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  • 51.
    Jää-Aro, Kai-Mikael
    et al.
    KTH.
    Kjelldahl, Lars
    KTH.
    Effects of image resolution on depth perception in stereo and non-stereo images1997Inngår i: Stereoscopic Displays and Applications VIII / [ed] Scott S. Fisher, John O. Merritt & Mark T. Bolas, SPIE - International Society for Optical Engineering, 1997, s. 319-326Konferansepaper (Fagfellevurdert)
  • 52. Jää-Aro, Kai-Mikael
    et al.
    Prime, Martin
    Royer, Stephane
    3D Input Device Usability Evaluation in a Virtual Reality Environment1994Konferansepaper (Annet vitenskapelig)
  • 53. Jää-Aro, Kai-Mikael
    et al.
    Royer, Stephane
    A New Input model for DIVE1994Konferansepaper (Annet vitenskapelig)
  • 54. Jää-Aro, Kai-Mikael
    et al.
    Snowdon, David
    How not to be objective2001Inngår i: Collaborative Virtual Environments: digital places and spaces for interaction / [ed] Elizabeth Churchill, Dave Snowdon & Alan Munro, London: Springer London, 2001, s. 143-159Kapittel i bok, del av antologi (Annet vitenskapelig)
  • 55.
    Jää-Aro, Kai-Mikael
    et al.
    KTH.
    Snowdon, David
    KTH.
    Retaining Body Language in Subjective Virtual Environments Using Artifact-Centred Coordinate Systems1997Inngår i: Proceedings of the Thirtieth Annual Hawai`i International Conference on System Sciences / [ed] Hashem El-Rewini & Yale N. Patt, IEEE Computer Society Digital Library, 1997, s. 646-652Konferansepaper (Fagfellevurdert)
  • 56.
    Jää-Aro, Kai-Mikael
    et al.
    KTH.
    Snowdon, David
    University of Nottingham .
    Subjectivity in Populated Information Terrains1997Inngår i: ECSCW '97 Video / [ed] Steve Benford, Adrian Bullock & Chris Brown, 1997Konferansepaper (Fagfellevurdert)
  • 57.
    Jää-Aro, Kai-Mikael
    et al.
    KTH.
    Weber, Tomas
    Specification of methods of displaying CFD data, Specification of immersive user interface: VIRTUALFIRES : Deliverables 4.1 & 4.22002Rapport (Annet vitenskapelig)
  • 58. Kaindl, H.
    et al.
    Ertl, D.
    Falb, J.
    Bogdan, Cristian
    KTH, Människa-datorinteraktion, MDI.
    Severinson Eklundh, Kerstin
    KTH, Människa-datorinteraktion, MDI.
    Green, Anders
    KTH, Människa-datorinteraktion, MDI.
    Hüttenrauch, Helge
    KTH, Människa-datorinteraktion, MDI.
    Göller, M.
    Multimodal communication involving 2D-space movement2010Inngår i: 4th International Conference on Cognitive Systems, CogSys 2010, 2010Konferansepaper (Fagfellevurdert)
  • 59.
    Karlsson, Simon
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Olsson, Ottilia
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Normark, Maria
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    "I feel like I’ve never really achieved it": A critical analysis of persuasive design patterns in mindfulness applications2022Inngår i: Nordic Human-Computer Interaction Conference (NordiCHI ’22): October 08–12, 2022, Aarhus, Denmark, New York: Association for Computing Machinery (ACM), 2022, artikkel-id 61Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper examines experiences of mindfulness and meditationapplications for handling stress and emotional strain. We presenta qualitative interview study. The analysis focuses particularly onthe role of persuasive functions in the applications, such as notifications,history tracking, maintaining a daily streak, etc. Theresults suggest that persuasive design patterns can interfere withthe original user needs. While providing some advantages for supportingthe establishment of a meditation habit, persuasive designpatterns also create friction between the application and the users’intentions to reduce stress. We critically examine how persuasivedesign patterns, intended for increasing performance and personalimprovement, may affect the users of meditation apps. Finally, wediscuss how persuasive design patterns in the major meditationapps have been instrumental in recontextualizing meditation froma spiritual practice to a productivity practice.

