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  • 1. Abdelhai, Rehab
    et al.
    Yassin, Sahar
    Ahmad, Mohamad F.
    Fors, Uno
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    An e-learning reproductive health module to support improved student learning and interaction: a prospective interventional study at a medical school in Egypt2012In: BMC Medical Education, ISSN 1472-6920, E-ISSN 1472-6920, Vol. 12, p. 11-Article in journal (Refereed)
    Abstract [en]

    Background: The Public Health (PH) course at the medical college of Cairo University is based on traditional lectures. Large enrollment limits students' discussions and interactions with instructors. Aim: Evaluate students' learning outcomes as measured by improved knowledge acquisition and opinions of redesigning the Reproductive Health (RH) section of the PH course into e-learning and assessing e-course utilization. Methods: This prospective interventional study started with development of an e-learning course covering the RH section, with visual and interactive emphasis, to satisfy students' diverse learning styles. Two student groups participated in this study. The first group received traditional lecturing, while the second volunteered to enroll in the e-learning course, taking online course quizzes. Both groups answered knowledge and course evaluation questionnaires and were invited to group discussions. Additionally, the first group answered another questionnaire about reasons for non-participation. Results: Students participating in the e-learning course showed significantly better results, than those receiving traditional tutoring. Students who originally shunned the e-course expressed eagerness to access the course before the end of the academic year. Overall, students using the redesigned e-course reported better learning experiences. Conclusions: An online course with interactivities and interaction, can overcome many educational drawbacks of large enrolment classes, enhance student's learning and complement pit-falls of large enrollment traditional tutoring.

  • 2. Aronsson, Sanna
    et al.
    Artman, Henrik
    Lindquist, Sinna
    Ramberg, Robert
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Effektiv simulatorträning: Slutrapport projekt Effektiv flygträning och utbildning 2015-20172017Report (Other academic)
    Abstract [en]

    The question of what constitutes effective flight training and education is complex and can be approached in different ways. The research project "Effective fighter pilot training and education" (2015-2017) has scientifically and methodically worked on integrating pedagogical models and practical experience in flight training, taking into account organizational structures. Furthermore, systematic design work of visual support for debriefings has been conducted. This report integrates project activities, research questions and project results in a coherent description. Additional support (both tools and methods) is needed to analyze complex scenarios and measures that can pinpoint the performance of the pilot or group of pilots. Based on complex measures, two visualizations that provide an overview of the pilot's shooting moment and threat picture have been developed. Both visualizations, Missile launch and Threat range, have been evaluated in conjunction with Swedish air force fighter pilots and are presented in the report. Furthermore, the project have successfully used machine learning to categorize pilots' communication with the aim of assessing efficiency, and to identify any deficiencies through visualizations of the results. Educational models, visualizations, as well as empirical studies of simulator facilities also provide a basis for a discussion of what characterizes efficient simulator facilities and effective simulation training. Studies of the LVC (Live, Virtual & Constructive) concept, which means that training in one and the same scenario is done with real aircraft and pilots, pilots in flight simulators and artificial agents, have been conducted. Additionally, the project has introduced the concept of "LVC in everyday training", a vision of seamless integration of real aircraft and pilots in simulated aircraft. The activities of the project have largely been carried out in cooperation and in relation to the IMTR II (International Mission Training Research II) cooperation agreement with U.S. Air Force Research Laboratory (AFRL). Within the collaboration, the project has contributed to a demonstration of LVC capabilities where FLSC were the only European participant. The project intends to continue this collaboration and focus on LVC to further approach the vision of LVC as an integral part of regular training. The report recommends a future research agenda.

  • 3.
    Back, Jon
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Designing Activity and Creating Experience: On People’s Play in Public places2013Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    This thesis deals with the design of play in public places; this can mean both pervasive games and other freer play activities. In these activities (as well as in many other game activities) the same game can spur many different ways to play it, and the same activity can be experienced differently by different players, and even differently on different occasions for the same player. An activity such as playing must be observed as a whole. The surrounding cul- ture, player preconceptions and the emergent mood within the group will affect the experience.

    By analysing previous frameworks, and using own design examples, a three level design framework is developed, functioning as a lens towards understanding the design of playful activities. The framework focuses on the player perspective, offering game design as an invitation and encouragement to engage in certain activities. The framework distinguishes between design at three levels:

    1. Designed construct (e.g. artefacts and rules)
    2. Activity
    3. Experiences

    But it remains to be understood why people engage in the activities that lead to playful experiences. What encourages playful engagement? And why do people want to play one game, and not another?

    This question can be split into two parts:

    • Engagement: starting to be interested in the activity
    • Commitment: actually caring for the experience

    This issue is identified in the thesis, and examples show how convoluted this problem is, in particular in pervasive game settings. Challenges are pre- sented for future work.

  • 4.
    Brown, Barry
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Laurier, Eric
    The Trouble with Autopilots: Assisted and Autonomous Driving on the Social Road2017In: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2017, p. 416-429Conference paper (Refereed)
    Abstract [en]

    As self-driving cars have grown in sophistication and ability, they have been deployed on the road in both localised tests and as regular private vehicles. In this paper we draw upon publicly available videos of autonomous and assisted driving (specifically the Tesla autopilot and Google self-driving car) to explore how their drivers and the drivers of other cars interact with, and make sense of, the actions of these cars. Our findings provide an early perspective on human interaction with new forms of driving involving assisted-car drivers, autonomous vehicles and other road users. The focus is on social interaction on the road, and how drivers communicate through, and interpret, the movement of cars. We provide suggestions toward increasing the transparency of autopilots' actions for both their driver and other drivers.

  • 5.
    Cakici, Baki
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Bylund, Markus
    SICS Swedish ICT.
    Changing Behaviour to Save Energy: ICT-Based Surveillance for a Low-Carbon Economy in the Seventh Framework ProgrammeManuscript (preprint) (Other academic)
  • 6.
    Cerratto-Pargman, Teresa
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Jahnke, Isa
    Damsa, Crina
    Nussbaum, Miguel
    Säljö, Roger
    Emergent Practices and Material Conditions in Tablet-mediated Collaborative Learning and Teaching2017In: Making a Difference: Prioritizing Equity and Access in CSCL: 12th International Conference on Computer Supported Collaborative Learning (CSCL) 2017, Volume 2 / [ed] Brian K. Smith, Marcela Borge, Emma Mercier, Kyu Yon Lim, International Society of the Learning Sciences, 2017, p. 905-908Conference paper (Refereed)
    Abstract [en]

    The way in which digital technologies take part and contribute to configuring teaching and collaborative learning practices has become a timely research matter in our field. Current studies in the CSCL field, and particularly on the use of tablets in education, draw attention to how everyday educational practices are entangled with contemporary technologies and, how these technologies shape in turn such practices, in schools and higher education. This half-day workshop aims specifically at accounting for emergent practices in tablet-mediated collaborative learning and teaching, with a particularly focus on the material conditions that constitute such practices. The workshop invites researchers, designers and practitioners to contribute and engage with in-depth analyses of the use of tablets in everyday teaching and learning, in schools and higher education contexts. Furthermore, the workshop intends to trigger and facilitate participants to generate/propose conceptual and methodological analytical tools for examining the material conditions of tablet-mediated collaborative learning and teaching practices. The outcomes of the workshop will consist of (1) a repertoire of (identified) emergent practices bounded to the use of tablets in schools and higher education, reported by the participants, (2) a set of conceptual and analytical tools for the study of material conditions of CSCL practices and (3) a network bringing together researchers, practitioners and designers to set up a research agenda and initiate a consortium including the organisation of a special issue in an International journal.

