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  • 51.
    Faraon, Montathar
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Stenberg, Georg
    Kristianstad University.
    Kaipainen, Mauri
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Political campaigning 2.0: The influence of online news and social networking sites on attitudes and behavior2014In: eJournal of eDemocracy & Open Government, ISSN 2075-9517, E-ISSN 2075-9517, Vol. 6, no 3, p. 231-247Article in journal (Refereed)
    Abstract [en]

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

  • 52.
    Faraon, Montathar
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Villavicencio, Victor
    Ramberg, Robert
    Department of Computer and Systems Sciences, Stockholm University.
    Kaipainen, Mauri
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    From mobilization to consensus: Innovating cross-media services to organize crowds into collaborative communities2013In: CeDEM13: Conference for E-Democracy and Open Government / [ed] Peter Parycek, Noella Edelmann, Krems: Edition Donau-Universität Krems , 2013, , p. 13p. 215-227Conference paper (Refereed)
    Abstract [en]

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

  • 53.
    Farokhian, Suzana
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Human-computer interaction using eye-gaze: Formation of user interface design guidelines from a cognitive science perspective2019Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Motor and communication disabilities are common conditions that may implicate restrictions in daily life. With development of eye tracking technology, a solution referred to as eye-gaze interaction has been generated to support people with their limiting conditions to solve communication and computer access issues. By using eye tracking technology, which calculates the user’s eye-gaze location on a computer screen, user’s are able to control computers with their eyes as an input. This interaction method is quite unique and complex since the eyes serves both as an input and output source. Usability aspects revolving human information processing are therefore important to consider when designing user interfaces. In collaboration with Tobii AB, the study evaluated two separate eye-gaze interaction systems for controlling computers. 7 participants conducted user tests, one for each application, and answered interview questions during the tests regarding their usability experience. Based on the collected data,17 design guidelines was established with a purpose to enhance usability for eye-gaze interaction systems.

  • 54.
    Fischier, Oscar
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Bergqvist, Ruben
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Believability assessment model: En modell för att mäta trovärdighet i berättelsedrivna spel2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    An essential part of the video game experience are the characters. How the characters are perceived as believable can make or break the immersion of the experience. This paper aims to create a model which can be used as a tool for analysis, designed to measure believability in video game characters. For consistency, we first define the term believability. Using thematic analysis, we aim to evaluate what components are relevant in the design process of a new model. This is achieved by studying three characters from japanese role playing games using two existing models to measure believability in artificial agents, as this hasn't been done in this context in the past.

    The results show that relevant components in existing models does indeed exist, but they lack some components mirroring feelings and personal development in characters from japanese role playing games. In addition to this, problems arising from the categorization of characters in models designed to measure believability is discovered. Two versions of the new model are presented, one designed to measure characters from various genres, and one designed to specifically measure characters from japanese role playing games. A different approach to categorize video game characters is also presented in the latter version of the new model.

  • 55.
    Flodén, Alexander
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Tutorials påverkan på inlärning I digitala spel2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This paper researches how players with different experiences in games can learn and experience a tutorial. The purpose of this study is to get a better understanding about the practical application of a tutorial and how it needs to be adjusted for different kinds of audiences for them to be able to learn and understand the game. This qualitative study was conducted with 12 participants, six men and six women, who played through a tutorial in a First-Person Puzzle Platform game. The study showed that people with different experiences learn and experience very differently from one another and that the tutorial should be adjusted so that the targeted audience can understand, control and play as they wish.

  • 56.
    Fredriksson, J.
    et al.
    Karolinska University Hospital / Royal Institute of Technology, Stockholm.
    Groth, K.
    Karolinska University Hospital / Royal Institute of Technology, Stockholm.
    Räsänen, Minna
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Bergius, H.
    Karolinska University Hospital.
    Rylander, E.
    Karolinska University Hospital.
    Effects of mobile video-mediated communication for health care professionals in advanced home care of children2014In: 27th IEEE International Symposium on Computer-Based Medical Systems: 27–29 May 2014 New York, New York : proceedings, Los Alamitos, California: IEEE Computer Society, 2014, p. 363-368Conference paper (Refereed)
    Abstract [en]

    In this paper we explore the use of a mobile video-conferencing tool (MVCT) in advanced home care of children. We present the results from a qualitative study where we have evaluated mobile video communication between the patient's home and the hospital unit. Our results show that mobile video enhances communication between home care teams and medical staff at the unit, makes more effective use of practitioners' time and that the equipment have additional values for staff that extend beyond video communication. Challenges identified are related to technical problems, limitations in the MVCT's design and the concern that the inability to handle problems may affect health care professionals' role as an authority. The benefits of the MVCT rely to a great extent on individual users' creativity and the willingness of key actors in the organization's management to find ways of improving the present home care format.

  • 57.
    Fredriksson, Sarah
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Dricka lagom - Tillit och normer i applikationer för att reglera alkoholkonsumtion2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    To drink moderately can be hard for many people and there is a lot of norms that will amp up the temptation to drink more. In this essay the focus is to see what effect technology has when it comes to regulate alcohol consumption. The technology reviewed was the application Promillekoll, created by Systembolaget. This application gives the user an estimated value on what blood alcohol level the user had after consuming alcohol.

    By using different methods to collect data it helped to locate what kinds of norms there was when alcohol was being consumed and how they are playing a part in the regulation of alcohol. This essay also helped to figure out what kind of trust the user has for this type of application and what the application need so that the user will continue to use the application. The result indicate that the user can achieving a change in their behavior but they need the right attitude to achieve it. Many wanted an update of the features in the application to make it more appealing for them to use it, because the interaction in the application is not perfect. The main thing that hindering the application was the social norms that comes with drinking alcohol. 

  • 58.
    Gustavsson, Erik
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Hidesten, Daniel
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Vad är drivkraften bakom användningen av tredjepartstjänster till spel?: A case of Pokémon Go2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In addition to the rise of digital games in all their forms, users often engages in existing services or even develops new external services. These external services often comes in forms of forums, mobile applications developed with a certain function in focus and applications dedicated to provide users with certain information. These external services provides the user with a different medium then the game itself, and they therefore work as a complement to the game. This study examines if the use of external services for games is related to lack of information/functions in the game. The study focuses on the case of the recent mobile game Pokémon GO and the external environment surrounding the game.

