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  • 1.
    Abiala, Kristina
    et al.
    Södertörns högskola, Institutionen för genus, kultur och historia, Samtidshistoriska institutet.
    Hernwall, Patrik
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Tweens negotiating identity online2011Konferensbidrag (Övrigt vetenskapligt)
  • 2.
    Ahmet, Zeynep
    et al.
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Jonsson, Martin
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Sumon, Saiful Islam
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Holmquist, Lars Erik
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Supporting embodied exploration of physical concepts in mixed digital and physical interactive settings2011Ingår i: TEI'11: Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction, Funchal, Portugal: ACM Press, 2011, s. 109-116Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper findings are presented from a study on how sensor equipped computer game technologies can be used to create tools for educational settings to learn about for example concepts in physics. In a workshop focusing on the concept of gravity, a group of children interacted with an environment consisting of both physical and digital interactive components. We discuss how the mixed digital and physical setting affects the children's coordination and collaboration and their strategies to solve the given assignment. Findings suggest that the embodied nature of the technology create new opportunities for collaboration and that the alignment of the physical and digital parts of the interactive setting is important in order to create a seamless experience that takes advantage of the properties of the respective media.

  • 3.
    Andersson, Ulf
    et al.
    Högskolan Väst, Avd för medieproduktion.
    Josefsson, Pernilla
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik. Högskolan Väst, Avd för medieproduktion.
    Pareto, Lena
    Högskolan Väst, Avd för medieproduktion.
    Challenges in designing virtual environments training social skills for children with autism2006Ingår i: Proceedings of 6th International Conference on Disability, Virtual Reality and Associated Technologies, University of Reading , 2006, s. 35-43Konferensbidrag (Refereegranskat)
    Abstract [en]

    The purpose of the study is to explore particular challenges faced when designing virtual environments for children with autism, with the purpose of training social skills. Our findings are based on studying autistic behaviour during three years (primary and secondary sources), analysis of related system and other computer mediated assistive technology, as well as general game design. From these studies we have identified eight critical design parameters that need to be adjustable in a system suitable for autistic persons. The parameters importance, their variation range, as well as the need for independent adjustment of these were estimated and verified by experienced expert pedagogues.

  • 4.
    Appelgren, Ester
    et al.
    Södertörns högskola, Institutionen för kommunikation, medier och it, Journalistik.
    Hüttenrauch, Helge
    Södertörns högskola, Institutionen för kommunikation, medier och it, Informatik.
    Nygren, Gunnar
    Södertörns högskola, Institutionen för kommunikation, medier och it, Journalistik.
    Data Journalism: Implications and Opportunities2012Ingår i: Digital Humanities Congress 2012, The University of Sheffield / [ed] Clare Mills, Michael Pidd and Esther Ward, Sheffield: HRI Online Publications , 2012, s. 60-Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    Data journalism is a form of storytelling where elements of text, interactive graphics and datasets are often combined into one interactive journalistic project or service. In addition, the general public are often encouraged to submit their own data for publication within the service. Data journalism is not a new field, but due to the expensive production process and the advanced skills needed by journalists, it is still relatively uncommon in the Swedish media landscape. This study is based on a joint research project together with SVT Pejl, the data journalism department at the Sveriges television (SVT). The main aim of this paper is to explore this emerging form of interactive journalism based on public sector data, and how the general public engages with it. This paper is based on a four-month case study in 2011 and 2012 of SVT Pejl and “Brottspejl”one of its data journalism services. An action research approach has been used, and the methods were in-depth interviews and a web-based survey.

  • 5.
    Arvola, Mattias
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik. Linköping University.
    Assessment criteria for interaction design projects: Fostering professional perspectives on the design process2010Ingår i: When Design Education and Design Research Meet: Proceedings of E and PDE 2010, the 12th International Conference on Engineering and Product Design Education / [ed] Casper Boks, William Ion, Chris McMahon, 2010, s. 432-437Konferensbidrag (Refereegranskat)
    Abstract [en]

    Quite often the product of design is assessed in interaction design education, but we need to develop criteria also for courses that focus on learning to conduct and manage the design process. An earlier approach to set grading criteria has been grounded in the SOLO (Structure of the Observed Learning Outcome) taxonomy. Students need, however, to learn practitioners' criteria, rather than teachers' criteria, to make a successful transfer to practice. One way of achieving that is to align criteria with the conceptions of design process quality used by professional interaction designers. The question is then what those conceptions are, and how they can be accounted for in assessment criteria for projects in interaction design education. A phenomenographic research method was used, and interviews were conducted with ten experienced interaction designers. The interviews were analyzed using qualitative content analysis. The results show that professional interaction designers see design process quality as inspiration, a well-grounded rationale, employment of established methods, and constraints management. These conceptions are mapped to a criteria-referenced grading scale. The criteria should, with careful transfer, be applicable also in other design disciplines.

  • 6.
    Arvola, Mattias
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik. Linköping University.
    Interaction design qualities: Theory and practice2010Ingår i: NordiCHI 2010: Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries, New York: Association for Computing Machinery (ACM), 2010, s. 595-598Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper reports the results of an action research project investigating the articulation of interaction design qualities for a web portal for urban planning and development. A framework for analyzing interaction design qualities is presented. The framework consists of the practical, the social, the aesthetic, the structural and the ethical quality dimensions, and it was tried out in practice with developers and designers of the portal. This provided experiences used to revise the framework. The results indicate that the framework can be improved by splitting the social quality dimension into a communicational dimension and an organizational dimension. The structural dimension is also renamed to the technical dimension.