  • 7. Collins-Thompson, Kevyn
    et al.
    Hansen, Preben
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Hauff, Claudia
    Search as Learning: Report from Dagstuhl Seminar 170922017In: Dagstuhl Reports, E-ISSN 2192-5283, Vol. 7, no 2, p. 135-162Article in journal (Refereed)
    Abstract [en]

    This report describes the program and the results of Dagstuhl Seminar 17092 "Search as Learning", which brought together 26 researchers from diverse research backgrounds. The motivation for the seminar stems from the fact that modern Web search engines are largely engineered and optimized to fulfill lookup tasks instead of complex search tasks. The latter though are an essential component of information discovery and learning. The 3-day seminar started with four perspective talks, providing four different views on the topic of search as learning: interactive information retrieval (IR), psychology, education and system-oriented IR. The remainder of the seminar centered around breakout groups leading to new views on the challenges and issues in search as learning, interspersed with research spotlight talks.

  • 8.
    Cramer, Henriette
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Rost, Mattias
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Bentley, Frank
    Motorola Mobility.
    Guest editorial Preface on Special Issue: An Introduction to Research in the Large2011In: International Journal of Mobile Human Computer Interaction, ISSN 1942-390X, E-ISSN 1942-3918, no Special issueArticle, review/survey (Refereed)
    Abstract [en]

    Distribution of mobile applications has been greatly simplified by mobile app stores and markets. Both lone developers and large research and development teams can now relatively easily reach wide audiences. In addition, people’s mobile phones can now run advanced applications and are equipped with sensors that used to be available only in custom research hardware. This provides researchers with a huge opportunity to gather research data from a large public. Evaluation and research methods have to be adapted to this new context. However, an overview of successful strategies and ways to overcome the methodological challenges inherent to wide deployment in a research context is not yet available. A workshop was organized on this topic and this special issue to help address these topics. This introduction provides an overview of strategies and opportunities in ‘research in the large’, while providing an introduction to challenges in ethics and validity as well.

  • 9.
    Ekanayake, Hiran B.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences. University of Colombo School of Computing.
    Validating User Engagement and Effectiveness of Training Simulations: A mixed-methods approach informed by embodied cognition and psychophysiological measures2015Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    Simulation-based training has gained widespread attention recently as a response to drawbacks associated with traditional training approaches, such as high training costs (instructors, equipment, etc.), high risks (e.g. pilot training), and ethical issues (e.g. medical training), as well as a lack of availability of certain training environments (e.g. space exploration). Apart from their target training domains, many of aspects of simulations differ, such as their degree of physical realism (fidelity), scenarios (e.g. story), and pedagogical aspects (e.g. after-action reviews and collaborative learning). Among those aspects, designers have mostly focused on developing high-fidelity simulations with the expectation of increasing the effectiveness of training. However, some authors suggest that the above belief is a myth as researchers have failed to identify a linear relationship between the (physical) fidelity and training effectiveness of simulations.  Most researchers have therefore evaluated the correspondence between the behaviours of trainees in both real world and simulated contexts, however, the existing methods of simulation validation using behavioural measures have a number of drawbacks, such as the fact that they do not address certain complex phenomena of skills acquisition.

    Bridging the above knowledge gap, this research reports on empirical investigations using an improved methodology for validating training simulations. This research includes an investigation of the user experience of trainees, with respect to the acceptance of virtual scenarios provoking a similar psychophysiological response as in real world scenarios, and the training potential of simulations with respect to the positive transfer of training from a simulator to real world operational contexts. The most prominent features of the proposed methodology include the use of psychophysiological measures in addition to traditional behavioural measures and the use of natural (quasi-) experiments. Moreover, its conceptual framework was influenced by contemporary theories in cognitive science (e.g. constructivism and embodied cognition). The results of this research have several important theoretical and methodological implications, involving, for example, the dependency of the effectiveness of simulations on the perceived realism of trainees, which is more embodied than has been predicted by previous researchers, and the requirement of several different types/levels of adaptive training experience, depending on the type of trainee.

  • 10.
    Eliasson, Johan
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Tools for Designing Mobile Interaction with the Physical Environment in Outdoor Lessons2013Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    Mobile technologies are increasingly being used to support students in outdoor learning activities. For instance, in a growing number of research projects, smartphones and positioning technologies are being used to support students in exploring the natural environment. However, previous research has identified challenges with the introduction of mobile technology into outdoor lessons. One fundamental challenge is that interaction with mobile technology in outdoor lessons may distract students from interacting with the physical environment. In this thesis this challenge is approached from the perspective of human-computer interaction, guided by the following research question: How can we design, evaluate, and reflect on mobile technology for interacting with the physical environment in outdoor lessons? The thesis presents four design cases on outdoor geometry and biology lessons, which act as probes for developing conceptual design tools. The design cases were developed through a concept-driven design approach and evaluated on field tests with primary school students. Future workshop and Interaction analysis were the main methods used. The results of the field tests suggest that mobile technology needs to be designed to orientate students in their interaction with the physical environment. In line with the concept-driven design approach, the thesis proposes three design tools. The design tools proposed are: Design guidelines that are specific enough for guiding the design of mobile technology for outdoor lessons, a Design model for designing and evaluating mobile technology for outdoor lessons, and Design concepts for reflecting on the placement of mobile technology in outdoor lessons. The design tools are proposed as tools for researchers and designers to take the challenge of distraction into account in designing mobile technology for outdoor lessons.

  • 11. Eriksson, Sara
    et al.
    Gustavsson, Filip
    Larsson, Gustav
    Hansen, Preben
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Takt: The Wearable Timepiece That Enables Sensory Perception of Time2017In: Proceedings of the 2017 ACM Conference Companion Publication on Designing Interactive Systems, Association for Computing Machinery (ACM), 2017, p. 223-227Conference paper (Refereed)
    Abstract [en]

    Research shows that people with ADHD have difficulties adjusting to the normative structure of time. Through an iterative participatory design process with students diagnosed with ADHD, different conceptions and representations of time were explored to create a design that better suits their needs. Based on the findings that visual resources are used to understand the duration of time and the lack of an internal clock to help tell the passage of time, we created Takt. Takt relies on touch and vision to enable users to tell the passage of time using their senses rather than relying on the cognition required to read the information on a clock.

  • 12.
    Eriksson, Sara
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Hansen, Preben
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    HeartBeats – A Speculative Proposal For Ritualization of Digital Objects2017In: Proceedings of the 2017 ACM Conference Companion Publication on Designing Interactive Systems, Association for Computing Machinery (ACM), 2017, p. 218-222Conference paper (Refereed)
    Abstract [en]

    In this paper we propose HeartBeats, a speculative design proposal that embodies digital immortality. Based on previous research and user studies, HeartBeats addresses a growing need for design to support ritualization of digital data in the context of bereavement. Our aim is to stimulate discussion about digital immortality and afterlife. By challenging perceived characteristics and qualities of inherited data, we hope to open design spaces to better enable ritualization of digital objects in bereavement.