    As an example the study focused on the game Pokémon GO and did a case study about this game to try the thesis. 

  • 59.
    Hallensjö, Ellen
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Skoglund Björk, Stina
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    En studie av design portfolios som underlag för professionell bedömning av studenters expertis2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Det är idag högst nödvändigt bland kreatörer att kunna visa upp en portfolio, då det är en viktig del av den professionella identiteten. En portfolio kan därför vara avgörande ifall en anställning kommer att ske eller inte. Detta i en bransch med sådan hård konkurrens som inom grafisk design.

     

    Syftet med studien som genomförts, är att undersöka hur väl design portfolios fungerar som underlag för en professionell bedömning av expertis inom grafisk design, samt vilka delar man tittar på vid bedömning av grafiska verk. Detta för att man som nyexaminerad design student med fördel skall kunna ta del av denna studie, för att lära sig vilka delar som är viktiga att tänka på vid utformningen av en design portfolio. Fokusen för studien är därför nyexaminerade designstudenter som skall ut i arbetslivet. För att undersöka detta har semistrukturerade djupintervjuer genomförts i kombination med en enkätundersökning och mailintervjuer. Undersökningen som gjorts har genomförts med lärare inom grafisk design, samt personer som arbetar inom- eller på något sätt är verksamma inom området.

     

    Resultatet presenteras i form av olika teman, som visat sig vara en central del vid undersökningen. Dessa är: upplevelsen av nyttan med portfolios, brister/begränsningar med portfolios som underlag samt viktiga kvaliteter i en portfolio. Som rekommendation kan studien presentera följande resultat: att kriterier vid bedömning av kreativa arbeten är en viktig del som underlättar bedömningen, att det är viktigt att ha en röd tråd i portfolion och att lyfta fram sin egen expertis inom ett visst område. Det är även viktigt att portfolion hela tiden uppdateras och anpassas utifrån nya kompetenser och erfarenheter, samt att portfolios är svåra att utvärdera då det är ett subjektivt ämne.

  • 60.
    Hansen, Kjetil Falkenberg
    et al.
    KTH Royal Institute of Technology.
    Normark, Maria
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Tutored academic writing as motivation and a formative assessment for learning2015In: KTH Scholarship of Teaching and Learning 2015: Abstracts, Stockholm: KTH , 2015, p. C6-Conference paper (Refereed)
  • 61.
    Hellqvist, Max
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Härjeström, Herman
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Measuring the Impact of Heads-Up Display on Player Experience in FPS Games.2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In this study, we investigate the effect of Heads-Up Display on player experience and performance when playing the first person shooter games Battlefield 1 and Battlefield 4. Participants played a mission twice, once with Heads-Up Display and once without. After each session, the participant answered a PENS questionnaire. The amount of enemies killed and the amount of times the player character died during the session was recorded. No significant differences were found other than that the participants who answered that they only played first person shooter games a few times every month killed more enemies with the Heads-Up Display active, and that the overall amount of kills was generally lower when the Heads-Up Display was active.

  • 62.
    Heriksson, Greger
    et al.
    Kungliga tekniska högskolan, Skolan för arkitektur och samhällsbyggnad (ABE) .
    Kupersmidt, Judith
    Kungliga tekniska högskolan, Skolan för arkitektur och samhällsbyggnad (ABE) .
    Räsänen, Minna
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    A Day at the School of Opera: Less Travel through Distance Education?2013In: Nachhaltigkeit in der Wirtschaftskommunikation / [ed] Martin Nielsen, Iris Rittenhofer, Marianne Grove Ditlevsen, Sophie Esmann Andersen, Irene Pollach, Wisbaden: Springer, 2013, p. 191-214Chapter in book (Refereed)
    Abstract [sv]

    Teaching opera places high demands on audio-visual and physical aspects of the teaching situation and represents a small but internationally widespread and travel-dependent labour and education market. The aim of this study was to evaluate the potential for establishing a video option and thereby reducing travel. A trial with opera master classes at a distance was carried out between Stockholm and Helsinki and the reactions of students and teachers were charted. The trial showed satisfactory lesson quality and keen interest among participants in gaining continuous access to this kind of distance education, mainly because of a strong mutual demand for renowned teachers and talented students. The study also investigated teaching under normal conditions (without an option for teaching at a distance). It was found that under both normal and trial conditions, the personal motivation of participants to participate in master classes was characterized by elements of desire and necessity. The desire component was linked to the aesthetic, creative and cooperative aspects of the art form and learning context, while the necessity component related to livelihood and career paths. A survey of the travel habits of some teachers and students indicated a relatively high frequency of travel by air or car to other regions and countries to participate in teaching etc., especially for the teachers. In light of these findings, introduction of technology for master classes and other similar teaching at a distance, e.g. between two or more Nordic opera colleges, could partially replace travel for teaching, but could also lead to more teaching of this kind, since it is in such a high demand. Overall positive environmental effects as well as positive effects on the quality of education could be expected by supplementing face-to-face with video-mediated teaching.

  • 63.
    Hernwall, Patrik
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Barn som medforskare: ökat medvetande genom deltagande2013In: Nu vill jag prata!: barns röster i barnkulturen / [ed] Karin Helander, Stockholm: Stockholms universitets förlag, 2013Chapter in book (Other academic)
  • 64.
    Herrera, Mikael
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Schierbeck, Georg
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Disadvantages of using non-linear video in shallow learning situations: A critical perspective on current trends2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Video learning material has reported benefits to in-person lectures, and it can improve knowledge transfer (Bishop & Verleger, 2013; Kim, 2013). Modern educational methods such as flipped classroom and MOOCs (MOOC, 2016) depend on implementing video as a learning resource. Furthermore, the traditional linear video has long been challenged by nonlinear video, both in terms of having interactive material (Zhang et al. 2006) and sectioned, indexed contents. In a critical approach (Bardzell, J & Bardzell, S, 2013) we investigated disadvantages to the non-linear way of using video; in particular if non-linear video streamlines the retrieval of information. We conducted an observational experiment to examine the efficiency of non-linear video compared to linear video. Results from the observation experiment conducted in this thesis, shows that the non-linear video group tended to answer less questions, within the same amount of time as the group which used the linear video.