  • 7.
    Asplund, S.
    et al.
    KTH.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    SWAY - designing for balance and posture awareness2018Ingår i: TEI 2018 - Proceedings of the 12th International Conference on Tangible, Embedded, and Embodied Interaction, New York: Association for Computing Machinery (ACM), 2018, s. 470-475Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper presents the SWAY prototype that encourages people to explore aspects around balance and posture in a playful way. The prototype senses small movements and shifts in posture using a Kinect sensor, and translates these movements to the tilting of a platform holding a set of marbles, and to haptic feedback in the form of vibrations. The prototype provides an interactive experience focusing on building body awareness with a particular focus on balance and posture. The design inquiry provided new insights with respect to reinforcement of bodily experiences and how different modalities affect the guiding of attention.

  • 8.
    Bergström, I.
    et al.
    KTH.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Sarka: Sonification and somaesthetic appreciation design2016Ingår i: MOCO '16: Proceedings of the 3rd International Symposium on Movement and Computing, New York: Association for Computing Machinery (ACM), 2016, artikel-id 1Konferensbidrag (Refereegranskat)
    Abstract [en]

    We often take for granted that we have immediate access to our perception and experience of and through our bodies. But inward listening is a demanding activity and thus not easy to learn to perform or design for. With the Sarka mat we want to support the ability to direct attention by providing sound feedback linked to the weight distribution and motion intensity of different parts of the body, and to provide an exemplar for how such design may be conducted. The process of Sarka's creation is informed by Somaesthetic Appreciation Design. We discuss how a sonic feedback signal can influence listeners, followed by how we, in this design, worked to navigate the complex design space presented to us. We detail the design process involved, and the very particular set of limitations which this interactive sonification presented.

  • 9.
    Bogdan, Christian
    et al.
    KTH, Människa-datorinteraktion, MDI.
    Green, Anders
    KTH, Människa-datorinteraktion, MDI.
    Hüttenrauch, Helge
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik. KTH, Människa-datorinteraktion, MDI.
    Räsänen, Minna
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Severinsson Eklundh, Kerstin
    KTH, Människa-datorinteraktion, MDI.
    Cooperative Design of a Robotic Shopping Trolley2009Ingår i: The Good, the Bad and the Challenging: the user and the future of information and communication technologies / [ed] Bartolomeo Sapio, Leslie Haddon, Enid Mante-Meijer, Leopoldina Fortunati, Tomaž Turk, Eugene Loos, 2009, s. 144-Konferensbidrag (Refereegranskat)
  • 10.
    Bogdan, Cristian
    et al.
    KTH, Människa-datorinteraktion, MDI.
    Ertl, Dominik
    Hüttenrauch, Helge
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik. KTH, Människa-datorinteraktion, MDI.
    Göller, Michael
    Green, Anders
    KTH, Människa-datorinteraktion, MDI.
    Severinsson Eklundh, Kerstin
    KTH, Människa-datorinteraktion, MDI.
    Falb, Jürgen
    Kaindl, Hermann
    Evaluation of robot body movements supporting communication: Towards HRI on the move2011Ingår i: New Frontiers in Human–Robot Interaction / [ed] Kerstin Dautenhahn, Joe Saunders, Philadelphia: John Benjamins Publishing Company , 2011, s. 185-210Kapitel i bok, del av antologi (Refereegranskat)
    Abstract [en]

    In designing socially interactive robots we have focused on robot movement and its role in multi-modal human-robot communication. In this chapter we describe design and evaluation of robot body movements supporting communication, investigating the idea of using speed and orientation adjustments as design elements in human-robot interaction. The scenario studied includes a robotic shopping trolley that offers products via speech and GUI to the user while both are moving in a supermarket-like environment. Our results show that if the robot slows down while making such offers, users are more prone to react upon them and to take the product. However, even from our early pre-study with mock-up robots we observed that users tended not to mention the robot’s slow-down movements, even if these movements were shown several times to them during a video-based debriefing. This phenomenon, that users react implicitly on the robot’s movements without being consciously aware of them, was confirmed during an experimental study with a fully integrated robot prototype. We discuss our results by reflecting on human-robot interaction design methods, and we draw implications from the lessons learned in the study of the design of robot behaviours. In particular, we list a whole set of challenges for HRI when both the user and the robot are moving.

  • 11.
    Bonow, Madeleine
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Miljövetenskap.
    Normark, Maria
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Community gardening in Stockholm: participation, driving forces and the role of the municipality2018Ingår i: Renewable Agriculture and Food Systems, ISSN 1742-1705, E-ISSN 1742-1713, Vol. 33, nr 6, s. 503-507Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    The paper reports on a study of community gardening in Stockholm. We contribute to the body of knowledge about the sustainability of community gardens and this new form of citizen-led initiatives in Stockholm, with the ambition of creating a debate about the best way to sustain and develop these initiatives in Sweden. We argue that although community gardening may provide leverage for means of developing a sustainable city, it is a marginal phenomenon and contributes little to sustainable development its present form. Through interviews we have investigated how the citizens and municipality officers of Stockholm try to adapt to the renewed interest in community gardening by looking at the policy makers’, municipality officers’ and grassroots movements’ incentives to start community gardens. We specifically focus on how the community gardeners articulate their reasons for participating in collaborative initiatives in the city and how these expectations evolve when they are faced with the reality of gardening and the problems relating to producing food in the city. We have found that there are a growing number of citizens and local authorities advocating community gardening, but the sustainability and endurance of gardens are hampered by vague responsibilities, lack of leadership and unclear expectations of the outcome. Community gardening cases in Stockholm contribute to the debate by exemplifying how formal (e.g. policy making) and informal advocacy (e.g. civic engagement in community gardening) groups are collaborating, but also showing that they often have different agendas and initial motivations for setting up new gardens. We argue that uncritical enthusiasm results in an overly instrumental approach to governance of community gardening and that the sustainability and endurance of the community gardening is not an issue that the governing bodies plan for, and hence it is forgotten. We suggest some routes forward, involving employing facilitators from various stakeholders such as the municipality, housing companies and various NGOs.