  • 13. Fabiano Pinatti de Carvalho, Aparecido
    et al.
    Rossitto, ChiaraStockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.Lampinen, AiriStockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.Luigina, CiolfiGray, Breda
    Proceedings of the ECSCW 2017 Workshop on “Nomadic Cultures Beyond Work Practices”2017Conference proceedings (editor) (Other academic)
    Abstract [en]

    In this issue we explore the conceptual, analytical and design challenges inherent in the notion of “Nomadic Culture”. The papers included highlight how research on mobility has contributed to the CSCW community, while pointing to unsolved problems, future challenges and research agendas. We see this collection of papers as developing a more holistic perspective on nomadic culture, and connecting this scholarship with recent research on sharing and exchange platforms as sites of work. This intervention contributes to an understanding of nomadic culture by providing a more contemporary perspective on the social and cultural aspects of workplace sites and co-working practices.

  • 14.
    Faraon, Montathar
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Co-creating democracy: Conceptualizing co-creative media to facilitate democratic engagement in society2018Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    Internet-based information and communication technology (ICT) have increasingly been used to facilitate and support democratic engagement in society. A growing body of research has demonstrated that the Internet and, in particular, social media have given citizens the opportunity to participate, interact, network, collaborate, and mobilize themselves within communities. While these media have broadened the means of exercising citizenship in many forms of participatory democracy, the technological prerequisites exist to go beyond the standard uses of social media (e.g., social networking, entertainment) and towards proactive and co-creative democratic engagement. Such engagement includes, but is not limited to, participatory activities for democratic purposes. Further, some researchers have argued that representative democracy is in decline and has several limitations related to citizens' trust in politicians and engagement with representative institutions. There is a recognition among scholars to infuse representative democracy with participatory bottom-up processes by employing ICT in an attempt to bridge these limitations. In order to further facilitate and support participatory as well as co-creative processes, this thesis elaborates a concept of co-creative media.

    The process of this work was guided by the following question: How can co-creative media be theoretically anchored and conceptualized in order to facilitate and support citizen engagement within democratic processes? A concept-driven design research approach was adopted to address this research question, and this resulted in five interconnected articles. Firstly, based on the results from each article, four design guidelines were formulated to further guide the design of co-creative media for democratic engagement. These design guidelines may support future participatory design processes in which stakeholders collectively contribute to the development and evaluation of co-creative media. The guidelines constitute a resource that stakeholders may use to develop adaptations of co-creative media for the purposes of facilitating democratic engagement. Secondly, the results from each article were fed forward into the concept-driven research process as theoretical and empirical insights, which were used to inform and elaborate the main contribution of this thesis, namely the concept of co-creative media.

    The concept of co-creative media in its form outlined by this thesis seeks to broaden citizens’ democratic engagement by means of creating virtual spaces in which new ideas, initiatives, knowledge, solutions, and digital tools could emerge. The implications of co-creative media could be to create, develop, and strengthen partnerships between communities and local services, extend digital skills in society through community-engaged practitioners, and propagate as well as coordinate large-scale co-creative practices.

  • 15.
    Guerrero Razuri, Javier Francisco
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Decisional-Emotional Support System for a Synthetic Agent: Influence of Emotions in Decision-Making Toward the Participation of Automata in Society2015Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    Emotion influences our actions, and this means that emotion has subjective decision value. Emotions, properly interpreted and understood, of those affected by decisions provide feedback to actions and, as such, serve as a basis for decisions. Accordingly, "affective computing" represents a wide range of technological opportunities toward the implementation of emotions to improve human-computer interaction, which also includes insights across a range of contexts of computational sciences into how we can design computer systems to communicate and recognize the emotional states provided by humans. Today, emotional systems such as software-only agents and embodied robots seem to improve every day at managing large volumes of information, and they remain emotionally incapable to read our feelings and react according to them. From a computational viewpoint, technology has made significant steps in determining how an emotional behavior model could be built; such a model is intended to be used for the purpose of intelligent assistance and support to humans. Human emotions are engines that allow people to generate useful responses to the current situation, taking into account the emotional states of others. Recovering the emotional cues emanating from the natural behavior of humans such as facial expressions and bodily kinetics could help to develop systems that allow recognition, interpretation, processing, simulation, and basing decisions on human emotions. Currently, there is a need to create emotional systems able to develop an emotional bond with users, reacting emotionally to encountered situations with the ability to help, assisting users to make their daily life easier. Handling emotions and their influence on decisions can improve the human-machine communication with a wider vision. The present thesis strives to provide an emotional architecture applicable for an agent, based on a group of decision-making models influenced by external emotional information provided by humans, acquired through a group of classification techniques from machine learning algorithms. The system can form positive bonds with the people it encounters when proceeding according to their emotional behavior. The agent embodied in the emotional architecture will interact with a user, facilitating their adoption in application areas such as caregiving to provide emotional support to the elderly. The agent's architecture uses an adversarial structure based on an Adversarial Risk Analysis framework with a decision analytic flavor that includes models forecasting a human's behavior and their impact on the surrounding environment. The agent perceives its environment and the actions performed by an individual, which constitute the resources needed to execute the agent's decision during the interaction. The agent's decision that is carried out from the adversarial structure is also affected by the information of emotional states provided by a classifiers-ensemble system, giving rise to a "decision with emotional connotation" included in the group of affective decisions. The performance of different well-known classifiers was compared in order to select the best result and build the ensemble system, based on feature selection methods that were introduced to predict the emotion. These methods are based on facial expression, bodily gestures, and speech, with satisfactory accuracy long before the final system.

  • 16. Gusev, Dmitri A.
    et al.
    Eschbach, Reiner
    Westin, Thomas
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Yong, Justin
    Motion Sickness Related Aspects of Inclusion of Color Deficient Observers in Virtual Reality2017In: Virtual Reality: Recent Advances for Health and Wellbeing / [ed] Wendy A. Powell, Paul M. Sharkey, Albert A. Rizzo, Joav Merrick, Nova Science Publishers, Inc., 2017Chapter in book (Other academic)
  • 17. Holten Møller, Naja L.
    et al.
    Shklovski, Irina
    Silberman, M. Six
    Dombrowski, Lynn
    Lampinen, Airi
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    A Constructive-Critical Approach to the Changing Workplace and its Technologies2017In: Proceedings of 15th European Conference on Computer-Supported Cooperative Work - Panels, Posters and Demos, European Society for Socially Embedded Technologies (EUSSET) , 2017Conference paper (Refereed)
    Abstract [en]

    Implementation of technical systems into work practices can result in shifting the balance of power in terms of what is visible and what is hidden (Suchman 1994; Star & Strauss 1999) and in fundamentally changing the nature of work itself (Bannon 1994). Sometimes these changes can have unpredictable and even adverse effects on the stakeholders involved (Clement & Wagner 1995). ECSCW as a venue has not shied away from pointing out that there is politics to sociomaterial processes we observe and study (Bannon & Bødker 1997; Bjørn and Balka 2007). As work computerization begins to involve the digitization of work practices, however, more thorny political questions emerge. The workplace changes when the spheres of private life and work are blurred as sensors are attached to the employee in the workplace for tracking movement (Gorm & Shklovski 2016; Møller et al. 2017), when the workplace as a fixed physical location is dissolved as in the case of turning homes into “pop-up co-working places” (Rossitto et al. 2017), in the “sharing economy” (Zade & O’Neil 2016), in online labor platforms such as Amazon Mechanical Turk (Irani and Silberman 2013), or when workplace data-collection is management- rather than worker-centric resulting in employee exploitation (Dombrowski 2017). The challenge for CSCW research is to study the changing workplace and affect the nature of collaborative work with the aim of improving the design of computational systems, while attending to and perhaps improving the conditions for work.