    Fulltekst (pdf)
    fulltext
  • 60.
    Landwehr Sydow, Sophie
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    On Making and Failing2017Inngår i: CHI'17 Workshop positioning paper – Open Design at the Intersection between Making and Manufacturing, 2017Konferansepaper (Annet vitenskapelig)
    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.

    Fulltekst (pdf)
    On Making and Failing
  • 61.
    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 Materials2016Inngår i: Nordi'CHI 2016 Workshop. Things Fall Apart: Unpacking the Temporalities of Impermanence for HCI, 2016Konferansepaper (Annet vitenskapelig)
    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”.

    Fulltekst (pdf)
    The Forensics of Transient Computational Materials fulltext
  • 62.
    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 Making2017Inngår i: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, New York: Association for Computing Machinery (ACM), 2017, s. 121-132Konferansepaper (Fagfellevurdert)
    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.

  • 63.
    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 design2018Inngår i: Design Studies, ISSN 0142-694X, E-ISSN 1872-6909, Vol. 59, s. 77-94Artikkel i tidsskrift (Fagfellevurdert)
    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.

  • 64.
    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 services2017Inngår i: Childhood, ISSN 0907-5682, E-ISSN 1461-7013, Vol. 24, nr 2, s. 260-278Artikkel i tidsskrift (Fagfellevurdert)
    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.

  • 65.
    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 fritidsaktiviteter2024Inngår i: Fritidsdidaktiska dilemman / [ed] Sofia Lundmark; Janne Kontio, Stockholm: Natur och kultur, 2024, s. 275-300Kapittel i bok, del av antologi (Fagfellevurdert)
  • 66.
    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 utmaningar2022Inngår i: Digitala didaktiska dilemman / [ed] Sofia Lundmark; Janne Kontio, Stockholm: Natur och kultur, 2022, s. 367-390Kapittel i bok, del av antologi (Annet vitenskapelig)
    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. 

  • 67.
    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 environments2023Inngår i: Proceeding of the International Sustainable Development Research Society (ISDRS) 29th conference. 11-13 June, Univeriti Kebangsaan, Malaysia, 2023Konferansepaper (Fagfellevurdert)
    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.  

  • 68.
    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 Design2023Inngår i: Mindtrek '23: Proceedings of the 26th International Academic Mindtrek Conference, New York: Association for Computing Machinery (ACM), 2023, s. 223-232Konferansepaper (Fagfellevurdert)
    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.

  • 69.
    Lundmark, Sofia
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Kontio, Janne
    Stockholms universitet, Sverige.
    Epilog2022Inngår i: Digitala didaktiska dilemman / [ed] Sofia Lundmark; Janne Kontio, Stockholm: Natur och kultur, 2022, s. 444-445Kapittel i bok, del av antologi (Annet (populærvitenskap, debatt, mm))
  • 70.
    Lundmark, Sofia
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Kontio, JanneStockholms universitet, Sverige.
    Fritidsdidaktiska dilemman2024Collection/Antologi (Fagfellevurdert)
    Abstract [sv]

    Fritidsdidaktiska dilemman är en antologi som belyser utmaningar som är specifika för barns fria tid och fritid. Genom röster från yrkesverksamma inom skola, fritidshem och fritidsaktiviteter, liksom från elever och föräldrar, ges inblickar i hur bland annat lärande, vänskapande och kommunikation sker och ser ut i barns förändrade fritid.

    De utmaningar och praktiker som boken återspeglar är uppdelade i tre teman:

    • Fritidshemmets didaktiska dilemman
    • Barns och ungas organiserade fritidsaktiviteter
    • Barns och ungas fria tid

    Med hjälp av de diskussionsfrågor som avslutar varje kapitel uppmuntrar Fritidsdidaktiska dilemman till kollegiala samtal för utveckling av strategier och verktyg för att identifiera och hantera de dilemman som presenteras. Det är därför en bok som passar alla lärar- och pedagogkategorier, såväl som lärarstudenter, särskilt lärare i fritidshem, ledare och tränare i olika former av organiserade fritids-, idrotts- och kulturskoleverksamheter.