  • 12.
    Bonow, Madeleine
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Miljövetenskap.
    Normark, Maria
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Urban Community Gardens’ Contribution to the New Rurality: An Example from Stockholm (Sweden)2016Ingår i: Challenges for the New Rurality in a Changing World: Proceedings from the 7th International Conference on Localized Agri-Food Systems: 8-10 May 2016, Södertörn University, Stockholm, Sweden / [ed] Paulina Rytkönen & Ursula Hård, Huddinge: Södertörns högskola, 2016, s. 37-38Konferensbidrag (Refereegranskat)
    Abstract [en]

    In the global North, there has been a considerable renewed interest for urban agriculture (UA) as a means to re-localize food systems by shortening food supply chains. This can be done by local food initiatives, such as community gardens. This paper is iscussing community gardens in Stockholm. We have choose to look at community gardens under the lens of neoliberal governmentality. Material has been gathered through participatory attendants on meetings, interviews and surveys. The results show that in Stockholm one can to some extent see urban gardening practices as agents of counter-neoliberal urban transformation. But also as an expression of the new rurality were the citizens desire to shorten the food chain and re connect with their food and to create new food regimes.

  • 13. Borggren, Clara
    et al.
    Moberg, Åsa
    Räsänen, Minna
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik. KTH.
    Finnveden, Göran
    Business meetings at a distance - decreasing greenhouse gas emissions and cumulative energy demand?2013Ingår i: Journal of Cleaner Production, ISSN 0959-6526, E-ISSN 1879-1786, Vol. 41, s. 126-139Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Transportation, or rather access, is a major challenge in relation to achieving environmental goals and in striving for sustainable development. One potential means suggested to decrease the environmental impact related to accessibility is mediated meetings. However, few studies have quantified the potential environmental impacts with a life cycle perspective. With inspiration from a project involving four major Swedish media companies experiencing an increasing need for business travel and decreasing resources, this study assessed the potential greenhouse gas (GHG) emissions and cumulative energy demand (CED) related to different types of business meetings, using a life cycle perspective. The potential consequences for emissions of GHG and CED in two hypothetical companies introducing mediated meetings were also assessed. The results indicated that mediated meetings using personal computers can reduce GHG emissions and CED per meeting and that more advanced mediated solutions are preferable to meetings which require travel, if the equipment is frequently used to replace travel. However, advanced technology that is under-used may give similar or higher GHG emissions and CED than meetings traveled to by train. All mediated meeting alternatives studied here had lower GHG emissions and CED than meetings which required travel by plane or car. LCD screen manufacture contributed the main environmental impact of mediated meetings, but the meeting rooms needed, electricity use for equipment and internet use for data transmission were also important in some cases. As LCD screen manufacture and internet energy use were main issues and as the data on these issues are uncertain, they should be further assessed+ and updated in future studies. Introduction of mediated meetings in companies and organizations should involve a thorough consideration of needs and possible solutions to achieve the best possible environmental benefits through efficient use and replacement of travel. (c) 2012 Elsevier Ltd. All rights reserved.

  • 14.
    Bornebusch, Johan
    et al.
    Södertörns högskola, Institutionen för kommunikation, teknik och design, Medieteknik.
    Hernwall, PatrikSödertörns högskola, Institutionen för kommunikation, teknik och design, Medieteknik.
    Exploring digital artefacts: 2005 ICT and the Humanities Summer School2006Samlingsverk (redaktörskap) (Övrigt vetenskapligt)
  • 15.
    Bäckström, Stina
    et al.
    Södertörns högskola, Institutionen för kultur och lärande, Centrum för praktisk kunskap.
    Huitric, Miriam
    Stockholms universitet.
    Normark, Maria
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Reflekterande texter om digitala media: Ett forskningskompendium till teaterföreställningen Spegla mig – ett drama av Rebecca Örtman, konstnärlig ledare för RATS Teater2018Bok (Övrig (populärvetenskap, debatt, mm))
  • 16. Böcker, M
    et al.
    Hüttenrauch, Helge
    Södertörns högskola, Institutionen för kommunikation, medier och it, Informatik.
    Pluke, M
    Rodriguez-Ascaso, A
    Schneider, M
    Zetterström, E
    Identifying enablers for future e-Services2010Ingår i: 2010 4th International Conference on Pervasive Computing Technologies for Healthcare: Pervasive Health 2010, Gent: ICST , 2010, s. -5Konferensbidrag (Övrigt vetenskapligt)
  • 17.
    Cowley, Benjamin
    et al.
    University of Helsinki, Finland / Aalto University, Helsinki, Finland.
    Kosunen, Ilkka
    University of Helsinki, Finland / Helsinki Institute for Information Technology, Finland.
    Lankoski, Petri
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik. Aalto University, Helsinki, Finland.
    Kivikangas, J Matias
    Aalto University, Helsinki, Finland.
    Järvelä, Simo
    Aalto University, Helsinki, Finland.
    Ekman, Inger
    Aalto University, Helsinki, Finland / University of Tampere, Finland.
    Kemppainen, Jaakko
    Aalto University, Helsinki, Finland.
    Ravaja, Niklas
    University of Helsinki, Finland / Aalto University, Helsinki, Finland / Helsinki Institute for Information Technology, Finland.
    Experience Assessment and Design in the Analysis of Gameplay2014Ingår i: Journal Simulation & Gaming, ISSN 1046-8781, E-ISSN 1552-826X, Vol. 45, nr 1, s. 41-69Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    We report research on player modeling using psychophysiology and machine learning, conducted through interdisciplinary collaboration between researchers of computer science, psychology, and game design at Aalto University, Helsinki. First, we propose the Play Patterns And eXperience (PPAX) framework to connect three levels of game experience that previously had remained largely unconnected: game design patterns, the interplay of game context with player personality or tendencies, and state-of-the-art measures of experience (both subjective and non-subjective). Second, we describe our methodology for using machine learning to categorize game events to reveal corresponding patterns, culminating in an example experiment. We discuss the relation between automatically detected event clusters and game design patterns, and provide indications on how to incorporate personality profiles of players in the analysis. This novel interdisciplinary collaboration combines basic psychophysiology research with game design patterns and machine learning, and generates new knowledge about the interplay between game experience and design.