  • 18.
    Joshi, Somya
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Cerratto Pargman, Teresa
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Every Little Bit Makes Little Difference: The Paradox within SHCI2018In: Digital Technology and Sustainability: Engaging the paradox / [ed] Mike Hazas, Lisa P. Nathan, Routledge, 2018Chapter in book (Refereed)
  • 19.
    Joshi, Somya
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Wehn, Uta
    From Assumptions to Artifacts: Unfolding e-participation within Multi-level Governance2017In: Electronic Journal of e-Government, ISSN 1479-439X, E-ISSN 1479-439X, Vol. 15, no 2, p. 57-154Article in journal (Refereed)
    Abstract [en]

    The role of technological innovation within the context of governance processes is often embraced with rhetorical enthusiasm and seen as a de facto enabler for democratic decision‑making. Underpinning this enthusiasm is the leap of faith made from transparency to trust, from complexity to coherence. The belief that using new tools for e‑participation can generate dramatic transformation in public sector redesign and result in societal benefits is heralded as a shift towards public innovation. It is precisely this belief that we examine in this paper. We start our investigation by providing a conceptualization of what e‑participation means within the context of multi‑level governance. By using a cross case comparison of two European research projects, we provide an empirical base upon which we can examine the process of e‑participation and the implications of digital e‑participation tools for various levels of governance and public accountability. Furthermore we provide an interdisciplinary contribution in understanding the gap between what technological innovation makes possible and the acceptance or openness on the part of decision makers to embrace citizen input within policy processes.

  • 20.
    Juhlin, Oskar
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Wang, Jinyi
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Zhang, Yanqing
    Fashionable services for wearables2017In: interactions, ISSN 1072-5520, E-ISSN 1558-3449, Vol. 24, no 3, p. 88-88Article in journal (Other academic)
  • 21.
    Knutsson, Ola
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Ramberg, Robert
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Designmönster och mönsterspråk: Lärare designar tillsammans2017In: Didaktik i omvandlingens tid: text, representation, design / [ed] Eva Insulander, Susanne Kjällander, Fredrik Lindstrand, Anna Åkerfeldt, Stockholm: Liber, 2017, no 0, p. 139-149Chapter in book (Other academic)
  • 22.
    Knutsson, Ola
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Ramberg, Robert
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Teachers’ Collaborative Pattern Language Design2018In: Designs for Learning, ISSN 1654-7608, Vol. 10, no 1, p. 1-17Article in journal (Refereed)
    Abstract [en]

    Teachers in their practice make choices grounded in their teaching experience resulting in what could be labelled design solutions. An identified problem is that these design solutions stay at the level of individual solutions and do not reach the teaching community. The aim of this article is to study how teachers´ design solutions can be systematically captured, organized, and communicated through design patterns and a pattern language. Building on participatory design we have together with teachers used and adapted the concept of design patterns and pattern languages as a way of capturing, documenting and communicating design problems and solutions to these. This structured approach led to the teachers seeing connections and interrelations between problems, and that a solution to one of these also helped in alleviating other problems. The formulation of design patterns and proposed pattern languages thus gave the teachers an overview of their practice that would otherwise be difficult to obtain. The content of the design patterns show what problems that are dealt with by the teachers through their design solutions. The structure of the final pattern language shows how problems and solutions are connected to larger goals for the teachers, such as improving the communication with students, as well as the importance of sharing good examples between colleagues.

  • 23.
    Lampinen, Airi
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Brown, Barry
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Market Design for HCI: Successes and Failures of Peer-to-Peer Exchange Platforms2017In: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2017, p. 4331-4343Conference paper (Refereed)
    Abstract [en]

    This paper explores an HCI approach to designing markets, with a primary focus on peer-to peer exchange platforms. We draw on recent work in economics that has documented how markets function, how they can be evaluated, and what can be done to fix them when they fail. We introduce five key concepts from market design: thickness, congestion, stability, safety, and repugnance. These lend HCI an analytic vocabulary for understanding why markets may succeed or struggle. Building on prior empirical work, we apply these concepts to compare two well-known network hospitality platforms, Couchsurfing and Airbnb. As a second illustrative case, we use market design to shed light on the challenges experienced by smaller-scale peer-to-peer marketplaces for lending, renting, and selling physical goods. To conclude, we discuss how this kind of analysis can make conceptual, evaluative, and generative contributions to the study and design of exchange platforms and other socio-technical systems.

  • 24.
    Landwehr Sydow, Sophie
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences. Södertörn University, Sweden.
    Tholander, Jakob
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Jonsson, Martin
    "It's a Bomb!" – Material Literacy and Narratives of Making2017In: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2017, p. 121-132Conference paper (Refereed)
    Abstract [en]

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

  • 25. Li, Xiangdong A.
    et al.
    Hansen, Preben
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Lou, Xiaolong
    Geng, Weidong
    Peng, Ren
    Design and Evaluation of Cross-Objects User Interface for Whiteboard Interaction2017In: Distributed, Ambient and Pervasive Interactions: Proceedings / [ed] Norbert Streitz, Panos Markopoulos, Springer, 2017, p. 180-191Conference paper (Refereed)
    Abstract [en]

    Whiteboard has long been an important tool for education and communication, and nowadays it embraces display functions and other interactive features such as pen pointing and selecting of digital contents. Despite the enhanced interactivity, it is often time- and cost-consuming to implement specific apparatus for different whiteboard interactions. Therefore, we aimed at incorporating physical-world objects (e.g. Lego Rubik’s cubes) as the cross-objects user interface for multiple whiteboard interaction tasks without incurring heavy development work. The user interface utilised electromagnetic technique to extract electromechanical signals and recognised normal objects, thus extended the generality. To further understand effectiveness of the user interface, we implemented a low-fidelity prototype and conducted within-subject evaluation. The results showed the cross-objects user interface was natural, responsive, and easy of learning as the conventional whiteboard. Moreover, the user interface outperformed over the conventional one in the perspectives of configuration efficiency and versatility of multiple interaction tasks. Given these findings, practical implications for future tangible user interface design for whiteboard interactions are discussed.