  • 65.
    Håkansson, Maria
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. Cornell University.
    Sengers, Phoebe
    Cornell University.
    Beyond being green: Simple living families and ICT2013In: CHI '13 Proceedings of the SIGCHI Conference on Human Factors in Computing Syste, New York: ACM Press, 2013, p. 2725-2734Conference paper (Refereed)
    Abstract [en]

    Motivated by a need in sustainable HCI for studies of everyday practices, and a belief that a holistic view on sustainability is crucial to deeper understanding of how to design ICT to support sustainability, we here present a qualitative study of 11 simple living families in the US. Simple living refers to a lifestyle which is voluntarily simple out of concern for both the environment and quality of life. Our goal was to learn about a holistic view on sustainability and the role of ICT in helping and hindering families to live simply. The study contributes new insights about how holistic sustainability could be a valuable lens for HCI, revealing that sustainability is important to a wider range of areas in HCI than previously discussed. We conclude with implications for HCI for how to support sustainable practices beyond being "about" being green.

  • 66.
    Höglund, Salomon
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Informing Users About Fingerprinting2019Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In peoples hyperconnected lives, a price to pay is their internet privacy and the different risks it faces the second their browser connects to the web. One such risk comes from how web tracking collect and analyze users information. This paper explores an approach to how web browsers can inform its users about the web tracking technique Fingerprinting, and through the concept presentation of this approach see: what key key aspects of visual aesthetics that affects the users experience when being informed; and to what extent differences in technological interest and knowledge affect users reception of Fingerprinting information, and the implementation implications the differences leads to. For this purpose a high fidelity prototype was created to: represent the concept of web browsers having integrated educational pages meant to inform its users on topics such as Fingerprinting, and to; be used in a user test. The results showed: a lack of knowledge on the existence of Fingerprinting; that differences in technological interest and knowledge among users affected what aspects of visual aesthetics they valued; and that those with less technological interest and knowledge to a higher degree had their attitudes towards Internet Privacy affected by the prototype’s information. It also showed that the differences affects users approach and interactions with software, and that the design implications this brings are to be considered for future browser functionality implementations.

  • 67.
    Höök, K.
    et al.
    KTH.
    Hummels, C.
    Eindhoven University of Technology, Eindhoven, Netherlands.
    Isbister, K.
    University of California, Santa Cruz, Santa Cruz, CA, USA.
    Marti, P.
    University of Siena, Siena, Italy.
    Segura, E. M.
    University of California, Santa Cruz, Santa Cruz, CA, USA.
    Jonsson, Martin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Mueller, F.
    RMIT University, Melbourne, VIC, Australia.
    Sanches, P. A. N.
    KTH.
    Schiphorst, T.
    Simon Fraser University, Vancouver, BC, Canada.
    Ståhl, A.
    Mobile Life@SICS, Kista.
    Svanaes, D.
    Norwegian University of Science and Technology, Trondheim, Norway.
    Trotto, A.
    Interactive Institute Umeå.
    Petersen, M. G.
    Aarhus University, Aarhus, Denmark.
    Lim, Y. -K
    Korea Advanced Institute of Science and Technology, Daejeon, Republic of Korea.
    Soma-based design theory2017In: CHI EA '17 Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, New York: Association for Computing Machinery (ACM), 2017, p. 550-557Conference paper (Refereed)
    Abstract [en]

    Movement-based interaction design is increasingly popular, with application domains ranging from dance, sport, gaming to physical rehabilitation. In a workshop at CHI 2016, a set of prominent artists, game designers, and interaction designers embarked on a research journey to explore what we came to refer to as "aesthetics in soma-based design". In this follow-up workshop, we would like to take the next step, shifting from discussing the philosophical underpinnings we draw upon to explain and substantiate our practice, to form our own interaction design theory and conceptualisations. We propose that soma-based design theory needs practical, pragmatic as well as analytical study - otherwise the felt dimension will be missing. We will consider how such tacit knowledge can be articulated, documented and shared. To ground the discussion firmly in the felt experience of our own practice, the workshop is organised as a joint practical design work session, supported by analytical study.

  • 68.
    Höök, Kristina
    et al.
    KTH.
    Caramiaux, Baptiste
    UMR STMS Ircam CNRS UPMC, Paris, France / McGill University, Montreal, Canada / University Paris Saclay, Gif Sur Yvette, France.
    Erkut, Cumhur
    Aalborg University, Copenhagen, Denmark..
    Forlizzi, Jodi
    Carnegie Mellon University, Pittsburgh, PA, USA.
    Hajinejad, Nassrin
    City University of Applied Sciences, Bremen, Germany.
    Haller, Michael
    Upper Austria University of Applied Sciences, Hagenberg, Austria..
    Hummels, Caroline C. M.
    University of Technology, Eindhoven, Netherlands..
    Isbister, Katherine
    University of California, Santa Cruz, CA, USA..
    Jonsson, Martin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Khut, George
    University of New South Wales, Sydney, Australia..
    Loke, Lian
    University of Sydney, Sydney, Australia..
    Lottridge, Danielle
    Yahoo Inc, Sunnyvale, CA, USA..
    Marti, Patrizia
    University of Technology, Eindhoven, The Netherlands / Department of Social, Political and Cognitive Science, 53100 Siena, Italy.
    Melcer, Edward
    New York University, Brooklyn, NY, USA.
    Muller, Florian Floyd
    RMIT University, Melbourne, Australia.
    Petersen, Marianne Graves
    Aarhus University, Aarhus, Denmark..
    Schiphorst, Thecla
    Simon Fraser University, Burnaby, Canada..
    Segura, Elena Marquez
    University of California, Santa Cruz, CA, USA.
    Ståhl, Anna
    RISE.
    Svanaes, Dag
    Norwegian University of Science and Technology (NTNU), Trondheim, Norway / IT-University of Copenhagen, Copenhagen, Denmark..
    Tholander, Jakob
    Stockholm University.
    Tobiasson, Helena
    Umea University.
    Embracing First-Person Perspectives in Soma-Based Design2018In: Informatics, ISSN 2227-9709, Vol. 5, no 1, article id 8Article in journal (Refereed)
    Abstract [en]