  • 18.
    Degerstedt, Lars
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Making competitive intelligence “social”: Current practices in four organizations2016Rapport (Övrigt vetenskapligt)
    Abstract [en]

    The presented research has investigated empirically the current practices of how organizations are using CI today, and in particular what role collaboration and networking plays in such CI work processes. In particular, the investigation has examined what forms of collaborations and organizational networks are currently used in the CI work process. Four organizations have been examined as exploratory case studies. From this, a base model for social CI has been generated by extracting overall CI process characteristics from the investigated cases that relate to collaborative behavior and organizational networking. The study relies on the existing conceptual framework called the social CI framework intended for analysis and design of CI for the (socially) networking organization.

  • 19.
    Degerstedt, Lars
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Social Competitive Intelligence: Socio-technical themes and values for the networking organization2015Rapport (Övrigt vetenskapligt)
    Abstract [en]

    This article introduces the notion of social competitive intelligence, meaning competitive intelligence (CI) for the networking organization. A novel socio-technical framework called the Social CI Framework (SCIF) is presented, intended for analysis and design of social CI processes, methods and tools. By using a socio-technical perspective, both social and technical aspects are considered together in SCIF. The framework is founded on theory related to enterprise 2.0 and wikinomics, and is intended to be used to study social CI using principles such as openness, participation, sharing and co-creation. The presented results are based on a literature review and an exploratory study with interviews of CI experts from Swedish organizations. SCIF explicitly distinguishes between task-oriented models and collaboration models, and models of different socio-technical perspectives. Moreover, SCIF uses the mechanisms of socio-technical themes and a socio-technical value map that relate the theoretical and empirical characteristics with the SCIF modeling method.

  • 20.
    Degerstedt, Lars
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Social Competitive Intelligence: Socio-technical themes and values for the networking organization2015Ingår i: Journal of Intelligence Studies in Business, ISSN 2001-015X, E-ISSN 2001-015X, Vol. 5, nr 3, s. 5-34Artikel i tidskrift (Refereegranskat)
    Abstract [en]

     This article introduces the notion of social competitive intelligence, meaning competitive intelligence (CI) for the networking organization. A novel socio-technical framework called the Social CI Framework (SCIF) is presented, intended for analysis and design of social CI processes, methods and tools. By using a socio-technical perspective, both social and technical aspects are considered together in SCIF. The framework is founded on a theory related to enterprise 2.0 and wikinomics, and is intended to be used to study social CI using principles such as openness, participation, sharing and co-creation. The presented results are based on a literature review and an exploratory study with interviews of CI experts from Swedish organizations. SCIF explicitly distinguishes between task-oriented models and collaboration models, and models of different socio-technical perspectives. Moreover, SCIF uses the mechanisms of socio-technical themes and a socio-technical value map that relate the theoretical and empirical characteristics with the SCIF modeling method.

  • 21.
    Degerstedt, Lars
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Hermansson, Cecilia
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    CoCI: Collaborative support of social competitive intelligence2016Rapport (Övrigt vetenskapligt)
    Abstract [en]

    The aim of the presented work has been to investigate how the existing concept of social CI can be used to support collaborative CI networks. A novel socio-technical solution CoCI consisting of a work method and tool have been designed for a scenario with an internal network of collaborative competitive intelligence (CI). The CoCI work method suggests using agile, freeform collaboration through an informal organizational network. A distinction is made between the roles of network coordinators, contributors, clients and receivers. The work style follows regular temporal iterative loops, or sprints, each one ending in some form of intelligence outcome. The CoCI tool supports collaborative daily work with reading, commenting and classifying incoming material, where the actions of the network members are visible to each other. Furthermore, the CoCI tool supports having meetings using the tool where incoming material from the sprint is reviewed and a report is created. In the evaluation of the tool, the dimensions engagement, collaboration and community had high scores. In contrast, the dimension simplicity was less satisfactory. Four design patterns for social CI could be extracted based on the strong points of the evaluation: social selection, individual/collective box, real-time engagement and collaborative enhancement. The low score on simplicity will be investigated further, but indicates how crucial it is for social features to be intuitive in order to avoid making the overall solution too complex.

  • 22.
    Degerstedt, Lars
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Rytkönen, Paulina
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Måltidskunskap.
    Rural Wikinomics: Communication, Sharing and Value CoCreating – Social Technologies and Rural Development2016Ingår i: Challenges for the New Rurality in a Changing World / [ed] Paulina Rytkönen and Ursula Hård, Huddinge: Södertörns högskola, 2016, s. 45-46Konferensbidrag (Refereegranskat)
    Abstract [en]

    Over the last decades a great effort for rural development policies in Sweden has been to find windows of opportunity for the future, to promote new types of enterprises, to support farm and firm diversification, to identify novel business models and in general promote growth. But while many concrete measures have focused on lowering the entry barriers to the market and support the supply side of the rural economy, a glimpse on the emerging technological paradigm, e.g. internet based development and social technologies, indicates that new solutions are possible. In this article we address the following question: Can Alternative Food Networks (AFNs) in combination with social technologies promote rural entrepreneurship and economic growth?   