  • 26. Lindvall, Linus
    et al.
    Pettersson Jalming, Nina
    Krupenia, Stas
    Westin, Thomas
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    How not to run into a wall: A comparative experiment of Movement in Virtual Reality2017In: NES 2017: Conference Proceedings: Joy at Work / [ed] Anna-Lisa Osvalder, Mikael Blomé, Hajnalka Bodnar, Nordic Ergonomics and Human Factors Society (NES) , 2017, p. 354-362Conference paper (Refereed)
    Abstract [en]

    Recent technical developments have resulted in the increased use of Virtual Reality and Head Mounted Displays (HMDs) for entertainment and industrial purposes (Bengtson, Borsos, & Krupenia, 2017). A persistent problem associated with the use of HMDs for VR is that when moving within a virtual environment, the user can experience motion sickness and disorientation resulting in reduced ease of use or efficiency. The purpose of the current research was to establish which movement-based design principle(s) is/are best suited for a virtual environment. Three movement techniques were implemented and tested; a fading teleport, a drag/floating movement, and a hybrid concept. Of interest were motion sickness, disorientation, ease of use, and efficiency. Results indicated that the fading teleport technique best supported ease of use and also reduced disorientation. Further investigation into the teleportation technique and how it can be further improved is suggested.

  • 27. Lou, Xianglong
    et al.
    Peng, Ren
    Hansen, Preben
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Li, Xiangdong A.
    Effects of User’s Hand Orientation and Spatial Movements on Free Hand Interactions with Large Displays2018In: International Journal of Human-Computer Interaction, ISSN 1044-7318, E-ISSN 1532-7590, Vol. 34, no 6, p. 519-532Article in journal (Refereed)
    Abstract [en]

    In motion-sensing interaction with large displays through bare hands, we can observe that users alternate their hands and move their bodies frequently. What cause such actions and how these actions affect free hand interaction results are less systematically investigated. To address this gap in knowledge, we conducted studies on Pointer-Acceleration (PA)-based free hand interactions of target selection and found that (1) users made more frequent hand alternations when selecting small targets with large movement amplitudes, as in such cases users were not only affected by observable arm fatigue, but were also motivated to switch hands for higher selection accuracy and convenience; (2) hand alternation led to the hand orientation effects: target selection on display areas at the operating hand’s side was more efficient and accurate than that at the opposite side; (3) large movement amplitudes on the user interface increased users’ physical movements in front of the large display, which harmed selection efficiency; (4) selection of small targets led to a closer interaction distance, while large movement amplitudes led to a larger interaction distance; and (5) selection results were affected by interaction distances, as users gained high efficiency, but low accuracy at a large distance and low efficiency, but high accuracy at a close distance. Given these results, this article discusses practical implications for applying PA-based free hand interaction techniques and designing related user interfaces on large displays.

  • 28.
    McGregor, Moira
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Tang, John C.
    More to Meetings: Challenges in Using Speech-Based Technology to Support Meetings2017In: Proceedings of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing, Association for Computing Machinery (ACM), 2017, p. 2208-2220Conference paper (Refereed)
    Abstract [en]

    Personal assistants using a command-dialogue model of speech recognition, such as Siri and Cortana, have become increasingly powerful and popular for individual use. In this paper we explore whether similar techniques could be used to create a speech-based agent system which, in a group meeting setting, would similarly monitor spoken dialogue, pro-actively detect useful actions, and carry out those actions without specific commands being spoken. Using a low-fi technical probe, we investigated how such a system might perform in the collaborative work setting and how users might respond to it. We recorded and transcribed a varied set of nine meetings from which we generated simulated lists of automated ‘action items’, which we then asked the meeting participants to review retrospectively. The low rankings given on these discovered items are suggestive of the difficulty in applying personal assistant technology to the group setting, and we document the issues emerging from the study. Through observations, we explored the nature of meetings and the challenges they present for speech agents.

  • 29.
    McMillan, Donald
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Connecting Citizens: Designing for Data Collection and Dissemination in the Smart City2017In: Internet Science: Proceedings / [ed] Ioannis Kompatsiaris, Jonathan Cave, Anna Satsiou, Georg Carle, Antonella Passan, iEfstratios Kontopoulos, Sotiris Diplaris, Donald McMillan, Springer, 2017, p. 119-131Conference paper (Refereed)
    Abstract [en]

    This paper presents two case studies of citizen data collection and dissemination applications, developed for or by three different local authorities in Northern Europe. These case studies highlight the challenges in meeting the goals of Open Data, of involving citizens as sources of information, and of engendering and maintaining trust as a service provider all at the same time. The challenge of making data open can be seen as at odds with protecting the privacy and safety of citizens when it is sourced directly or indirectly from their actions. Encouraging citizens to collect, curate, and submit data can create misguided expectations of influence over the processes of local government, and disillusionment where action or feedback are not forthcoming. A local authority is trusted to provide information that is verified and for which it is accountable. Balancing this with goal of disseminating the results of citizen sourced data collection activities can result in frustration for developers, users, and local authority employees. In response to these issues this paper presents the following four design opportunities: probabilistic and personalised representations of data, making accountable the use of collected data, respecting the boundaries of data, and designing for the graceful degradation of resources.

  • 30.
    McMillan, Donald
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Implicit Interaction Through Machine Learning: Challenges in Design, Accountability, and Privacy2017In: Internet Science: Proceedings / [ed] Ioannis Kompatsiaris, Jonathan Cave, Anna Satsiou, Georg Carle, Antonella Passani, Efstratios Kontopoulos, Sotiris Diplaris, Donald McMillan, Springer, 2017, p. 352-358Conference paper (Refereed)
    Abstract [en]

    Implicit Interaction takes advantage of the rise of predictive algorithms, trained on our behaviour over weeks, months and years, and employs them to streamline our interactions with devices from smartphones to Internet connected appliances. Implicit Interaction provides users the advantage of systems that learn from their actions, while giving them the feedback and controls necessary to both understand and influence system behaviour without having to rely on an application for every connected device. This is an active area of research and as such presents challenges for interaction design due, in part, to the use of user-facing machine learning algorithms. This paper discusses the challenges posed by designing in accountability for system actions and predictions, the privacy concerns raised by both the sensing necessary to power these predictions and in how the predictions and systems actions themselves can expose behavioural patterns, and the challenges inherent in designing for the reality of machine learning techniques rather than the hype.

  • 31.
    McMillan, Donald
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    The Smartwatch in Multi-device Interaction2017In: Design, User Experience, and Usability: Designing Pleasurable Experiences: Proceedings, Part II / [ed] Aaron Marcus, Wentao Wang, Springer, 2017, p. 275-287Conference paper (Refereed)
    Abstract [en]

    Wearable devices are typically not used on their own. Indeed, many are sold specifically as companion devices to mobile phones. Here, we take a close look at smartwatch use in its natural multi-device context, building on a corpus of 1009 in vivo smartwatch use incidents recorded with twelve participants over 168 h. We examine closely four exemplar clips, exploring glances for information during other tasks, maintenance tasks that allow the allocation of spare attention, the smartwatch in conversation around media consumption, and the physical constraints of its embodied use on the wrist alongside other devices. Our study sheds light on current smartwatch use practices alongside devices with more established use scenarios, and on how the smartwatch changes and disrupts those practices.