    A set of prominent designers embarked on a research journey to explore aesthetics in movement-based design. Here we unpack one of the design sensitivities unique to our practice: a strong first person perspective-where the movements, somatics and aesthetic sensibilities of the designer, design researcher and user are at the forefront. We present an annotated portfolio of design exemplars and a brief introduction to some of the design methods and theory we use, together substantiating and explaining the first-person perspective. At the same time, we show how this felt dimension, despite its subjective nature, is what provides rigor and structure to our design research. Our aim is to assist researchers in soma-based design and designers wanting to consider the multiple facets when designing for the aesthetics of movement. The applications span a large field of designs, including slow introspective, contemplative interactions, arts, dance, health applications, games, work applications and many others.

  • 69.
    Jarboh, Mathias
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Kunskap och attityder kring digitala fotspår och hur det påverkar användandet av internet: En studie om integritet, tillit och egenmakt2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    There are huge amounts of data to collect on today's internet users. Today, with the help of digital footprints, we can calculate people´s interests, where they are moving, and how they may act in the future. In this study, I look at the functions of attitudes and previous knowledge of digital footprints in the use of the internet. In the context of this essay, it has also been examined how theories founded on the concepts trust, integrity and empowerment have had an impact on the informants. In the study, cultural probes have been used to act as provocateur and as inspiration for the subsequent interviews. The result shows that previous education and knowledge for digital footprints have a small to non-existent effect on the use. Instead, it seems that previous experiences and attitudes about digital footprints have a greater impact on the use of the internet.

  • 70.
    Jonsson, Fatima
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. Stockholm University.
    Lundmark, Sofia
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. Uppsala University.
    An interaction approach for norm-critical design analysis of interface design2014In: CaTaC’14: Culture, Technology, Communication: Celebration, Transformation, New Directions [online proceening], 2014Conference paper (Refereed)
    Abstract [en]

    In this paper we argue for the need of a methodological framework for analysing the design of websites from a norm-critical perspective. Identifying some issues and challenges in previous studies on norms and values in interface design we suggest an approach for analysing norms in websites and user interfaces based on sociological and cultural perspectives on design. Approaching norms in interface design we understand design in terms of resources for interaction, involving four aspects of interaction: cultural representations, technology, interactivity, and context.

  • 71.
    Jonsson, Martin
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. Kungliga Tekniska Högskolan.
    Ståhl, Anna
    SICS Swedish ICT.
    Mercurio, Johanna
    SICS Swedish ICT.
    Karlsson, Anna
    BORIS Design, Kowloon, Hong Kong.
    Naveen, Ramani
    SICS Swedish ICT.
    Höök, Kristina
    Kungliga Tekniska Högskolan.
    The aesthetics of heat: Guiding Awareness with Thermal Stimuli2016In: TEI '16 Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction, New York: Association for Computing Machinery (ACM), 2016, p. 109-117Conference paper (Refereed)
    Abstract [en]

    In this paper we discuss the design process and results from a design exploration on the use of thermal stimuli in body awareness exercises. A user-study was performed on an interactive prototype in the form of an interactive heat mat. The paper brings forth an alternative understanding of heat as a design material that extends the common understanding of thermal stimuli in HCI as a communication modality to instead bring the aesthetic and experiential properties to the fore. Findings account for felt body experiences of thermal stimuli and a number of design qualities related to heat as a design material are formulated, pointing to experiential qualities concerning the felt body, subjectivity and subtleness as well as material qualities concerning materiality, inertia and heat transfer.

  • 72.
    Josefsson, Pernilla
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. Södertörn University.
    Eishow, Clara
    Södertörn University.
    Primary school teachers experience of the digitalisation of teaching2019Conference paper (Refereed)
    Abstract [en]

    The aim of this study is to understand primary school teachers' experience of the ongoing process of digitalisation of teaching. The study is done in the Swedish context and includes eight interviews with teachers from six different municipal schools. The results showed that the teachers were positive toward integration of technology and that several of the teachers did perceive an increased use of digital teaching, which is in line with the recently revised school curriculum. However, they reveal a lack of prerequisites for digital teaching that can hinder the goals to be fully achieved, these are both internal and external character. Emphasizes among other things, the need to increase the elements of digital teaching in the teacher education programs, as well as offer competence development courses for active teachers.

  • 73.
    Josefsson, Pernilla
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Green, Anders
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Normark, Maria
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Students' perception of feedback using peer review as a pedagogical method to increase academic writing skills in higher education2019Conference paper (Refereed)
    Abstract [en]

    This study explores how students within higher education perceive different types of peer review feedback and how that feedback affects their learning. The study builds on a previous paper [1] where the Blackboard peer assessment tool was used, and compared three feedback conditions: positive, mixed, and negative. The findings strongly indicated that students preferred negative feedback, corresponding to earlier research showing that experienced students seem to benefit from negative feedback [2].

    To explore the students perception on feedback, we designed an academic course to incorporate peer review assessment. The course was held during autumn 2018 and included 75 bachelor students. Students were required to individually complete a set of four review assignments using the school’s learning management system, ITs learning (ITs). Each of the four peer review assignments were designed to represent a different approach to feedback. The first assignment instructed the students to only give positive feedback in the review process; e.g., “choose three things that are positive”. The second assignment had instructions without suggesting valence in the feedback and asked the students to “examine how the argumentation is included in the text”. The third assignment instructed the students to provide negative feedback, by asking them to “point towards at least three areas for improvement”. The fourth assignment instructed the students to validate the feasibility of a written research proposal by their study peer, again without suggesting a valence of positive or negative. By consciously designing the four peer review assignments to produce specific kinds of feedback, we aimed to learn more about how the students experience such different types of peer review.