  • 71.
    Lundmark, Sofia
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Kontio, Janne
    Stockholms universitet, Sverige.
    Inledning: Digitala didaktiska dilemman2022Inngår i: Digitala didaktiska dilemman / [ed] Sofia Lundmark; Janne Kontio, Stockholm: Natur och kultur, 2022, s. 17-29Kapittel i bok, del av antologi (Annet vitenskapelig)
  • 72.
    Lundmark, Sofia
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Rodela, Romina
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Miljövetenskap.
    Futuring as Part to Design Education: Hacking for a Sustainable Campus Environment2024Inngår i: Journal of Futures Studies, ISSN 1027-6084, Vol. 28, nr 4, s. 11-24Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    This article reports on a study where we used a novel method to work with university students at a media technology and design programme to innovate on questions related to futuring in an educational context. Participating students used creative methods, paper crafting and design methods to “hack” the university campus in a post-COVID-19 scenario. This study situates hackathon as a design method that can be used to foster problem-solving and critical thinking skills in the context of current challenges. The students were asked to identify possible challenges in a post-COVID-19 return on campus and consider solutions to these challenges. They were tasked to shape their solutions in the form of a “sustainable artefact” meant to facilitate a smoother, safer, and welcoming return to campus life. In this study we reflect on how they engaged critically with the campus green and built infrastructure and how have they considered changes that would make their return to campus life a positive experience. Through the analysis of students’ assignments, we demonstrate how this method allowed for space in finding one’s own voice, how the design material supported students’ work on future design, and how aspects of future design are helping students finding a way of acting upon current calls to re-work our cities.

  • 73.
    Lundmark, Sofia
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Rodela, Romina
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Miljövetenskap.
    Hacking the Campus: Art and creative engagement to design a sustainable environment2022Inngår i: Book of Abstracts: The 28th Annual Conference, International Sustainable Development Research Society “Sustainable Development and Courage. Culture, Art and Human Rights”, ISDRS , 2022, artikkel-id 347Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Cities are becoming increasingly complex as a multitude of interests, needs, values and ways of living converge. For this reason, it is important to understand this diversity and explore how it could be captured by planning and governance processes. This is commonly done in participatory spatial planning processes where well-educated, adult, and economically stable citizens would commonly provide input to the process. Younger demographic groups as children and youth are rarely involved. In 2022 Sweden, however, passed an act that states that children and youth shall be part of spatial planning when they are to be affected by given interventions. 

    There are many diverse good examples of youth participation that offer valuable insights and grounding to this new turn. Yet, youth is not an easy catch. Youth is a very diverse group, and more often than not, they are critical of the status quo, and thrive most when challenged on tasks that they find interesting. Engaging youth in classical workshop sessions with experts discussing maps or models might not work at all. Here some have suggested that art, crafting, and novel technology could help to develop meaningful participatory processes. 

    In the study presented here, we report on an attempt to explore a novel method. We introduce an activity where 52 students at a media and design bachelor program at a Swedish university explored the use of art and design methods to ‘hack’ their campus in a post-Covid-19 scenario. The students were asked to work with the design materials – paper and cardboard – to give shape to alternative ideas about how to hack the campus environment. They were asked to develop a “sustainable artefact” representing a solution to the challenge of returning after the pandemic. They were asked to critically look at the current infrastructure and think about what they would like to change to make it a more sustainable place. 

    The data set for this study consists of 52 assignments including tangible material representations of the work in the form of images of i) the resulting designed artifact  (details, work-in-progress, final prototype), ii) of montage images of the designed artifact contextualized and placed into the campus environment, as well as iii) written reflections about the task at hand. The assignments were analyzed using a thematic content analysis and analysis of the sustainable artifacts. 

    The designed artifacts were created from a range of different ideas and observations. Some were made with the purpose to reduce stress, others to promote mental and physical health, or to boots social gatherings and togetherness. The typology of these spans from artifacts that are inspired by furniture that promotes meetings and social interaction, collective gardening areas, bird nests, litter containers, green houses, training equipment, tools to provide feedback, interactive screens and power stations both for bikes and phones. 