  • 32.
    McMillan, Donald
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Brown, Barry
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Lampinen, Airi
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    McGregor, Moira
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Hoggan, Eve
    Pizza, Stefania
    Situating Wearables: Smartwatch Use in Context2017In: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2017, p. 3582-3594Conference paper (Refereed)
    Abstract [en]

    Drawing on 168 hours of video recordings of smartwatch use, this paper studies how context influences smartwatch use. We explore the effects of the presence of others, activity, location and time of day on 1,009 instances of use. Watch interaction is significantly shorter when in conversation than when alone. Activity also influences watch use with significantly longer use while eating than when socialising or performing domestic tasks. One surprising finding is that length of use is similar at home and work. We note that usage peaks around lunchtime, with an average of 5.3 watch uses per hour throughout a day. We supplement these findings with qualitative analysis of the videos, focusing on how use is modified by the presence of others, and the lack of impact of watch glances on conversation. Watch use is clearly a context-sensitive activity and in discussion we explore how smartwatches could be designed taking this into consideration.

  • 33. Mozelius, Peter
    et al.
    Fagerström, Andreas
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Söderquist, Max
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Motivating Factors and Tangential Learning for Knowledge Acquisition in Educational Games2017In: Electronic Journal of e-Learning, ISSN 1479-4403, E-ISSN 1479-4403, Vol. 15, no 4, p. 343-354Article in journal (Refereed)
    Abstract [en]

    Game-based learning has been a strong emerging trend in the 21st century, but several research studies on game-based learning reports that the educational potential of games has not been fully realised. Many educational games do not combine learning outcomes with entertaining gameplay. At the same time as there is a tendency to digitise and personalise education by the use of digital games, there still exists a lack of knowledge about efficient educational game design. To identify design factors that are important for players' learning motivation this study has analysed three popular entertainment games that were selected for their educational values. The aim of the study is to explore, analyse and discuss, if and how motivating factors and intrinsic integration of knowledge in educational games might be related to players' perceived knowledge acquisition. Test players with experience of the selected digital games were recruited from online gaming forums where a questionnaire also was used to collect data. Lepper's and Malone's set of heuristics for intrinsic motivation in interactive learning environments were used in a combination with Habgood's and Ainsworth's theory of intrinsic integration to examine the relationship between these factors in the educational games. Beside the direct acquisition of knowledge from gaming there was also an analysis of the concept of tangential learning. Results from a t-test showed that tangential learning was significantly more important for two of the tested games. Correlation analysis revealed several relationships between factors, where intrinsic integration was pointed out as particularly interesting for knowledge acquisition and tangential learning. Results showed weak or no relationships for Lepper and Malone factors, but with some tendencies for control, imagination and competition.

  • 34.
    Mughal, Mudassar Ahmad
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences. MobileLife@Stockholm University.
    Live Mobile Video Interaction: Inventing and investigating technology, formats and applications2015Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    The convergence of inexpensive video-enabled mobile phones, high-speed mobile data networks and ubiquitous sensing devices opens up a new design space called “live mobile video interaction”. It gives rise to a new genre of applications concerning live mobile video production, which can be seen as an instance of the said space. In this work we are particularly interested to explore potential technical challenges and opportunities presented by “live mobile video interaction”. We started our investigation by studying two existing prototypes from the said genre i.e. the Instant Broadcasting System (IBS) and the Mobile Vision Mixer (MVM). We studied their applicability for amateur users of collaborative mobile video production tools and the problems caused by inherent communication delays in the Internet. We acquired initial user feedback and conducted technical tests on Instant Broadcasting System (IBS) and Mobile Vision Mixer (MVM). Our results indicate that lack of synchronisation among video streams causes problems for directors in such systems that were not present in professional systems. We also identified two distinct video production modes depending on visual access of the director to the event that is being filmed. Based on our study we proposed technical design suggestions and indications on how to solve the synchronisation problems in respective mixing modes. We also proposed an algorithm for frame-rate exclusive synchronisation management of live streams in a collaborative mobile production environment. We further probed the design space using the research through design method, which resulted in a fully functional prototype system called “Livenature” that would incite an emotional connection that exists between people and the places they cherish. Further investigation of Livenature allowed us to produce detailed studies about experiential and technical aspects of the system, thus revealing phenomenological and technical dimensions of the design space.

  • 35.
    Mughal, Mudassar Ahmad
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Zoric, Goranka
    Juhlin, Oskar
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Frame Rate Exclusive Sync Management of Live Video Streams in Collaborative Mobile Production Environment2014In: Proceedings of Workshop on Mobile Video Delivery, New York: Association for Computing Machinery (ACM), 2014, p. nr 2-Conference paper (Refereed)
    Abstract [en]

    We discuss synchronization problem in an emerging type of multimedia applications, called live mobile collaborative video production systems. The mobile character of the production system allows a director to be present at the site where he/she can see the event directly as well as through the mixer display. In such a situation production of a consistent broadcast is sensitive to delay and asynchrony of video streams in the mixer console. In this paper, we propose an algorithm for this situation called "frame rate exclusive sync manager", which draws on existing reactive source control synchronization techniques. It relies solely on frame-rate control and maintains synchronization between live video streams while ensuring minimal delay by dynamically adapting the frame-rate of the camera feeds based on synchronization offset and network bandwidth health. The algorithm is evaluated by simulation which indicates algorithm's capability of achieving increased synchronization among live streams.

  • 36. Nylander, Stina
    et al.
    Tholander, Jakob
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Community-Based Innovation among Elite Orienteers2017In: Proceedings of the 8th International Conference on Communities and Technologies, Association for Computing Machinery (ACM), 2017, p. 87-95Conference paper (Refereed)
    Abstract [en]

    We have studied a form of community innovation within the sport of orienteering, which in the Nordic countries consist of a closely knit group with a strong sense of community. This study shows how the processes for developing new technologies are driven by a strong sense of idealism, with little or no commercial motivation. Thus, this represents a kind of community development and sharing with a number of unique characteristics. While the community is central to participants' endeavours of developing their systems, the participants are not representative of the typical member. On the contrary, they are examples of a minority that put in significant efforts of contributing to the larger group. What we argue is unique about the case we have presented is that the technology development starts out from a few number of highly motivated individuals that through limited collaboration with others builds technologies that get extensive proliferation and use within the community.

  • 37.
    Parviainen, Emmi
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Lagerström, Ellinor
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Hansen, Preben
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Composting as Interior Design: Encouraging Sustainability throughout a Participatory Design Process2017In: Proceedings of the 2017 ACM Conference Companion Publication on Designing Interactive Systems Pages, Association for Computing Machinery (ACM), 2017, p. 167-171Conference paper (Refereed)
    Abstract [en]

    Could recycling become an interesting activity instead of a compulsive requirement? 20 participants in Stockholm, Sweden participated in a study to determine why recycling is still a problem on an individual scale. The designers of the project were the users themselves with facilitators guiding them throughout the five phases of the participatory design project; contextual inquiry, future workshop, low-fi and hi-fi prototyping, and evaluation. The final design is an indoor compost that helps the user see the effects of recycling on a more personal level. We argue for the importance of creating a deeper connection between the design and the user by showing how an artefact can achieve the desired behaviour when associated with emotions. In this case, recycling can bring a user closer to nature.

