fokuserat specifika nivåer. Utöver detta fokuserar denna studie på bådas perspektiv och syn på hela beslutsunderlagsprocessen.

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  • 230.
    Lindrup, Martin Valdemar Anker
    et al.
    Aalborg University, Denmark.
    Tholander, Jakob
    Stockholm University, Sweden.
    Rossitto, Chiara
    Stockholm University, Sweden.
    Comber, Rob
    KTH Royal Institute of Technology, Sweden.
    Jacobsson, Mattias
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Designing for Digital Environmental Stewardship in Waste Management2023Ingår i: Proceedings of the 2023 ACM Designing Interactive Systems Conference / [ed] Daragh Byrne; Nikolas Martelaro; Andy Boucher; David Chatting; Sarah Fdili Alaoui; Sarah Fox; Iohanna Nicenboim; Cayley MacArthur, Association for Computing Machinery (ACM), 2023, s. 1581-1594Konferensbidrag (Refereegranskat)
    Abstract [en]

    Waste management in urban areas is a complex process, encompassing a variety of activities (e.g., acquiring, sorting, disposing), actors (e.g., single individuals, waste collectors, condominium associations), and capacities (e.g., from household recycling stations to physical infrastructures such as recycling and sorting facilities). Whereas previous HCI design research has tackled problems with waste management from an individual, behavioral change perspective, we approach this design space through a feminist ecological design perspective of Digital Environmental Stewardship. Through a combination of qualitative empirical data and materials generated at design workshops, we outline challenges related to waste management in a complex of five multi-apartment buildings. We propose a number of design explorations addressing such challenges, and reflect on the generative role of the DES framework in framing design from a collective and ecological perspective.

  • 231.
    Lindstedt, Emil
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Nynäs, Emil
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Påverkande faktorer på designprocessen: En övergripande studie om faktorers påverkan vid utvecklingen av nya tjänster inom mobila betaltjänster2018Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    I det sociotekniska samhället skapar kraven från användare möjligheter till nya tjänster med utgångspunkt i mobila enheter. Tjänster som Swish och Samsung Pay bidrar till nya sätt för både privatpersoner men också företag att utföra enkla mobilbaserade betalningar. Genom teoretisk bakgrund till området i fokus, utveckling av tjänster hos mobila betaltjänster, samt utförandet av djupgående intervjuer och gruppintervjuer har flera olika påverkande faktorer på designprocessen kunnat urskiljas: faktorer som kundens stora inverkan på en designprocess och vikten av en fungerande kommunikation mellan alla designers och kunden. Agilt arbete underlättar för detta och samtidigt möjliggör involvering av användare i designprocessen. Detta arbete fokuserar på normer och trender inom designprocessen och de viktigaste påverkande faktorerna i en designprocess utifrån från ett verklighetsbaserat fokus.

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    fulltext
  • 232.
    Lindström, Jenny
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Changing the perception of pain: An interactive experience using heat and guided meditation2017Självständigt arbete på avancerad nivå (magisterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    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. 

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    Changing the perception of pain: An interactive experience using heat and guided meditation
  • 233.
    Lindström, Johanna
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Nilsson, Marie
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Från att drömma till att minnas i digitala kanaler: En kvalitativ fallstudie om digitala strategier, informationsbehov och värdeskapande vid internationell turism i Stockholms skärgård2016Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    I denna uppsats undersöks internationella turisters informationsbehov före under och efter ett besök i Stockholms skärgård där fallet utgår från samverkansprojektet Stockholm Archipelago. Undersökningens syfte är att få en ökad förståelse för informationsbehov i relation till Stockholm Archipelagos utformning av digitala informationstjänster som skapar bruksvärde för turistupplevelsen i Stockholms skärgård. Undersökningen grundar sig på intervjuer med internationella turister och anställda inom ramen för projektet Stockholm Archipelago. Studien utgår från service-perspektivet; utifrån-och-in med fokus på förståelse för kundernas informationsbehov före, under och efter ett skärgårdsbesök. Undersökningen visar att turisternas gemensamma informationsbehov och att Stockholm Archipelagos digitala tjänster stödjer behoven men hur turisterna vill erhålla informationen skiljer sig åt. Detta för att bruksvärdet främst skapas genom digitala kanaler med användargenererat innehåll som är mer individanpassat. 