  • 74.
    Markström Lindgren, Martin
    Södertörns högskola, Institutionen för kommunikation, medier och it.
    Användbarhet på Södertörns högskolas hemsida: Hur förhåller sig Södertörns högskolas hemsida till användbarhet?2011Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Användbarhet är idag en del av människa-dator interaktion som bl.a. Södertörns högskola satsar på att lära ut. Syftet med denna undersökning är att belysa användbarheten på Södertörns högskolas hemsida. För att definiera användbarhet används den internationella standarden för användbarhet (ISO 9241-11, 1998) samt människa-dator interaktionsforskaren Jacob Nielsens definition av användbarhet. Detta har genomförts genom en observationsstudie med fem användare. Resultatet visade tendenser till användbarhet men visade också betydelsen av uppsatta användbarhetsmål.

    Fulltekst (pdf)
    fulltext
  • 75.
    Rosén, Anton
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Lundmark, Sofia
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Jonsson, Fatima
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik. Stockholms Universitet.
    Håkansson, Jesper
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Control and reward in online dating practices: a study of users’ experiences of Tinder2017Inngår i: The 18th annual meeting of the Association of Internet Researchers (AoIR 2017): Networked Publics, 2017Konferansepaper (Fagfellevurdert)
    Abstract [en]

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

  • 76.
    Santhakumar, Anojan
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Utvecklingen av ett AR tillägg inom inredning: ”Från Null till något”2022Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The purpose of this project has been to create a prototype that uses AR functions. The goal with this has been to use it to enable users to place furniture that is seen in pictures, in a real environment such as their home or an office. For this to happen, a design process has been used where information and the collection of data has happened. This data has since formed the basis for being able to create a number of different prototypes with two different approaches. These were Figma and Unity. The results from this project are two different prototypes that show users how AR can be used in the interior design industry or similar domains. This result has received positive feedback and has shown that there is a future potential, but that more work is required, for example, the addition of several distinct functions.

    Fulltekst (pdf)
    fulltext
  • 77. Schneider, Sascha
    et al.
    Schmidt, Michael
    Luckas, Volker
    Lenz, Gunther
    Reichl, Thomas
    Brandstätter, Wilhelm
    Redl, Christian
    Svensson, Gert
    Jää-Aro, Kai-Mikael
    KTH.
    Bochon, Alain
    Faure, René-Michel
    Schäfer, Klaus
    Koch, Rainer
    Ajuria, José Luis
    Review of existing VR systems, Adaptability to VIRTUALFIRES: Deliverable 2.62002Rapport (Annet vitenskapelig)
  • 78. Schneider, Sascha
    et al.
    Schmidt, Michael
    Luckas, Volker
    Lenz, Gunther
    Reichl, Thomas
    Svensson, Gert
    Jää-Aro, Kai-Mikael
    KTH.
    Review of existing VR systems, Adaptability to VIRTUALFIRES: Deliverable 2.52002Rapport (Annet vitenskapelig)
  • 79.
    Selezneva, Nadia
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Juskova, Aleksandra
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Beacons & Internet of Things: A design concept for contect-aware mobile interaction with beacons2014Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Mobile technology is developing quickly and becomming a part of daily life and communication. Bluetooth Low Energy is presented as a new way of mobile interaction. However there are not enough studies in this field on the interaction between mobile devices and the physical world. In order to understand user needs, and to encourage users to interact, we simulated an interaction process through designing and testing a prototype in a specific indoor environment. Prototype effectiveness and main characteristics for future mobile application was evaluated through a qualitative user study with 20 participants who interacted with our prototype.