    Based on focus group interviews, we have so far found that the students perceive it harder to give positive compared than negative feedback. They also perceive giving feedback, rather than receiving feedback, as a more important experience in learning. The latter will be especially interesting when compared against earlier research [3] which showed that providing peer feedback had several potential learning benefits for the provider. A preliminary finding of our study is that the transition from earlier levels of design critique during digital development projects to academically founded criticism and review requires careful instructions and pedagogic considerations. In order to further evaluate the students' experience, a questionnaire will be distributed at the end of the course (end of Oct. 2018).

    The findings presented in this study aim to work as a backdrop for future discussions about how to design peer-review assignments in higher education to increase students’ academic literacy.

    References:

    [1] Kidd, J., Hankins, M., “The effects of peer review in students learning: a comparison of positive and negative feedback.”. 10th International Technology, Education and Development Conference, Valencia, Spain, March 7-9, 2016.

    [2] Fishbach, A., Eyal, T., & Finkelstein, S. R., “How positive and negative feedback motivate goal pursuit.” in Social and Personality Psychology Compass, 4(8), 517-530, 2010.

    [3] Van Popta, E., Kral, M., Camp, G., Martens, R. L., & Simons, P. R. J., “Exploring the value of peer feedback in online learning for the provider.” in Educational Research Review, 20, 24-34, 2017.

  • 74.
    Josefsson, Pernilla
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Jää-Aro, Kai-Mikael
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Lundmark, Sofia
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Mutvei Berrez, Ann
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Mathematics Teaching.
    The implementation of digital tools in teaching: A qualitative case study at a swedish primary school2019In: EDULEARN19 Proceedings, 2019, p. 2382-2387Conference paper (Refereed)
    Abstract [en]

    Many countries have recently implemented digital competence as an important part of their school curricula. In Sweden, the curriculum states: “Teaching should give students the opportunity to use digital tools in a way which promotes knowledge development” [3], making it mandatory to implement digital tools in teaching and learning. This poses challenges for schools and teachers: schools need to assist with infrastructure and make technology available, teachers need to acquire knowledge on how to use technology for educational purposes. Achieving technology integration to support teaching and learning in the classroom has been argued to be influenced by teachers’ attitudes and pedagogical beliefs [4], therefore the link between teachers’ pedagogical beliefs and their practices must be examined in order to fully understand the integration [1].

    This study is part of the Erasmus+ project Functional Information and Communication Technology Instruction On the Net (FICTION) [2] and investigates science teachers’ attitudes towards integration of technology, and how teachers elaborate and implement digital technologies into their teaching practices.

    In winter/spring 2019 five teachers from a local primary school took part in three focus group interviews. The first interview defined the current situation, the second generated input on how to challenge each teacher based on their needs. Each teacher was given instructions for a specific technology to try out during teaching. The teachers recorded their experiences on video for the third focus group discussion, which included an evaluation of how they perceived the specific technology to improve their students’ learning. The data so far consist of audio and video recordings from the interviews and the teachers’ experiences of using the proposed technologies in their teaching.

    Some preliminary findings are that while schools invest in infrastructure and technology, the opportunities to use the technology often are hindered by administrative issues such as scheduling, lack of time for competence development and no choice on platforms and systems to work with. The link between the teachers’ pedagogical beliefs and their practice is based on these prerequisites, but also on the teachers’ willingness to try out various technological tools. The data show that the teachers’ pedagogical perspectives and work with, e.g., formative teaching, pleasurable learning, and quality assured teaching and feedback, affect the teachers’ willingness to integrate new technologies and tools in their teaching.

    References:

    [1] Ertmer, P.A. and Ottenbreit-Leftwich, A.T. 2010. Teacher Technology Change. Journal of Research on Technology in Education. 42, 3 (Mar. 2010), 255–284.

    [2] FICTION 2018. Functional Information and Communication Technology Instruction On the Net https://fiction.pixel-online.org/

    [3] Lärarnas Riksförbund 2016. Digital framtid utan fallgropar: En undersökning om lärares och elevers digitala kompetens. Technical Report #2016–10.

    [4] Perrotta, C. 2013. Do school-level factors influence the educational benefits of digital technology? A critical analysis of teachers’ perceptions. British Journal of Educational Technology. 44, 2 (2013), 314–327.

  • 75.
    Jää-Aro, Kai-Mikael
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Josefsson, Pernilla
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Lundmark, Sofia
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Mutvei Berrez, Ann
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Mathematics Teaching.
    Professional development for ICT-based teaching2019Conference paper (Other academic)
    Abstract [en]

    In this workshop we aim to find the current best practices for professional development of educators, what knowledge teachers need and how it is best imparted. The participants share their experiences of what has worked and not in professional development of the pedagogical use of digital technology.

  • 76.
    Kaipainen, Mauri
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Hautamäki, A.
    University of Helsinki, Helsinki, Finland.
    Analysis and synthesis with a three component inferential system: Augmenting the explanatory scope of conceptual spaces2017In: Artificial Intelligence and Cognition 2016: Proceedings of the 4th International Workshop on Artificial Intelligence and Cognitionco-located with the Joint Multi-Conference on Human-Level Artificial Intelligence (HLAI 2016) / [ed] Antonio Liet; Mehul Bhatt; Alessandro Oltramari; David Vernon, 2017, p. 124-137Conference paper (Refereed)
    Abstract [en]

    The study introduces a model of analysis and synthesis, respective abductive and deductive reasoning, using the three-component inferential system, which is constituted by a perspective-relative augmentation of Gärdenfors's theory of Conceptual Spaces (CS). A general formulation of Perspective, based on our earlier work, corresponds to prioritization among property dimensions. Instead of assuming one conceptual space as in the CS, a distinction is made between the high-dimensional description of the discourse/domain termed Ontospace, and the two-dimensional perspectival space onto which a Perspectiverelative hierarchical conceptualization is projected, referred to as the Perspectival Space. In this setting, deduction is the inference of Perspective-relative conceptualization of the ontospace, while abduction is the reasoning of the Perspective that accounts for a given conceptualization of the ontospace, given in a form of a target cluster This model is articulated on an abstraction level beyond algorithmic implementation.