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    fulltext
  • 234.
    Lunde, Lukas
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Myteri på Tinder: hur användare bryter eller följer Tinders normer och design i skapande av profiler2019Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    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.

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    myteri_pa_Tinder
  • 235.
    Lundgren, Emelie
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Gustafsson, Mimi
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Etiska uppfattningar kring ansiktsigenkänningsteknologi: En kvalitativ studie om etiska uppfattningar i samband med identifiering genom ansiktsigenkänningsteknologi i videoövervakning2020Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Eftersom ansiktsigenkänningsteknologi blir en större del av vår vardag är de etiska konsekvenserna det kan ge något som är värt att utforska, och enligt forskare kan tekniken redanfinnas implementerad i videoövervakning. Tidigare studier har visat att kvinnor och män uppfattar saker annorlunda inom detta sammanhang, något som kommer att undersökas i dennauppsats. Genom fokusgruppsintervjuer och en enkätstudie kunde studenterna inte bekräftadetta uttalande och fann endast att kvinnor och män i ett specifikt sammanhang hade märkbartolika uppfattningar. Vidare fann studien att det finns en rädsla för vad denna teknik kan resultera i, i form av missbruk av den information som samlats in om människor och hur samhälletkan förändras genom införandet av nämnd teknik i videoövervakning. 

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    Etiska uppfattningar kring ansiktsigenkänningsteknologi
  • 236.
    Lundmark, Sofia
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik. Uppsala universitet, Institutionen för pedagogik, didaktik och utbildningsstudier.
    Design project failures: Outcomes and gains of participation in design2018Ingår i: Design Studies, ISSN 0142-694X, E-ISSN 1872-6909, Vol. 59, s. 77-94Artikel i tidskrift (Refereegranskat)
    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.

  • 237.
    Lundmark, Sofia
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik. Uppsala universitet, Institutionen för pedagogik, didaktik och utbildningsstudier.
    Designing for Online Youth Counselling: Empowerment through Design and Participation2016Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
    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.

  • 238.
    Lundmark, Sofia
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik. Uppsala University.
    Learning Design: Empowerment and Participation in Children’s Creative Design Activities at the Design Lab2019Ingår i: Proceedings of NERA 2019: The Annual Conference of the Nordic Educational Research Association, 2019Konferensbidrag (Refereegranskat)
    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.

  • 239.
    Lundmark, Sofia
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik. Uppsala universitet.
    Evaldsson, Ann-Carita
    Uppsala universitet.
    Click-guides and panic buttons: Designed possibilities for youth agency and user empowerment in online youth counselling services2017Ingår i: Childhood, ISSN 0907-5682, E-ISSN 1461-7013, Vol. 24, nr 2, s. 260-278Artikel i tidskrift (Refereegranskat)
    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.

  • 240.
    Lundmark, Sofia
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Becoming a Designer at the Design Lab: Empowerment and participation in children's design activities2021Ingår i: C&C ’21: Proceedings of the 13th Conference on Creativity and Cognition, New York: Association for Computing Machinery (ACM), 2021, artikel-id 15Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper draws on data from an interview study with children engaged in a leisure time design lab situated in a socioeconomically vulnerable neighborhood. The study accounts for how the children involved in the design activities make sense of their experiences of participating in the design lab. Some perspectives on the relationship between design and empowerment are discussed and three empowering functions of the activities are identified that serve to empower the children in different ways: 1) The creative laboratory-How the activities allow for exploration and experimentation of both new identities and of new possible futures. 2) Community participation-How the design lab enables participation in the local community and reflections on what it means to be a citizen. 3) Playful apprenticeship-How the lab builds a peer-culture where children are continuously addressed and presented as equal colleagues in the lab, both in internal and external settings.

  • 241.
    Lundmark, Sofia
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Design Inquiry Learning: Using Design Thinking Methods As Scaffolding In Problem-Based Learning2020Ingår i: EDULEARN20 Proceedings: 12th International Conference on Education and New Learning TechnologiesOnline Conference. 6-7 July, 2020, Valencia: International Association for Technology, Education and Development, 2020, s. 7779-Konferensbidrag (Refereegranskat)
    Abstract [en]