    Fulltekst (pdf)
    Beacons & Internet of Things
  • 80.
    Snowdon, Dave
    et al.
    University of Nottingham, UK.
    Jää-Aro, Kai-Mikael
    KTH.
    A subjective Virtual Environment for collaborative information visualization1997Inngår i: On conference website, 1997Konferansepaper (Fagfellevurdert)
  • 81.
    Snowdon, Dave
    et al.
    University of Nottingham, UK.
    Jää-Aro, Kai-Mikael
    KTH.
    Body-Centred Configuration in Collaborative Virtual Environments1996Inngår i: Advances, applications and impact of immersive virtual environments: proceedings of the 2nd FIVE international conference / [ed] Massimo Bergamasco, 1996, s. 48-54Konferansepaper (Fagfellevurdert)
  • 82. Snowdon, David
    et al.
    Jää-Aro, Kai-Mikael
    Subjectivity in Collaborative Virtual Environments1998Konferansepaper (Annet vitenskapelig)
  • 83.
    Spence, Annalisa
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Svensson, Mimmi
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Understanding Informational Privacy Through User Interfaces in Web Applications2023Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    This paper critically examines users' perceptions of privacy and security in web applications,emphasizing interface design. Drawing on both quantitative and qualitative data grounded inCPM and PMT theories, our research addresses Internet users' concerns regarding onlineprivacy and security. Employing triangulation analysis on survey responses and web-basedobservations, our findings reveal a strong association between users' trust in web applicationsand their visual elements. By providing visual examples of current design practices in oursurvey, we discover some important aspects of effective interface designs. Utilizing IUIPCtheory, we identify how web application interfaces influence users' privacy management,impacting their trust and usage decisions. Notably, some users are subtly prompted to grantpermissions or share personal information through deliberate exclusion of options in thedesign of certain web applications. The approach of this study encourages a criticalperspective on privacy and integrity issues in online settings.

    Fulltekst (pdf)
    fulltext
  • 84.
    Ståhl, Alexander
    et al.
    Södertörns högskola, Institutionen för kommunikation, medier och it.
    Akbari, Ali
    Södertörns högskola, Institutionen för kommunikation, medier och it.
    En bostadsrättsförenings påverkan i kommunikation genom en Internetportal2007Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
    Abstract [en]

    Internet  has  given  possibilities  to  a  whole  new world within communication. Nowadays  the communication  inside organisations and companies  takes place  through  the Internet. The  idea  of  this paper  arose when one of  the  authors discussed  the  general  involvement of  the  tenant-owner’s association  in  the committee. Providing a new channel  for  communication  through a homepage  could  affect  the  attitude  of  the  tenants.  We  were  curious  of  what  effect  on communication  introducing a homepage would give. Also how you would  reach  the proposed effect, which is to increase the communication in the association. Through feasibility study we examined  the way of how the members communicated. After  the production of  the homepage we could see the effect of communication by having personal interviews.   Our  conclusion  is  that  the  communication  has  been  simplified  for members  and  for  the committee. Unfortunately not all members have used  the new  service,  this has been analysed. We  think  that  a  more  intensive  marketing  would  lead  to  more  interest.  The  user  must  be motivated and see the benefit of the product.

    Fulltekst (pdf)
    FULLTEXT01
  • 85. Svensson, Gert
    et al.
    Jää-Aro, Kai-Mikael
    VIRTUALFIRES – realtidssimulering och visualisering av brandförlopp i tunnlar2003Konferansepaper (Annet vitenskapelig)
  • 86.
    Toor, Kees
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Jonsson, Robert
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Skapa, Publicera & Presentera: Utveckling av en befintlig Webcast- produkt genom interaktionsdesign2012Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    I detta examensarbete beskrivs uppdrag, tillvägagångssätt och resultat för framställning av prototyper för editering av webbsända presentationer. Prototyperna består av två produktionslägen, On-Demand och Live, anpassat för en befintlig webcast- produkt. Utvecklingen har skett iterativt tillsammans med uppdragsgivaren Qbrick. För att prototyperna ska uppnå en god användbarhet har kognitiva- & heuristiska genomgångar genomförts. Funktioner och tilltänkta arbetsflöden har tagits fram efter en användarprofil utifrån resultat av genomförd förstudie. Efter kognitiva genomgångar med användbarhetsexperter beskrevs prototyperna kunna upprätthålla en god överskådlighet samt användarkontroll för användaren, men att inlärningskurvan vid användning av nya funktioner kan vara hög för förstagångsanvändare. 