  • 23.
    Degerstedt, Lars
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Snickars, Pelle
    Umeå university.
    More Media, More People: On Social & Multimodal Media Intelligence2017Ingår i: Human IT, ISSN 1402-1501, E-ISSN 1402-151X, Vol. 13, nr 3, s. 54-84Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    The purpose of this article is to address some challenges facing media intelligence in general, and competitive intelligence in particular within an altered information landscape. To understand this new situation, the notion of social and multimodal media intelligence are introduced. With cases taken primarily from the Swedish media intelligence sector, we argue that data driven media intelligence today needs to pay increasing attention to new forms of (A.) crowd-oriented and (B.) multimedia-saturated information. As a subcategory of media intelligence, competitive intelligence refers to the gathering of publicly available information about an organisation or a company’s competitors—using it to gain business advantages. Traditionally such intelligence has implied a set of techniques and tools that transforms numerical or textual data into useful information for business analysis. Today, however, we argue that such techniques need to consider media alterations in both a social and multimodal direction. Our analysis hence offers a conceptual understanding of a rapidly evolving field, were methods used within media intelligence need to change as well. By presenting some findings from the so called CIBAS-project, we describe how Swedish organisations and companies rely on social networking structures and individual decision making as a means to increase rapid response and agile creativity. If competitive intelligence was traditionally based on insights gleaned from statistical methods, contemporary media analytics are currently faced with audiovisual data streams (sound, video, image)—often with a slant of sociality. Yet, machine learning of other media modalities than text poses a number of technical hurdles. In this article we use fashion analytics as a final case in point, taken from a commercial sector where visual big data is presently in vogue.

  • 24.
    Dew, K. N.
    et al.
    University of Washington, USA.
    Landwehr Sydow, Sophie
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik. Stockholm University.
    Rosner, D. K.
    University of Washington, USA.
    Thayer, A.
    Immersive Experiences Lab of HP Labs.
    Jonsson, Martin
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Producing Printability: Articulation Work and Alignment in 3D Printing2019Ingår i: Human-Computer Interaction, ISSN 0737-0024, E-ISSN 1532-7051, Vol. 34, nr 5-6, s. 433-469Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Three-dimensional printing is widely celebrated as enabling open design and manufacturing practice. With easy-to-use techniques such as automated modeling, fabrication machines ostensibly help designers turn ideas into fully fledged objects. Prior HCI literature focuses on improving printing through optimization and by developing printer and material capabilities. This paper expands such considerations by asking, how do 3D printing practitioners understand and create “printability?” And how might HCI better support the work that holds together printing workflows and changing ecosystems of materials and techniques? We conducted studies in two sites of open design: a technology firm in Silicon Valley, California and a makerspace in Stockholm, Sweden. Deploying workshops and interviews, we examine how practitioners negotiate the print experience, revealing a contingent process held together by trial and error exploration and careful interventions. These insights point to the value of tools and processes to support articulation work, what Strauss and colleagues have called the acts of fitting together people, tasks, and their ordering to accomplish an overarching project. We show that despite the sought-after efficiencies of such manufacturing, 3D printing entails articulation work, particularly acts of alignment, exposing messy modes of production carried out by a varied cast of practitioners, machines, and materials.

  • 25.
    Dymek, Mikolaj
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Expanding the magic circle – gamification as a marketplace icon2018Ingår i: Consumption, markets & culture, ISSN 1025-3866, E-ISSN 1477-223X, nr 6, s. 590-602Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    This article explores the gamification trend sweeping the globe promising increased engagement and motivation, in practically any industry, context and culture, based on a stratagem of “game design elements in non-game contexts,” which is its most quoted definition [Deterding, Sebastian, Miguel Sicart, Lennart Nacke, Kenton O'Hara, and Dan Dixon. 2011. “Gamification – Using Game-Design Elements in Non-Gaming Contexts.” Paper presented at the CHI EA “11 proceedings of the 2011 annual conference extended abstracts on Human Factors in Computing Systems, Vancouver, BC, May 7–12.]. The rise of gamification as marketplace icon is examined and particularly claims that position gamification as the manifestation of a wider societal transformation into playful societies – a “ludic turn.” Many of these grandiose statements are the result of ahistoricity and ambiguity regarding the definition of gamification. Based on game philosophy, game studies and gamification research this article posits gamification as an emergent perspective, as distinct conceptualisation, on the rule-driven organisation of sociotechnical management systems that reference “games.” Of particular importance is the role of rules. Examples such as Frequent Flyer Programmes and Foursquare are analysed according to the player/consumer positions they bestow, which are explored from participatory, co-creational, critical and game philosophical perspectives. Conclusively, a “gameful” perspective of rule-generated goal-oriented behaviour, or “playful” perspective of instinctive and limitless fun, shed two challenging perspectives on the interpretation of gamification in the marketplace.

  • 26.
    Ehrnberger, K.
    et al.
    KTH.
    Räsänen, Minna
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Börjesson, E.
    Högskolan i Halmstad.
    Hertz, A. -C
    Högskolan i Halmstad.
    Sundbom, C.
    Högskolan i Halmstad.
    The Androchair: Performing Gynaecology through the Practice of Gender Critical Design2017Ingår i: Design journal, ISSN 1460-6925, E-ISSN 1756-3062, Vol. 20, nr 2, s. 181-198Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    This paper highlights the important role that design plays when it comes to women’s overall experiences of ther gynaecological examination. It exemplifies how the examination can become renegotiable through the practice of a critical design. We will reflect this in the design of the contemporary gynaecological examination chair (GEC). We used women’s experiences as a starting point for the design of an Androchair (a conceptual male equivalent of the GEC), in order to make the experiences critically visible. Inspired by the view of the gynaecological examination as a performance where the Androchair is represented as a prop and was placed on a stage as a discussion object during a public seminar. The Androchair allowed for both critical and multiple readings of the GEC and through that, the gynaecology examination at large. Moreover, it stimulated a discussion about alternative ideas towards achieving a more positive experience.