    Problem-based learning (PBL) is a common form of teaching in both primary and higher education. PBL means that the students work independently and solution-oriented with problems or challenges as a starting point. Although PBL is a well-established form of teaching, it can sometimes be perceived as blunt and underdeveloped from a pedagogical perspective.For many years, we have worked with higher education and professional courses that include design methodology, design thinking and innovation practices. As a result of this work, we have identified opportunities to generalize and transfer parts of these practices to other educational domains in which we work with PBL and societal challenges. As part of our efforts to develop these forms of teaching and learning, we are developing an educational model, Design Inquiry Learning, where we strive to further develop existing problem-based approaches. Design Inquiry Learning can be understood as a form of research-based learning based on process-oriented and creative design exploration. Central in this model is design thinking methodology, where a creative approach and problem-solving methods inspired by professional designers' activities are used to find solutions to complex problems and societal challenges. This method is particularly suitable for challenging conventional ways of thinking, seeing new opportunities in strategic contexts and focusing on identifying interesting and manageable problems in a larger problem complex. Designers usually start from a user perspective and experiment on insights and solutions using practical methods and tools for data collection, visualization, idea generation, testing and decision making.In this paper we draw on examples from our experience from a number of courses at both undergraduate, graduate and doctoral level to illustrate how students that work with these types of methods quickly create a deep understanding of, and insight into, complex problem areas, and that the methods provide support and scaffolding, not only for the practical work but also for the learning processes. Often when design methodology and design thinking are discussed in educational settings, the focus is on skills related to innovation and to generate creative solutions. An important point we want to make here, however, is that such processes can also serve as means of gaining understanding and knowledge of the complex problem domains being explored. In the paper we specifically discuss the role of empathizing, framing of wicked problems, and visual thinking.

  • 242.
    Lundmark, Sofia
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Kontio, Janne
    Stockholms universitet, Sverige.
    Att designa sin framtid: Resurser för egenmakt i konstnärliga fritidsaktiviteter2024Ingår i: Fritidsdidaktiska dilemman / [ed] Sofia Lundmark; Janne Kontio, Stockholm: Natur och kultur, 2024, s. 275-300Kapitel i bok, del av antologi (Refereegranskat)
  • 243.
    Lundmark, Sofia
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Kontio, Janne
    Stockholms universitet, Sverige .
    Makerspace i skolan: didaktiska möjligheter och utmaningar2022Ingår i: Digitala didaktiska dilemman / [ed] Sofia Lundmark; Janne Kontio, Stockholm: Natur och kultur, 2022, s. 367-390Kapitel i bok, del av antologi (Övrigt vetenskapligt)
    Abstract [sv]

    Detta kapitel tar avstamp i makerspace i olika klassrumssituationer. Dessa aktiviteter består av både kreativa digitala praktiker inspirerade av slöjdämnet och tekniska praktiker med fokus på matematik och programmering. Kombinationen av dessa belyser olika dilemman som lyfts i kapitlet. Kapitlet syftar till att utifrån insamlade data beskriva hur ett makerklassrum kan se ut, att peka ut några utmärkande drag som skiljer det från andra klassrum samt att söka förklara vad som försiggår där inne och hur deltagarna agerar. Särskilt intressant är det att titta på dels vilka didaktiska strategier lärare i ett makerklassrum arbetar efter och hur de resonerar kring nyttan av makerspace, dels vilka egenskaper hos eleverna som särskilt uppmuntras och stöttas. 

  • 244.
    Lundmark, Sofia
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Myhre, Marica
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Hjuberger, Alethe
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Participatory Sound Fiction: Designing a sustainable future through youth engagement in urban sound environments2023Ingår i: Proceeding of the International Sustainable Development Research Society (ISDRS) 29th conference. 11-13 June, Univeriti Kebangsaan, Malaysia, 2023Konferensbidrag (Refereegranskat)
    Abstract [en]

    In spatial planning of urban areas, there is a need for new methods for meaningful inclusion of less represented voices as those of young people. As the United Nations Act on the Rights of the Child became law in Sweden in 2020, children and youths have the right to form, express and have their own opinions in all matters concerning them, including participation in societal development such as urban design and urban planning processes. Methods used in participatory spatial planning are most often aimed at well-educated adult audiences and tend to focus on rational argumentation about short term needs, leaving out the effect the sensory and embodied experiences of our surroundings have on our well-being. Here we suggest that there could be benefits to integrate approaches where more space is given to sensory modalities such as urban soundscape and noise levels. As sound is a prevalent element in cities, the study aims to contribute with an analysis of how sound can be used in urban design processes with a special interest in the inclusion of children and youth. 