    Fulltekst (pdf)
    fulltext
  • 87.
    Ulenius, Magnus
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Navigating using 360° Panoramic Video: Design Challenges and Implications2017Independent thesis Advanced level (degree of Master (One Year)), 20 poäng / 30 hpOppgave
    Abstract [en]

    In recent years, technological developments have led to the emergence of 360°. Google Street Map has provided panoramic imagery for a number of years, where users can immerse themselves and pan around in scenarios and follow streets of their liking, familiarizing and navigating themselves with the location. However, this service supports neither video nor moving imagery. This paper explores the use of 360° panoramic videos as a navigation aid on two different platforms as well as consider more subjective perspectives from potential users. The study is conducted through a set of interviews and a focus group where the findings reveal a number of design challenges concerning the development of a navigational system based on 360° panoramic videos. Based on these findings, design challenges are presented and later summarized as three design recommendations; 1) Design for navigation in a panoramic scenery, 2) Support overview and traditional navigation, 3) Support custom tailored features and content. The studies also suggest that the use of a head-mounted display (HMD) increase the feeling of presence which is beneficial for navigational purposes however, the users in this study preferred the mobile device based on practicality. 

    Fulltekst (pdf)
    fulltext
  • 88.
    Vikström, Emma
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Karlström, Rebecka
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Hur Habitica stödjer de psykologiska behoven autonomy, competence och connectedness för bibehållen motivation: En kvalitativ studie av den digitala uppgiftshanteraren Habitica, gamification och inre motivation2020Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The task manager Habitica was studied to explain 1) How Habitica motivates by satisfying the psychological needs identified by SDT and 2) Why users keep using Habitica. Based on theories of gamification, motivation and the theoretical framework METUX an interview study was conducted with 10 participants followed by a thematic analysis. Personalization, avatars, responsibility toward party members and different rewards were identified as motivating factors. However, some participants experienced the opposite with some of the factors mentioned. The motivating factors identified by the study could be connected to one or more psychological needs, based on the theoretical framework of the study. More research is necessary to determine if the findings apply to other settings outside of the context of the study.

    Fulltekst (pdf)
    fulltext
  • 89.
    Váry, Boglárka
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik.
    Design research on engaging and educative museum experiences with the use of games within museum applications: A case study of a treasure hunt game within the Nationalmuseum’s application2021Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    This paper discusses factors that affect engagement during a museum experience with a focus on applying gamification into a museum application. At the center of this paper, the educative and engaging purposes of a museum visit are situated and analyzed in the form of design research. Following the design thinking methodology, first a background study with relevant literature, theoretical framework, and related studies on existing museum experiences using games and mobile technology is presented. Moreover, in order to narrow down the perspective of the study a case study with an existing museum application is selected. As a result of this research, a prototype of a game within the Visitor Guide application of the Nationalmuseum of Sweden was created and tested in a showroom environment, in a museum exhibition. The aim of this study was to find out if a game within a museum application could engage the visitors while educating them. The findings create space for discussions about several topics, including different factors affecting engagement and how gamification can help to educate the museum visitors in a non-gamified environment.

    Fulltekst (pdf)
    fulltext
  • 90.
    Westerlund, Markus
    et al.
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Normark, Maria
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Holmquist, Lars Erik
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Express Location: Supporting Coordination of Mobile Delivery Work2011Inngår i: CSCW'11: Proceedings of the ACM 2011 conference on Computer supported cooperative work / [ed] Pamela Hinds, John C. Tang, Jian Wang, New York, NY, USA: Association for Computing Machinery (ACM), 2011, s. 729-732Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper introduces Express Location, a mobile web application, supporting drivers in delivery service in the daily coordination of work. Remote communication and cooperation takes place on a shared map view around the drivers’ locations and next stop, through a drawing/doodling tool and multiple visual object representations. The aim is to understand the working situation and the use of locations in the daily work to better support the coordination of mobile delivery work.

    Fulltekst (pdf)
    fulltext
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