  • 77.
    Kaipainen, Mauri
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. Perspicamus LTD, Helsinki, Finland.
    Hautamäki, A.
    University of Helsinki, Finland.
    Seeking for the grasp: Iterative subdivision model of conceptualization2019In: Conceptual spaces: Elaborations and applications / [ed] Kaipainen, Mauri; Zenker, Frank; Hautamäki, Antti; Gärdenfors, Peter, Springer , 2019, p. 103-123Chapter in book (Other academic)
    Abstract [en]

    Concepts are fundamental collective constructs of individual items that are capable of abstracting meaningfully homogeneous groupings of phenomena. This capability is a prerequisite for communication and action and gives structure to learning and memory. Our study is aligned with the vast paradigm that assumes embodied cognition, rooted in Merleau-Ponty (Phenomenology of perception (trans: C. Smith). Routledge and Kegan Paul, London, 1962), seminally articulated by Varela et al. (Embodied mind: cognitive science and human experience. MIT Press, Cambridge, MA, 1991) and existing today in a number of variants that have been reviewed by Wilson (Six views of embodied cognition. Springer. Psychon Bull Rev 9(4):625–636, 2002). We argue that the faculty to conceptualise may spring from the ability of homo habilis to manage concrete actions in space and time, and we propose that at the root level, ‘grasping concepts’ in a cognitive perspective may have a lot to do with the process of ‘grasping objects’ from an operational position.

  • 78.
    Kaipainen, Mauri
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Hautamäki, Antti
    Helsingfors universitet.
    A Perspectivist Approach to Conceptual Spaces2015In: Applications of Geometric Knowledge Representation: The Case for Geometric Knowledge Representation / [ed] Zenker, F. & Gärdenfors, P., Dordrecht: Springer, 2015, p. 245-258Chapter in book (Refereed)
  • 79.
    Kaipainen, Mauri
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Pitkänen, O.
    Hanken School of Economics, Helsinki, Finland.
    Human-controlled iterative subclustering analysis2017In: Proceedings IEEE BigData 2017, Boston, MA: IEEE, 2017, p. 4754-4756Conference paper (Refereed)
    Abstract [en]

    The accumulation and use of data are rapidly expanding. With it, new kinds of interactions emerge that go beyond traditional data analytics, to the point at which a whole new research area of human-data interaction is has been suggested. Our study reconsiders cluster analysis from this point of view. We aim to redesign the process to be more interactive and transparent for purposes beyond conventional data analysis. We address the core issue of cluster analysis, namely what criteria are to determine the homogeneity of a cluster by means of breaking the algorithm into a sequence of explorative subdivisions proceeding as a human-data dialogue. The system provides the human agent with a heuristic. It is formed by sorting the variables of the data set by descending orthogonality against the variable that was applied as the subdivision criterion of the previous iteration. This allows minimizing redundancy of the analysis while securing distinctions relevant for the analytic intention and contextuality, which go beyond the reach of algorithmic decision. The proposed method constitutes a quick and intuitive access to data mining, facilitating new insights and identifying actionable generalizations.

  • 80.
    Karpinska, Justyna
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Designing tangible play objects for toddlers’ open-ended play using multimodal feedback and multisensory stimuli2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Designing tangible objects for children’s development andlearning has been a common theme in the HCI community.However, studies involving designing of tangibles fortoddlers’ hedonic interaction and play experiences havebeen few. This paper explores how toddlers (between oneand three years old) behave when interacting with tangibleplay objects in the context of open-ended play. The aim ofthis study was to explore how the integration ofmultisensory stimuli and multimodal feedback in tangibleobjects can affect toddlers’ play, behaviors and engagementin the context of open-ended play. Furthermore, two playobjects called Sound Cubes were developed and used in aninteraction study conducted at a preschool in Stockholm.The results presented in this paper suggest that the openendedplay objects provided toddlers with opportunity formultiple manipulations that lead to interesting interactions.Moreover, multimodal feedback and multisensory stimulicreated a positive affect on toddlers’ engagement in play.

  • 81.
    Katzeff, Cecilia
    et al.
    Interactive Institute / KTH.
    Broms, Loove
    KTH.
    Jönsson, Li
    Denmark Design School.
    Westholm, Ulrika
    Interactive Institute.
    Räsänen, Minna
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Exploring sustainable practices in workplace settings through visualizing electricity consumption2013In: ACM Transactions on Computer-Human Interaction, ISSN 1073-0516, E-ISSN 1557-7325, Vol. 20, no 5, p. 31-Article in journal (Refereed)
    Abstract [en]

    People's domestic habits are increasingly being targeted to reduce levels of CO2 emissions. Whereas domestic energy consumption has received a lot of attention with several reported studies on sustainable practices, there are very few studies on workplace practices. Nevertheless, these are considered as having much potential for reducing energy consumption. This article presents the findings from two field studies where two different types of prototypes for visualizing energy use were designed, implemented and evaluated in different types of workplace settings - factories and offices. The studies used design probes to explore how visual feedback for electricity use was interpreted and acted upon by employees in work settings. A striking observation was that it is very difficult to get people to change to more pro-environmental behavior and practices in a workplace environment. The article discusses why this might be the case.