    The study proposes and evaluates a method called participatory sound fiction, based on the intersection of three methodological approaches: participatory design, design fiction and sonic interaction/sound design, and how they can be combined to engage youth in urban planning processes. The participatory sound fiction method aims to be a collaboration between urban planners, designers, and youth, and consists of three main activities: 1) a workshop with participants, where sound cues are used as a basis for discussions, 2) the design of a “sound fiction” envisioning the future, and finally, 3) a presentation of and discussion about the sound fictions with the participants. Drawing on participatory design, the method highlights learning from the participants being experts in their own situation, and the opportunity to create empowerment for the participants is elaborated. Design fiction contributes with envisioning of the future as a means to create opportunities for discussion about real problems, challenge current situations and look at everyday life from new perspectives. Sonic interaction and sound design bring to the fore the ability of sound to arouse imagination, emotions, and discussion. 

    The method was deployed and tested in a suburban area in Stockholm, characterised by low socioeconomic status and criminality, and low level of trust for the local government and public institutions. The study included eight youths aged 15-16 years old, recruited through the local youth centre. As part of the process a sound fiction envisioning the area in year 2170 was created. Through the activities, the participants reflected on their current situation and everyday lives in their local neighbourhood, as well as on their visions of the future.  

    In conclusion, the study shows how the method, participatory sound fiction, could be useful to engage youth in urban planning processes. The results show that through discussions and speculations about the future, important insights were revealed about the youths' reality, which can be of value in spatial planning processes. Furthermore, the study found that sound can broaden youths’ perspective on their immediate environment, that participatory sound fiction has the potential to engage youths, and that youths prefer to discuss the present to feel that their voices are being heard.

    This abstract is submitted to SDG+Target: 5b, and relates to the conference theme by providing insights on how art and design can be used to encourage sustainable development of young people in their own social and urban environment.  

  • 245.
    Lundmark, Sofia
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Myhre, Marica
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Hjuberger, Alethe
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Rodela, Romina
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Miljövetenskap.
    Listening to the Future: using Participatory Sound Fiction to Engage Young People in Urban Design2023Ingår i: Mindtrek '23: Proceedings of the 26th International Academic Mindtrek Conference, New York: Association for Computing Machinery (ACM), 2023, s. 223-232Konferensbidrag (Refereegranskat)
    Abstract [en]

    In spatial planning of urban areas, there is a need for new methods for meaningful inclusion of less represented voices as those of young people. This study focuses on how participatory design, design fiction and sound design can be combined to engage youth in urban planning processes. This is investigated by developing and testing a method called participatory sound fiction. The method was tested with a group of young residents in a suburban area in Sweden. Sound fictions of the suburb in 2170 were created and discussed among the youth participants. The results show that through discussions and speculations about the future, important insights were revealed about the youths’ reality, which can be of value in spatial planning processes as well as in understandings of how the youth experiences their living area. Furthermore, the study found that sound can broaden youths’ perspective on their immediate environment, that participatory sound fiction has the potential to engage youths, and that youths prefer to discuss the present to feel that their voices are being heard.

  • 246.
    Lundmark, Sofia
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Kontio, Janne
    Didactical dilemmas with mobile phones in vocational educational classrooms2021Ingår i: INTED2021 Proceedings: 15th International Technology, Education and Development Conference, 8-9 March 2021, The International Academy of Technology, Education and Development, 2021, s. 8476-Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper presents ongoing research on vocational didactical dilemmas in Sweden, and examples from a study that focuses on didactical dilemmas with mobile phones in the vocational educational classroom. The paper is based on a tentative study of the risks identified in two different projects where young people in Swedish upper secondary schools' vocational programs have been video- and audio recorded, and interviewed. As the role of the mobile phone in the professional classroom has become more and more important, the fact that most young people in Sweden bring their mobile phones with them to school is nothing new in itself, everyone who has set foot in an upper secondary school knows that. What we know less about, however, is what the young people actually do with the mobile phones and what consequences this can have for the young people's everyday life in the actual classroom. 

    The various examples that we present in this paper contains aspects of risks related to mobile phone use in the vocational classroom divided into two categories; first we present examples where we have identified risks related to safety and health; and then we focus on examples where it is primarily about social risks. The examples show that there is a difference in how the students orient themselves towards the mobile phone and risks as either: the mobile phone as a danger to the safety of the classroom or to the health of the individual student or her classmates, or that the mobile phone constitutes a risk for the students to be hung out in public. 