  • 27.
    Ehrnberger, Karin
    et al.
    School of Industrial Engineering and Management, Royal Institute of Technology.
    Räsänen, Minna
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Ilstedt, Sara
    School of Industrial Engineering and Management, Royal Institute of Technology.
    Visualising Gender Norms in Design: Meet the Mega Hurricane Mixer and the Drill Dolphia2012Ingår i: International Journal of Design, ISSN 1991-3761, E-ISSN 1994-036X, Vol. 6, nr 3, s. 85-98Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    This article highlights how a gender perspective can be performed by design as critical practice. Two common household appliances – a drill and a hand blender – were used as a starting point. Inspired by Derrida’s term deconstruction, the product language of the tools was analysed and then switched in two new prototypes: the hand blender Mega Hurricane Mixer and the drill Dolphia. The prototypes were shown at exhibitions and lectures. The comments by the audience show that a switching of product language entails that their relationship to the artefact itself also changes. Overall, the elements, which previously had been perceived as ‘lacking transparency’, were now visible. For example, the drill was identified as a "drill for women" and considered inadequate for drilling, and the mixer revealed needs and functions that the traditional mixer did not satisfy. This implies that design should not only be seen as ‘final products’ but as a part of a social process that takes place between the user, the artefact and the norms of society. By switching the product languages it was possible to highlight how gender values are connected to each design and each artefact. This means that the design of the artefacts around us is not fixed, but can be renegotiated and situated in time, place, and context.

  • 28.
    Eladhari, Mirjam Palosaari
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Bleed-in, Bleed-out A Design Case in Board Game Therapy2018Ingår i: DiGRA '18 - Proceedings of the 2018 DiGRA International Conference: The Game is the Message, Tampere: Digra , 2018, s. -12Konferensbidrag (Refereegranskat)
    Abstract [en]

    The table-top play situation offers unique opportunities for approaching real-world personal problems in ways where the structures inherent in the problems can be deconstructed, examined, and understood. This paper presents design considerations from the ongoing development of a therapy board-game; how every-day issues can bleed in and out from framed play sessions, and how game rules in this context can benefit from being malleable. The paper also offers a tentative avenue towards how play sessions, in a combination of stances for the design of game mechanics with approaches to game mastering, can be constructed as safe-spaces, affording players to draw near deeply personal issues and find ways to support each other.

  • 29.
    Eladhari, Mirjam Palosaari
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique2018Ingår i: Interactive Storytelling: 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, Dublin, Ireland, December 5–8, 2018, Proceedings / [ed] Rouse, Rebecca; Koenitz, Hartmut; Haahr, Mads, Cham: Springer, 2018, s. 65-78Konferensbidrag (Refereegranskat)
    Abstract [en]

    The fourth layer of narrative in Interactive Narrative Systems (INS), such as games, is the players’ re-tellings of the stories they have experienced when playing. The occurrence of re-tellings can be considered as an indicator for a well designed INS and as an instrument of critique - the experiences of play are important and memorable to such a degree to the players that they find them worthy to tell others about. The notion of the fourth layer is added to the structural model of IN Systems having (1) a base architectural layer giving conditions for a (2) second layer of narrative design, while a (3) third layer is the narrative discourse - eg. the unique, session-specific played or traversed sequences of events. In relation to this, the Story Construction model is described.

  • 30.
    Eladhari, Mirjam Palosaari
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    The Story Pile - Representing Story in the Board Game Mind Shadows2018Ingår i: Interactive Storytelling: 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, Dublin, Ireland, December 5–8, 2018, Proceedings / [ed] Rouse, Rebecca; Koenitz, Hartmut; Haahr, Mads, Cham: Springer, 2018, s. 280-284Konferensbidrag (Refereegranskat)
    Abstract [en]

    Mind Shadows illustrates how story can be represented in board games. Here, the game is described, along with design considerations regarding event documentation and co-authoring. In analog games these activities, needs to be designed in a manner that integrate them into game-play, in a manner that is not too cumbersome for the players.

  • 31.
    Eladhari, Mirjam Palosaari
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    TOG: An Innovation Centric Approach to teaching Computational Expression and Game Design2019Ingår i: Teaching Games: Pedagogical Approaches: DiGRA 2019 Pre-Conference Workshop, 2019Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper describes the design approach TOG (standing for Technology, Ontology, and Game Genre), and how it can be used in teaching game design and technologies enabling computational expression. TOG, inspired by the processes of AI Based Game Design, was conceptualized when teaching a course on computational expression at the University of Malta. The main aim with teaching with the approach was to facilitate innovation and to prompt students to expand their palette of methods for computational expression as game designers

  • 32.
    Eriksson, E.
    et al.
    KTH.
    Pargman, D.
    KTH.
    Bates, O.
    Lancaster University, UK.
    Normark, Maria
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Gulliksen, J.
    KTH.
    Anneroth, M.
    Ericsson.
    Berndtsson, J.
    InUse.
    HCI and UN's sustainable development goals: Responsibilities, barriers and opportunities2016Ingår i: NordiCHI '16: Proceedings of the 9th Nordic Conference on Human-Computer Interaction, New York: Association for Computing Machinery (ACM), 2016, artikel-id 140Konferensbidrag (Refereegranskat)
    Abstract [en]

    Despite increasing interest, Sustainable HCI has been critiqued for doing too little, and perhaps also at times for doing the wrong things. Still, a field like Human-Computer Interaction should aim at being part of transforming our society into a more sustainable one. But how do we do that, and, what are we aiming for? With this workshop, we propose that HCI should start working with the new global Sustainable Development Goals (SDG) that were formally adopted by the UN in September 2015. How can Sustainable HCI be inspired by, and contribute to these goals? What should we in the field of HCI do more of, and what should we perhaps do less of? In what areas should we form partnerships in order to reach the Sustainable Development Goals and with whom should we partner?