  • 38. Parviainen, Emmi
    et al.
    Lagerström, Ellinor
    Hansen, Preben
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Transform Your Kids Into Self Sustainable Power Plants: Teaching Sustainable Behaviour to Young Users2017In: Proceedings of the 2017 ACM Conference Companion Publication on Designing Interactive Systems, Association for Computing Machinery (ACM), 2017, p. 155-160Conference paper (Refereed)
    Abstract [en]

    There is a gap between people's attitudes and feelings toward sustainability, the environment, and their own contribution. Attitudes and knowledge can predict environmental behaviour and it is essential to establish positive habits for children to secure a more environmentally-friendly future. To minimize the gap between attitude, knowledge and actual contribution, it is important that environmental education starts early on. The Kidnetic is a rechargeable power bank that functions with kinetic energy in order to increase a child's abilities to conceptualize the production of sustainable energy. This portable device allows children to move, play, and run - creating a system of self- sufficiency to power their own mobile devices. The design is aimed to enhance children's curiosity and engagement in environmental conservation and awareness. Kidnetic argues for the importance of forging a deeper connection between a mechanism and the user by showing how a design is capable of spreading awareness for energy consumption and changing children's behaviour toward a sustainable lifestyle.

  • 39. Popov, Igor
    et al.
    Mihajlov, Martin
    Popov, Oliver
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    mashpoint: Surfing the Web in a Data-Oriented Way2017In: 17th IEEE International Conference on Smart Technologies IEEE EUROCON 2017: Conference Proceedings / [ed] Ljupco Karadzinov, Goga Cvetkovski, Pero Latkoski, IEEE Computer Society, 2017, p. 50-55Conference paper (Refereed)
    Abstract [en]

    Simple information lookup tasks (e.g. “What the weather like in London?” or “What is the population of the UK?”), are currently well supported with traditional search engines, and more recently with intelligent personal assistants. Intensive knowledge tasks, (e.g. “How do countries with low GDP per capita rank in emigration?”), however, require combining and cross referencing data from multiple sources to get to an answer have typically not been well supported. Our ability to support these types of information tasks on the Web is currently compromised by the inherent document/application nature of the Web itself. End-user mashup tools traditionally approach this problem by assisting users in structuring unstructured content form web pages and then support information-oriented tasks over the structured content. Motivated by the fact that more and more structured data is available on Web pages we investigate another possible solution: how to extend traditional Web navigation, which the majority of end users find intuitive, to include more data-centric behaviour. With mashpoint we propose a simple architecture, which would support an interaction that allows web pages to be linked based on similarities of the entities in their data. Linked in this way, queries that traditionally require the tedious work of joining information form several pages can be performed with simple web-like navigation. The paper focuses on evaluating if the proposed interaction is one that users would be able to understand to execute intensive knowledge tasks. We ran two separate studies: first to explore if the interaction concepts introduced are easily learnable and to gather initial feedback on our prototype, and second to explore design options which can inform how to address discovery challenges when large amount of pages are linked in this way, therefore assessing the feasibility of this model to work on a Web-scale.

  • 40. Porcheron, Martin
    et al.
    Fischer, Joel E.
    McGregor, Moira
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Brown, Barry
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Luger, Ewa
    Candello, Heloisa
    O'Hara, Kenton
    Talking with Conversational Agents in Collaborative Action2017In: Companion of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing: Proceeding, Association for Computing Machinery (ACM), 2017, p. 431-436Conference paper (Refereed)
    Abstract [en]

    This one-day workshop intends to bring together both academics and industry practitioners to explore collaborative challenges in speech interaction. Recent improvements in speech recognition and computing power has led to conversational interfaces being introduced to many of the devices we use every day, such as smartphones, watches, and even televisions. These interfaces allow us to get things done, often by just speaking commands, relying on a reasonably well understood single-user model. While research on speech recognition is well established, the social implications of these interfaces remain underexplored, such as how we socialise, work, and play around such technologies, and how these might be better designed to support collaborative collocated talk-in-action. Moreover, the advent of new products such as the Amazon Echo and Google Home, which are positioned as supporting multi-user interaction in collocated environments such as the home, makes exploring the social and collaborative challenges around these products, a timely topic. In the workshop, we will review current practices and reflect upon prior work on studying talk-in-action and collocated interaction. We wish to begin a dialogue that takes on the renewed interest in research on spoken interaction with devices, grounded in the existing practices of the CSCW community.

  • 41.
    Ramberg, Robert
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Editorial for EJEL Volume 15 Issue 12017Collection (editor) (Other (popular science, discussion, etc.))
  • 42.
    Rolf, Elisabeth
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Knutsson, Ola
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Ramberg, Robert
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    The Implicit Pedagogy of Teachers’ Design Patterns2017In: Data Driven Approaches in Digital Education: Proceedings / [ed] Élise Lavoué, Hendrik Drachsler, Katrien Verbert, Julien Broisin, Mar Pérez-Sanagustín, 2017, p. 584-587Conference paper (Refereed)
    Abstract [en]

    This paper presents an analysis of upper secondary teachers’ design patterns portraying their technology use in teaching by answering the question: What pedagogy is implicit in technology supported learning activities designed by teachers? Building on a framework defining key characteristics of contemporary learning theories, seventeen design patterns describing technology use in teaching were analyzed. The analysis reveals that individual activities are dominating the patterns. In addition, there is a trend towards activities favoring students’ non-reflection, but also activities being more informative than experiential.

  • 43.
    Rossitto, Chiara
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Lampinen, Airi
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Co-Creating the Workplace: Participatory Efforts to Enable Individual Work at the Hoffice2018In: Computer Supported Cooperative Work (online), ISSN 0925-9724, E-ISSN 1573-7551, Vol. 27, no 3-6, p. 947-982Article in journal (Refereed)
    Abstract [en]

    This paper analyzes the self-organizing network Hoffice – a merger between the words home and office – that brings together people who wish to co-create temporary workplaces. The Hoffice concept entails a co-working methodology, and a set of practices inherent in opening up one’s home as a temporary, shared workplace, with the help of existing social media platforms, particularly Facebook. We discuss both the practices of co-creating temporary workplaces, particularly for workers who lack a stable office and orchestrate flexible work arrangements, and the values and rhetoric enshrined in Hoffice. We collected our research materials through interviews, participant observation, and workshops. Our findings draw attention to i) the practical arrangement of Hoffice events, ii) the participatory efforts to get individual work done, and 3) the co-creation of an alternative social model that encourages trust, self-actualization, and openness. To conclude, we discuss how Hoffice is already making change for its members, and how this is indicative of a politics of care. We contribute to research on computer-supported collaborative work (CSCW) by highlighting grassroots efforts to create alternative ways of organizing nomadic work and navigating non-traditional employment arrangements.

  • 44.
    Rost, Mattias
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Mobility is the Message: Experiments with Mobile Media Sharing2013Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    This thesis explores new mobile media sharing applications by building, deploying, and studying their use. While we share media in many different ways both on the web and on mobile phones, there are few ways of sharing media with people physically near us. Studied were three designed and built systems: Push!Music, Columbus, and Portrait Catalog, as well as a fourth commercially available system – Foursquare. This thesis offers four contributions: First, it explores the design space of co-present media sharing of four test systems. Second, through user studies of these systems it reports on how these come to be used. Third, it explores new ways of conducting trials as the technical mobile landscape has changed. Last, we look at how the technical solutions demonstrate different lines of thinking from how similar solutions might look today.