    The fact that the use of the mobile phone can pose a health risk by stealing students' attention is an aspect of mobile phone that distinguishes the vocational programs from other educational classrooms; it can actually be dangerous to use the mobile phone even if it only in rare cases has consequences for the health of the studied participants. It also explains why the teachers in the studied vocational classrooms to a greater extent and more actively work to hinder the use of mobile phones among the students as it is included as part of the constant security thinking in the vocational classroom. The vocational teachers' normative view of the mobile phone as a risk factor also partly agrees with how the students orient themselves towards the use of the mobile phone. This paper shows that the students also orient themselves towards other risks than those the teacher’s pay attention to.

    In this paper, so forth, we show that there is a great need to study risk aspects of the presence of mobile phones in the classroom and the initial survey shows that mobile phones can pose risks in the form of security risks, as well as social vulnerability, and that we need new ways of attacking risk as a concept when we discuss students and their mobile phones in the vocational educational classroom. Based on the examples presented in the paper, there are also aspects of the difference between being at risk and risk-taking, for example when are the students in danger and when do they take risks by using the mobile phones in the classroom? Regardless, the mobile phone in the vocational classroom includes questions about risks that needs to be handled by as a didactic dilemma.

  • 247.
    Lundmark, Sofia
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Kontio, Janne
    Stockholms universitet.
    Didaktiska dilemman i yrkesutbildningar2020Ingår i: NU2020: Hållbart lärande, 2020Konferensbidrag (Refereegranskat)
    Abstract [sv]

    Denna presentation kommer att presentera pågående forskning om yrkesdidaktiska dilemman i Sverige. De didaktiska dilemman som kommer att presenteras är relevanta för yrkesutbildningar inom högre utbildning. Den forskning som presenteras är hämtad från en kommande bok om yrkesklassrum som kommer att ges ut i januari 2021 (Kontio & Lundmark, Natur & Kultur). Boken samlar några av Sveriges främsta forskare inom olika aspekter av yrkesdidaktik och deras färska forskning kring didaktiska utmaningar i yrkesutbildningar. Forskningen som presenteras i boken vänder sig till en grupp lärare som i stor utsträckning saknar lärarutbildning; yrkeslärare i svenska gymnasie- och vuxenutbildningar, samt till studenter, lärare och forskare vid yrkeslärarprogrammen vid svenska universitet och högskolor. Det finns sedan tidigare en del skrivet om yrkesutbildningar, men den forskning som presenteras här skiljer sig från det som skrivits tidigare genom att uteslutande utgå från dagens klassrum sett ur ett lärarperspektiv, med ett särskilt fokus på de didaktiska utmaningar som dessa, som sagt många gånger outbildade, lärare ställs inför när de undervisar. Hur ser utmaningarna ut, vad kan forskare säga om dessa utmaningar och hur kan lärare arbeta för att hantera dessa dilemman.

    De dilemma som vi kommer att presentera speglar så vitt skilda praktiker som sjuksköterskeutbildning och gymnasieskolans olika yrkesprogram, men de handlar om didaktiska dilemman som fler (eller alla) lärarkategorier kan relatera till; hur ska lärare möta elever med särskilda behov av stöd; hur ska den digitala revolutionen omfamnas; hur kan man arbeta med svårigheter med betygsättning och bedömning, etc. Syftet med den forskning som lyfts fram är att identifiera didaktiska utmaningar som yrkeslärare stöter på, exemplifiera dem utifrån aktuell forskning och diskutera strategier, lösningar och verktyg som går att omsätta i praktiken. Att sätta vart och ett av de olika dilemmana i ett sammanhang, med exempel från faktiska praktiker med röster från faktiska utövare, blir ett väldigt praktiskt sätt för både yrkeslärare från olika yrkesämnen och lärare och forskare inom högskolor och universitet att relatera till. Då yrkeslärare är en ofta bortglömd yrkeskategori är det viktigt att, inte minst inom det högskolepedagogiska fältet, lyfta de specifika didaktiska dilemman som lärare och forskare som arbetar med yrkesutbildning står inför.

    Referens:  Kontio, J. & Lundmark, S. (2021). Yrkesdidaktiska dilemman. Natur & Kultur, Stockholm.