  • 82.
    Kauttonen, Janne
    et al.
    Aalto University School of Arts, Design and Architecture, Finland.
    Kaipainen, Mauri
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Tikka, Pia
    Aalto University School of Arts, Design and Architecture, Finland.
    Model of Narrative Nowness for Neurocinematic Experiments2014In: 5th Workshop on Computational Models of Narrative : CMN'14, July 31–August 2, 2014 / [ed] Mark A. Finlayson and Jan Christoph Meister and Emile G. Bruneau, Saarbrücken/Wadern: Dagstuhl Publishing , 2014, Vol. 41, p. 77-87Conference paper (Refereed)
    Abstract [en]

    Cognitive neurosciences have made significant progress in learning about brain activity in situatedcognition, thanks to adopting stimuli that simulate immersion in naturalistic conditions insteadof isolated artificial stimuli. In particular, the use of films in neuroscientific experiments, aparadigm often referred to as neurocinematics, has contributed to this success. The use ofcinematic stimuli, however, has also revealed a fundamental shortcoming of neuroimaging studies:The lack of conceptual and methodological means to handle the viewers' experience of narrativeevents in their temporally extended contexts in the scale of full cinematic narrative, not tomention life itself. In order to give a conceptual structure to the issue of temporal contexts,we depart from the neurophenomenological approach to time consciousness by neurobiologistFrancisco Varela, which in turn builds on Husserl's phenomenology of time. More specifically, wewill discuss the experience of narrative tension, determined by backward-looking conceptualizingretention, and forward-looking anticipatory protention. Further, this conceptual structure isbuilt into a preliminary mathematical model, simulating the dynamics of decaying and refreshingmemory traces that aggregates a retentive perspective for each moment of nowness, which in turnmay trigger anticipations for coming events, in terms of Varela and Husserl, protentions. Thepresent tentative mathematical model is constructed using simple placeholder functions, with theintention that they would eventually be replaced by models based on empirical observations onthe psychological capabilities that support narrative sensemaking. The final goal is a model thatsuccessfully simulates the way how the memory system maintains narrative tension beyond thetransient nowness window, and thereby allows mappings to observed brain activity with a richtemporal system of narrative contexts.

  • 83.
    Kiltoft, Casandra
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Sevelin, Simona
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Smarta upplevelser inom regional turism och destinationsutveckling: En fallstudie av nuläge och möjligheter kring teknisk mediering och turistupplevelser i Nyköping2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper describes smart tourism, examines opportunities for development with smart experiences and provides a case study of Nyköping as a tourist destination with Nyköping castle as an embedded case. The study is based on empirical research strategy with qualitative research methods. The approach is explorative and uses five different data collection techniques. The structure of this study has three complementary perspectives – supplier, service and consumer.

    The purpose of this study is to contribute with new knowledge about smart tourism and development opportunities with technology mediated experiences. The survey creates an overall picture of Nyköping and Nyköping castle present situation and concludes with suggestions for development, as well, it identifies how smart tourism with technology mediated experiences can support the creation of new value-in-use for consumer on a tourist destination.

    The survey shows that smart tourism is described as an umbrella term that covers all integrated efforts of a tourist destination to gather, shape and control the data emerging from the physical infrastructure, social contacts, governmental or business sources and human minds. To develop a successful smart tourist destination requires access to the necessary resources and visitors’ engagement through technology mediated experiences. The value adding factors of smart experiences that increase profits and prestige for destination are tourist attractions, availability, facilities, activities and related services that are mediated through technology.

    The current study demonstrates that Nyköping and Nyköping castle has all prerequisites to become “smarter” in relation to technology mediated experiences that would benefit all parties – both tourists and tourist destinations.

  • 84.
    Kobayashi, Kenji
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Svensson, Victor
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Relationshantering på Instagram: En fallstudie om tre restaurangverksamheters förvaltning av kundrelationer genom sociala medier2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The authors of this bachelor thesis have examined customer relationship management (CRM) on Instagram, from a business perspective. The study aims to identify how Instagram’s functions affect established theories regarding CRM. Today many businesses are expected to establish themselves on social media, which benefits from thoughtful management of CRM.

    The study was carried out through a qualitative case study focusing on three restaurants. This is to get a basic understanding of how the three restaurants applies Instagram’s functions in its work with CRM.

    The results present the activities’ application of Instagram’s functions in relation to CRM. Furthermore, Instagram’s functions were analyzed and categorized according to the communicative theories. Then the application of the functions was set against the four aspects of CRM that the study concerns.

    Finally, conclusions were formulated on how Instagram’s functionality affects CRM and how the three restaurants can manage customer relations on the platform.

  • 85.
    Koenitz, Hartmut
    et al.
    HKU University of the Arts Utrecht, Utrecht, The Netherlands.
    Roth, Christian
    HKU University of the Arts Utrecht, Utrecht, The Netherlands.
    Meklar, Elisa D.
    University of Basel, Basel, Switzerland.
    Björk, Staffan
    University of Gothenburg.
    Lankoski, Petri
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Eladhari, Mirjam Palosaari
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Kultima, Annakaisa
    Aalto University, Aalto, Finland.
    Medler, Ben
    EA Games, USA.
    Methods, History, and Impact - Directions in Game Design Research2018Conference paper (Other academic)
    Abstract [en]

    Research into the design aspect of games has proliferated since the early 1970s. Currently, early historical overviews appear and categorical divisions within the field become more pronounced. It is therefore timely to reflect on the development untiltoday, take stock of the current landscape, and consider future topics. This position paperdoes so by bringing together seasoned and emerging scholars, as well as practitioners and industry insiders. Together, they consider which topics are already engaged, and what new ones might be necessary. In addition, the paperwill discuss the relationship between game design research and independent/industry practices as well as implications for game design education.

  • 86.
    Kontio, Janne
    et al.
    Karlstad University.
    Lundmark, Sofia
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. Uppsala universitet.
    Narcissism or Masquerade? Selfies as Visual Communication in Vocational Education Classrooms2019In: Proceedings of NERA 2019: The Annual Conference of the Nordic Educational Research Association, 2019Conference paper (Refereed)
    Abstract [en]

    Being the third most popular platform among Swedish people as of 2018 (Internetstiftelsen, 2018), and the most used platform among Swedish teenagers (Statens Medieråd, 2017, p. 49), Snapchat use among Swedish youths has not been substantially investigated from discourse analytic perspectives (however, see Wickström, upcoming). The present study examines interactional aspects of Snapchat use by Swedish teenagers in a vocational school setting, based on a combination of video recordings of classroom activity and screen-recorded smart phone use.

    The data for this article is drawn from a larger collection of video and screen recordings of youths’ smart phone usage in Swedish upper secondary schools (“Uppkopplade klassrum”, VR/UVK, Dnr 2015-01044) and consists of approximately 75 hours of recordings of students in two upper secondary classes; learners of hairdressing and building- and construction work.