  • 33.
    Faber, Adrian
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Alexandersson, Viktor
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Lundmark, Sofia
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Critical design goggles: Explorative use of critical design perspectives in a video production project2014Ingår i: SIDER’14 Royal Institute of Technology, KTH, Stockholm, Sweden, April 11-12, 2014., 2014, s. -5Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper is built on a study that intends to develop a method by creating a set of tools based on selected parts from critical design and critical design theory. The goals of these tools are to function as instruments enabling practical implementation of critical design in a design and/or production process. In this study we develop the tools for critical design work and test our tools in a specific production process of a music video to explore how to apply critical design practically. Indoing so we used design-oriented research methods. By bringing together critical design perspectives and the practice of video production, this study wishes to contribute to the work of bridging the gap between theory and practice in critical design.

  • 34.
    Faraon, Montathar
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Webbutveckling med PHP och MySQL2012 (uppl. 1)Bok (Övrigt vetenskapligt)
    Abstract [sv]

    PHP är ett av de ledande programmeringsspråken för webbutveckling. Det är ett flexibelt och enkelt språk som används för att skapa dynamiska webbplatser. Denna bok ger en lättillgänglig och komplett introduktion till PHP. Läsaren får den kunskap som behövs för att snabbt komma igång och skapa egna webbapplikationer.

    Boken erbjuder stöd i det egna arbetet, möjligheter till fördjupning och ger en beskrivning av allt från installation av PHP till felsökning av programmeringskod. Bokens pedagogiska framställning kräver ingen teknisk kunskap, läsaren leds framåt genom ett rikt utbud av övningar som ger möjlighet att tillämpa innehållet.

    Webbutveckling med PHP och MySQL är i första hand en lärobok för universitetsstudier i webbprogrammering men även en handbok för webbdesigners och programmerare i näringslivet.

  • 35.
    Faraon, Montathar
    et al.
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Atashi, Samira
    School of Computer Science, Physics and Mathematics, Linneaus University.
    Kaipainen, Mauri
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Gustafsson, Nils
    Department of Political Science, Lund University.
    Using circumventing media to counteract authoritarian regimes2011Ingår i: Proceedings of the IADIS International Conference ICT, Society and Human Beings 2011 / [ed] Gunilla Bradley, Diane Whitehouse, Gurmit Singh, Rome, Italy: IADIS Press, 2011, , s. 4s. 251-254Konferensbidrag (Refereegranskat)
    Abstract [en]

    The purpose of this paper is to reflect on how potential circumventing media and communication technologies could potentially assist the information flow when authoritarian regimes decide to block the main channels, such as the Internet and the mobile phone networks. The point of departure is the recent Internet blackouts in countries in the Middle East and North Africa (MENA), such as Egypt, Bahrain and Libya. We discuss several applications that were developed as a response to state repression in these countries, and their future potential that would allow people to communicate more freely despite Internet and mobile network blackouts.

  • 36.
    Faraon, Montathar
    et al.
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Cronquist, Björn
    School of Health and Society, Kristianstad University.
    Kaipainen, Mauri
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Social media affordances in net-based higher education2011Ingår i: Proceedings of the IADIS International Conference on International Higher Education (IHE 2011) / [ed] Heling Huai, Piet Kommers, Ji-ping Zhang,Pedro Isaías, Shanghai, China: IADIS Press, 2011, , s. 11s. 27-37Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper explores the attitudes, conceptions and use of social media in net-based higher education. By using statistical and content analysis of data generated by two surveys directed to students (n = 109) and teachers (n = 77) involved in net-based higher education, we explore how social media influence the design of learning context in net-based higher education courses. By applying the affordance theory, we describe actual as well as preferred use of social media from an educational, social, and technical perspectives. The results showed that the potential use of social media have not yet been fully found in the context of net-based higher education. However, the perceived benefit of using social media differs in relation to educational topics. The potential use of social media in net-based higher education courses is discussed.

  • 37.
    Faraon, Montathar
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Kaipainen, Mauri
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Much more to it: The relation between Facebook usage and self-esteem2014Ingår i: Proceedings of the 2014 IEEE 15th International Conference on Information Reuse and Integration / [ed] James Joshi, Elisa Bertino, Bhavani Thuraisingham, Ling Liu, Piscataway, NJ, USA: IEEE Systems, Man, and Cybernetics Society (SMC) , 2014, s. 87-92Konferensbidrag (Refereegranskat)
    Abstract [en]

    The aim of this study was to examine closer the conflicting results from previous studies concerning the relation- ship between Facebook use and self-esteem using the Facebook Intensity Scale and Rosenberg’s Self-Esteem Scale (N = 107). In line with some previous studies, our data confirmed that there is a relationship between Facebook usage and self-esteem, but the applied scales allowed a more refined assessment of it. The results showed, after controlling for demographic variables, that participants with low Facebook intensity reported on average higher self-esteem than those who did not use Facebook or those with high Facebook intensity, while those with medium Facebook intensity had significantly higher self-esteem compared to the participants with high Facebook intensity. Future studies should address the underlying causal relations using a time-bound observation method.

  • 38.
    Faraon, Montathar
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Stenberg, Georg
    Budurushi, Jurlind
    Kaipainen, Mauri
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Positive but skeptical: A study of attitudes towards Internet voting in Sweden2015Ingår i: CeDEM Asia 2014: Proceedings of the International Conference for E-Democracy and Open Government / [ed] Peter Parycek, Michael Sachs, Marko M. Skoric, Münster, 2015, s. 191-205Konferensbidrag (Refereegranskat)
    Abstract [en]

    This study explored the attitudes of a broad sample of politically interested Swedish voters towards Internet voting. A total of 5683 participants completed a web-based survey concerning participation and security aspects of Internet voting. Attitudes towards Internet voting were positive on the whole and the acceptance of participation in democratic elections using Internet voting was spearheaded by: women, groups with relatively short education, the unemployed and the self-employed. Unlike previous studies, it was found that age was not a significant factor in determining the attitudes towards participation in elections by means of Internet voting. Concerning the security challenges of Internet voting, men were more optimistic than women and participants’ confidence in security increased with age and education length.