    Through a Human-Computer Interaction methodology of design, build, and study, we look at systems through the eyes of embodied interaction and examine how the systems come to be in use. Using Goffman’s understanding of social order, we see how these mobile media sharing systems allow people to actively present themselves through these media. In turn, using McLuhan’s way of understanding media, we reflect on how these new systems enable a new type of medium distinct from the web centric media, and how this relates directly to mobility.

    While media sharing is something that takes place everywhere in western society, it is still tied to the way media is shared through computers. Although often mobile, they do not consider the mobile settings. The systems in this thesis treat mobility as an opportunity for design. It is still left to see how this mobile media sharing will come to present itself in people’s everyday life, and when it does, how we will come to understand it and how it will transform society as a medium distinct from those before. This thesis gives a glimpse at what this future will look like.

  • 45.
    Rost, Mattias
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Cramer, Henriette
    Ahmet, Zeynep
    Holmquist, Lars Erik
    Teens Using Portrait Catalog: An Evaluation Of a Mobile Photo Sharing SystemIn: International Journal of Mobile Human Computer Interaction, ISSN 1942-390X, E-ISSN 1942-3918Article in journal (Refereed)
    Abstract [en]

    In this paper we describe a mobile photo sharing system and a mass scale evaluation at a local youth festival. The system prevents pictures received from being forwarded and aims at adding meaning to photos shared through such a system making them collectable. The study setup was at a large youth festival where 400 teenagers had their photo taken and given the opportunity to have the application installed on their own phones. Although we achieved a large user base, the actual use was never triggered to reach critical mass. We report on the experience of the users, and also report on how teenagers in our study mostly share photos by looking at each other’s phone screens.

  • 46.
    Rostami, Asreen
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Bexell, Emma
    Stanisic, Stefan
    The Shared Individual2018In: Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction, Association for Computing Machinery (ACM), 2018, p. 511-516Conference paper (Refereed)
    Abstract [en]

    The Shared Individual is a live collaborative Mixed-Reality Performance in which a group of audience members can observe themselves from an individual's point of view. In this performance, a performer shares her view with audience members by wearing a head-mounted camera and steaming live video. By wearing a head-mounted display audience members can see themselves and follow performer's instruction to 'occupy' her body and become her. This instruction, in the form of performance, is designed to help the audience to sync with the performer in three different stages: visual synchronization, physical synchronization and emotional synchronization.

  • 47.
    Rostami, Asreen
    et al.
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Rossitto, Chiara
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    McMillan, Donald
    Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
    Spence, Jocelyn
    Taylor, Robyn
    Hook, Jonathan
    Williamson, Julie
    Barkhuus, Louise
    Glimpses of the future: designing fictions for mixed-reality performances2018In: interactions, ISSN 1072-5520, E-ISSN 1558-3449, Vol. 25, no 1, p. 46-61Article in journal (Other academic)
  • 48.
    Rázuri, Javier G.
    et al.
    Universidad Rey Juan Carlos, Madrid, Spain .
    Esteban, Pablo G.
    Universidad Rey Juan Carlos, Madrid, Spain .
    Ríos Insua, David
    Royal Academy of Sciences, Madrid, Spain .
    An Adversarial Risk Analysis Model for an Emotional Based Decision Agent2011In: The 2nd International Workshop on Decision Making with Multiple Imperfect Decision Makers, Institute of Information Theory and Automation , 2011, p. 1-6Conference paper (Refereed)
    Abstract [en]

    We introduce a model that describes the decision making process of an autonomoussynthetic agent which interacts with another agent and is influencedby affective mechanisms. This model would reproduce patterns similar to humansand regulate the behavior of agents providing them with some kind of emotionalintelligence and improving interaction experience. We sketch the implementationof our model with an edutainment robot.

  • 49. Salgado-Montejo, Alejandro
    et al.
    Marmolejo-Ramos, Fernando
    Stockholm University, Faculty of Social Sciences, Department of Psychology, Perception and psychophysics.
    Alvarado, Jorge A.
    Arboleda, Juan Camilo
    Suarez, Daniel R.
    Spence, Charles
    Drawing sounds: representing tones and chords spatially2016In: Experimental Brain Research, ISSN 0014-4819, E-ISSN 1432-1106, Vol. 234, no 12, p. 3509-3522Article in journal (Refereed)
    Abstract [en]

    Research on the crossmodal correspondences has revealed that seemingly unrelated perceptual information can be matched across the senses in a manner that is consistent across individuals. An interesting extension of this line of research is to study how sensory information biases action. In the present study, we investigated whether different sounds (i.e. tones and piano chords) would bias participants' hand movements in a free movement task. Right-handed participants were instructed to move a computer mouse in order to represent three tones and two chords. They also had to rate each sound in terms of three visual analogue scales (slow-fast, unpleasant-pleasant, and weak-strong). The results demonstrate that tones and chords influence hand movements, with higher-(lower-)pitched sounds giving rise to a significant bias towards upper (lower) locations in space. These results are discussed in terms of the literature on forward models, embodied cognition, crossmodal correspondences, and mental imagery. Potential applications sports and rehabilitation are discussed briefly.

  • 50. Spikol, Daniel
    et al.
    Nouri, JalalStockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.Cerratto-Pargman, TeresaStockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.Milrad, Marcelo
    Emerging Design: Transforming the STEAM Learning Landscape with the Support of Digital Technologies2017Collection (editor) (Other (popular science, discussion, etc.))
    Abstract [en]

    More than 25 years ago, it was argued that in the coming decades, the use of Information and Communication Technologies (ICT) in education would likely be less of a consequence of technological impediments rather than a result of limited human imagination combined with the constraints of old habits and social structures [1] For instance, during the last few years, the trend to introduce approaches such as computational thinking at different levels and subjects in the school classroom has stimulated teachers to create and develop innovative teaching and learning activities. Consequently, these efforts are starting to shape new teaching and educational practices that take advantage of some of the features that smartphones, tablets, microcontrollers kits and 3D printers offer to enhance teaching and learning. However, a number of pedagogical challenges still remain related to the design of everyday educational practices that embrace the use of new ICT technologies and tools in heterogeneous learning landscapes. Increased interest in challenge-based learning and open-ended activities with a focus on Science, Technology, Art, Math and Engineering (STEAM) is transforming education by providing new opportunities for integrating ICT across a wide variety of subjects. STEAM offers possibilities for activities that engage students in design and engineering tasks to explore science and math through creativity, expressiveness and visual aspects that also support logical and mathematical thinking. Creativity in STEM subjects can be understood as "generating ideas and strategies as an individual or community, reasoning critically between these and producing plausible explanations and strategies consistent with the available evidence" [2]. Modern ICT tools and systems provide platforms for new explorations and support for these activities and novel approaches. Moreover, these processes can metaphorically be seen as a complex ecosystem on the verge of multiple transformations.

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