    Larsen & Sandbye (2013) suggest that we need to “look at photos not just as images but as material and social objects that mould and create identity and social relations between people”. Thus, we approach the images and interactions in the data by applying a framework inspired by the works of Erving Goffman on impression management (Goffman, 1990); specifically concerning interactional aspects of self-presentation and processes of situated identities.

    The results from this study gives us important insights into digital youth culture in general, and more specifically about the very image loaded lives youths live, in and through their use of smartphones. The study goes in depth to show how the use of images is done in actual practice and when it occurs in interaction in an institutional setting. The use of selfies among youths has often been described as narcissistic (Sorokowski et. al., 2015), but by showing when and how the actual production and consumption of images is done, this study aims to differentiate and make visible the different kinds of actions made by the users; self-presentations, self-representations and masquerade, thus emancipating the youths and giving them a certain amount of agency. More specifically, we note that the use of smart phone cameras and images mirrors different aspects present in these vocational classroom cultures, as have been found by previous research (Nyström, 2012), and the anti-school culture that can be seen in these vocational education data stands in stark contrast to what can be found in similar data concerning upper secondary schools preparing for ensuing studies (Wickström, upcoming).

  • 87.
    Lagrosen, Stefan
    et al.
    University West, Economics and IT.
    Josefsson, Pernilla
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. University West, Economics and IT.
    Social media marketing as an entrepreneurial learning process2011In: International Journal of Technology Marketing, ISSN 1741-878X, E-ISSN 1741-8798, Vol. 6, no 4, p. 331-340Article in journal (Refereed)
    Abstract [en]

    The purpose for this paper is to explore social media marketing fromthe perspective of entrepreneurial learning. The theoretical basis consists ofcontributions from the fields of organisational learning and entrepreneurship.An empirical study involving ten companies has been carried out. Thedata were analysed with methods inspired by grounded theory. Categoriesdescribing the companies’ social media presence from an entrepreneuriallearning perspective are provided. The value of using organisational learning asa framework for social media marketing is shown. Thus, the paper presents anovel way of studying social media activities which should contribute to thetheoretical fields of organisational learning and entrepreneurship as well as tothe understanding of social media marketing. For practitioners, the findings provide additional knowledge that should be useful for their own social media activities. 

  • 88.
    Landwehr Sydow, Sophie
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology. Stockholm University.
    Make it or break it: Grappling with inclusion in the maker movement2019In: Making culture: Children’s and young people’s leisure cultures / [ed] Anna Sparrman, Göteborg: Kulturanalys Norden , 2019, p. 51-62Chapter in book (Other academic)
    Abstract [en]

    Making culture is a research anthology focusing on children’s and young people’s leisure culture. Nineteen researchers from the Nordic countries have been invited by the Nordic Agency for Cultural Policy Analysis (Kulturanalys Norden) to explore, describe and analyse how children and young people act as cultural ‘doers’. The anthology provides researchers, policymakers and practitioners with insights and analyses on children’s and young people’s culture.

  • 89.
    Landwehr Sydow, Sophie
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    On Making and Failing2017In: CHI'17 Workshop positioning paper – Open Design at the Intersection between Making and Manufacturing, 2017Conference paper (Other academic)
    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.

  • 90.
    Landwehr Sydow, Sophie
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Jonsson, Martin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    The Forensics of Transient Computational Materials2016In: Nordi'CHI 2016 Workshop. Things Fall Apart: Unpacking the Temporalities of Impermanence for HCI, 2016Conference paper (Other academic)
    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”.

  • 91.
    Landwehr Sydow, Sophie
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Jonsson, Martin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    The organization of personal fabrication: Hackathons and makerspaces as semi-professional places for creative making2015In: On website for workshop "The Future of Making: Where Industrial and Personal Fabrication Meet", 2015Conference paper (Other academic)
    Abstract [en]

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

  • 92.
    Landwehr Sydow, Sophie
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Tholander, Jakob
    Jonsson, Martin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    "It's a Bomb!" - Material Literacy and Narratives of Making2017In: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, New York: Association for Computing Machinery (ACM), 2017, p. 121-132Conference paper (Refereed)
    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.

  • 93.
    Lankoski, Petri
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Embodiment in character-based videogames2016In: AcademicMindtrek'16: Proceedings of the 20th International Academic Mindtrek Conference, New York: Association for Computing Machinery (ACM), 2016, p. 358-365Conference paper (Refereed)
    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.

  • 94.
    Lankoski, Petri
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Modeling Player-Character Engagement in Single-Player Character-Driven Games2013In: 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, p. 572-575Conference paper (Other academic)
    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.

  • 95.
    Lankoski, Petri
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Models for Story Consistency and Interestingness in Single-Player RPGs2013In: 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, p. 246-253Conference paper (Refereed)
    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.

  • 96.
    Lankoski, Petri
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Björk, Staffan
    Formal analysis of gameplay2015In: Game Research Methods: An Overview / [ed] Petri Lankoski, Staffan Björk, ETC Press, 2015, p. 23-35Chapter in book (Other academic)
  • 97.
    Lankoski, Petri
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Björk, Staffan
    Game Research Methods: An Overview2015Collection (editor) (Other academic)
    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.

  • 98.
    Lankoski, Petri
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Björk, Staffan
    Introduction2015In: Game Research Methods: An Overview / [ed] Petri Lankoski, Staffan Björk, ETC Press, 2015, p. 1-8Chapter in book (Other academic)
  • 99.
    Lankoski, Petri
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Eladhari, Mirjam P.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Constructive Alignment in Teaching Game Research in Game Development Bachelors Programme2019In: Paper presented at Teaching Games: Pedagogical Approaches - DiGRA 2019 Pre-Conference Workshop(TGPA:DiGRA2019), 2019Conference paper (Refereed)
    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.

  • 100.
    Lankoski, Petri
    et al.
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Holopainen, JussiUniversity of Lincoln, UK.
    Game design research: An introduction to theory & practice2017Collection (editor) (Other academic)
    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.

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