  • 39.
    Faraon, Montathar
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Stenberg, Georg
    Kristianstad University.
    Kaipainen, Mauri
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Political campaigning 2.0: The influence of online news and social networking sites on attitudes and behavior2014Ingår i: eJournal of eDemocracy & Open Government, ISSN 2075-9517, E-ISSN 2075-9517, Vol. 6, nr 3, s. 231-247Artikel i tidskrift (Refereegranskat)
    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.

  • 40.
    Faraon, Montathar
    et al.
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    Villavicencio, Victor
    Ramberg, Robert
    Department of Computer and Systems Sciences, Stockholm University.
    Kaipainen, Mauri
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    From mobilization to consensus: Innovating cross-media services to organize crowds into collaborative communities2013Ingår i: CeDEM13: Conference for E-Democracy and Open Government / [ed] Peter Parycek, Noella Edelmann, Krems: Edition Donau-Universität Krems , 2013, , s. 13s. 215-227Konferensbidrag (Refereegranskat)
    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.

  • 41. Fernaeus, Ylva
    et al.
    Jonsson, Martin
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Tholander, Jakob
    Revisiting the Jacquard Loom: Threads of History and Current Patterns in HCI2012Ingår i: CHI '12 Proceedings of the 2012 ACM annual conference on Human Factors in Computing Systems, New York: ACM Press, 2012, s. 1593-1602Konferensbidrag (Refereegranskat)
  • 42. Fernaeus, Ylva
    et al.
    Tholander, Jakob
    Södertörns högskola, Institutionen för kommunikation, teknik och design, Medieteknik.
    Jonsson, Martin
    Södertörns högskola, Institutionen för kommunikation, teknik och design, Medieteknik.
    Beyond representations: towards an action centric perspective on tangible interaction2008Ingår i: International Journal of Arts and Technology, ISSN 1754-8853, E-ISSN 1754-8861, Vol. 1, nr 3/4, s. 249-267Artikel i tidskrift (Refereegranskat)
  • 43. Fernaeus, Ylva
    et al.
    Tholander, Jakob
    Södertörns högskola, Institutionen för kommunikation, teknik och design, Medieteknik.
    Jonsson, Martin
    Södertörns högskola, Institutionen för kommunikation, teknik och design, Medieteknik.
    Towards a new set of ideals: consequences of the practice turn in tangible interaction2008Ingår i: Proceedings of the 2nd international conference on Tangible and embedded interaction, New York: ACM , 2008, s. 223-230Konferensbidrag (Övrigt vetenskapligt)
  • 44.
    Fredriksson, J.
    et al.
    Karolinska University Hospital / Royal Institute of Technology, Stockholm.
    Groth, K.
    Karolinska University Hospital / Royal Institute of Technology, Stockholm.
    Räsänen, Minna
    Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Medieteknik.
    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 children2014Ingår i: 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, s. 363-368Konferensbidrag (Refereegranskat)
    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.

  • 45.
    Grufberg, Katja
    et al.
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Jonsson, Martin
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Sciensations: making sense of science by designing with sensors2012Ingår i: Proceedings of the 11th International Conference on Interaction Design and Children, New York: Association for Computing Machinery (ACM), 2012, s. 116-124Konferensbidrag (Refereegranskat)
  • 46.
    Hagen, Ulf
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Designing for player experience: How professional game developers communicate design visions2011Ingår i: Journal of Gaming & Virtual Worlds, ISSN 1757-191X, E-ISSN 1757-1928, Vol. 3, nr 3, s. 259-275Artikel i tidskrift (Refereegranskat)
  • 47.
    Hagen, Ulf
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Designing for Player Experience: How Professional Game Developers Communicate Design Visions2010Ingår i: Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players, Tampere: Digra , 2010, s. -8Konferensbidrag (Övrigt vetenskapligt)
  • 48.
    Hagen, Ulf
    Södertörns högskola, Institutionen för kommunikation, teknik och design, Medieteknik.
    Gaming experience in an amateur created Online Puzzle Game2007Ingår i: The virtual: designing digital experience : a conference 2006 / [ed] Patrik Hernwall, Handen: School of Communication, Technology and Design Södertörn College University , 2007, s. 28-33Konferensbidrag (Övrigt vetenskapligt)
  • 49.
    Hagen, Ulf
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Lodestars for Player Experience: Ideation in Videogame design2012Licentiatavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [en]

    The design and development of commercial AAA videogames is a difficult and complex endeavor. It involves large development teams that together aim to create high quality, entertaining games that sell well. Up to now, very few scholars have documented or problematized this practice. This thesis presents a study of the design practices in big game development studios that make commercial AAA videogames. The study focuses on the so called ideation part of videogame development, in which the design ideas are generated, developed and communicated in the work team. The primary data comes from interviews conducted with seven Swedish game developers, but a large quantity of secondary data has also been used. The study shows that the design practice in many studios is to focus on the player experience instead of game features. To secure the intended player experience, the studios have moved away from "big design up front" in the form of classical game design documents, and are instead using a variety of verbal, visual and audial tools to articulate and communicate their vision of the game-to-be. In the thesis, I coin the term lodestars to denote these articulations of the main game concept and the intended player experience. I then move on to describe, exemplify and categorize them. The main purpose of lodestars is to allow everyone in the development team to make design choices in line with a commonly shared design vision in order to create a unified player experience.

  • 50.
    Hagen, Ulf
    Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
    Where Do Game Design Ideas Come From?: Invention and Recycling in Games Developed in Sweden2009Ingår i: Breaking New Ground: Innovation in Games, Play, Practice and Theory: Proceedings of the 2009 Digital Games Research Association Conference, 2009, s. -11Konferensbidrag (Refereegranskat)
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