  • 248.
    Lundmark, Sofia
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Kontio, JanneStockholm University, Sweden.
    Digitala didaktiska dilemman2022Samlingsverk (redaktörskap) (Övrigt vetenskapligt)
    Abstract [sv]

    Didaktiska digitala dilemman är en antologi som möter de utmaningar som uppstår där en ny värld väntas återskapa kunskap med ny teknik. Genom inblickar i dagens förändrade lärarpraktik presenteras färsk forskning och aktuell empiri som lärare och lärarstudenter kan känna igen sig i.

    I boken ställs frågor som: Hur ser utmaningarna ut? Vad säger forskningen om dessa utmaningar? Hur kan lärare arbeta för att hantera dessa digitala klassrumsdilemman?

    Kapitlen är indelade i fyra teman som speglar didaktiska dilemman som berör digitaliseringens utmaningar som lärare stöter på i sin vardag:

    Det digitala klassrummetAtt organisera digital undervisningMakt och demokrati i det digitala klassrummetTeknik och medier i klassrummet

    Frågeställningarna och insikterna i Digitala didaktiska dilemman uppmuntrar till kollegial reflektion och diskussion och passar alla lärarkategorier och lärarstudenter från förskolenivå till universitets- och högskolenivå.

  • 249.
    Lundmark, Sofia
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Kontio, Janne
    Stockholm University, Sweden.
    Digitala didaktiska dilemman inom högre utbildning2022Ingår i: Proceedings of NU2022 – Att synliggöra lärande: 15-17 juni 2022, Stockholms universitet, Stockholm, Sverige, 2022Konferensbidrag (Refereegranskat)
    Abstract [sv]

    Denna presentation kommer att fokusera pågående forskning om digitala didaktiska dilemman i Sverige. De didaktiska dilemman som kommer att presenteras är relevanta för lärare och forskare inom högre utbildning. Den forskning som presenteras är hämtad från en kommande bok om digitala didaktiska dilemman som kommer att ges ut i maj 2022 (Lundmark & Kontio, Natur & Kultur). Boken samlar texter som rör didaktiska dilemman och digitalisering författade av några av Sveriges främsta forskare inom olika aspekter av pedagogik, medier och teknik och deras färska forskning kring digitala didaktiska dilemman. Boken behandlar forskning som rör både grundutbildning, gymnasie- och högre utbildning. Forskning kring digitala didaktiska utmaningar inom högre utbildning är i fokus för den här presentationen. 

    Om allt det här stökiga med Corona och den i skrivande stund rådande pandemin har lärt oss pedagoger något, så är det ju hur lite vi egentligen kan om digitalisering när vi alla plötsligt tvingades att skapa digital fjärrundervisning. Alla är experter på Zoom, ingen är expert på Zoom. Därför bedömer vi att det ligger i tiden att skapa ett forum där pedagoger kan läsa om, lära om och diskutera den digitala omställningen/digitaliseringen och de utmaningar för pedagoger som följer med den. De utmaningar som lärare har i och med digitalisering av skolan är många. Kan vi utan vidare föra över vår traditionella undervisning och köra den via skärmen? Vad händer med mötet med våra studenter när undervisningen sker digitalt? Vad ersätter eller tillför de digitala verktygen när vi exempelvis byter ut böcker mot skärmar? 

    I presentationen kommer vi att behandla olika exempel på hur man som lärare kan möta de utmaningar som kommer där en ny värld väntas återskapa kunskap med ny teknik, dels genom att ge inblickar i hur den förändrade utbildningspraktiken ser ut, genom att presentera färsk forskning som tar utgångspunkt i faktisk och aktuell empiri. Dels har vi ambitionen att lärare och kollegor vid högskolor och universitet i Sverige ska kunna känna igen sig i de utmaningar som vi synliggör och i de olika lärarpraktiker som presentationen återspeglar, och att presentationen kan utgöra en grogrund för samtal kring hur vi kan utveckla undervisningspraktiken inom högre utbildning.

    Referenser:

    Lundmark, S. & Kontio, J. (2022). Digitala didaktiska dilemman. Stockholm: Natur & Kultur. 

     

  • 250.
    Lundmark, Sofia
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Kontio, Janne
    Stockholms universitet, Sverige.
    Epilog2022Ingår i: Digitala didaktiska dilemman / [ed] Sofia Lundmark; Janne Kontio, Stockholm: Natur och kultur, 2022, s. 444-445Kapitel i bok, del av antologi (Övrig (populärvetenskap, debatt, mm))
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