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  • 1. Abdelhai, Rehab
    et al.
    Yassin, Sahar
    Ahmad, Mohamad F.
    Fors, Uno
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    An e-learning reproductive health module to support improved student learning and interaction: a prospective interventional study at a medical school in Egypt2012Inngår i: BMC Medical Education, E-ISSN 1472-6920, Vol. 12, s. 11-Artikkel i tidsskrift (Fagfellevurdert)
    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. Alvarado Garcia, Adriana
    et al.
    Maestre, Juan F.
    Barcham, Manuhuia
    Iriarte, Marilyn
    Wong-Villacres, Marisol
    Lemus, Oscar A.
    Dudani, Palak
    Reynolds-Cuéllar, Pedro
    Wang,, Ruotong
    Cerratto-Pargman, Teresa
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Decolonial Pathways: Our Manifesto for a Decolonizing Agenda in HCI Research and Design2021Inngår i: CHI EA '21: Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems / [ed] Yoshifumi Kitamura; Aaron Quigley; Katherine Isbister; Takeo Igarashi, ACM Digital Library , 2021, s. 1-9, artikkel-id 10Konferansepaper (Fagfellevurdert)
    Abstract [en]

    As the push for intersection between decolonial and post-colonial perspectives and technology design and HCI continues to grow, the natural challenge of embracing different ways of approaching knowledge production without ’othering’ begins to emerge. In this paper, we offer what we call ’decolonial paths’, possible portals to navigate through this challenge. This collective exploration inspires five pathways for approaching decoloniality within HCI: understanding, reconsidering, changing, expanding, and reflecting. Non-prescriptive and non-definitive, these pathways offer HCI researchers a framework to investigate their own practice and the spaces of sociotechnical research and learning they inhabit.

  • 3.
    Andreucci, Maria Beatrice
    et al.
    Department of Planning, Design, Technology of Architecture, Sapienza University of Rome, Italy.
    Marvuglia, AntoninoDepartment of Environmental Research & Innovation (ERIN) Luxembourg Institute of Science and Technology (LIST), Luxembourg.Baltov, MilenBurgas Free University, Bulgaria.Hansen, PrebenStockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Rethinking Sustainability Towards a Regenerative Economy2021Collection/Antologi (Annet vitenskapelig)
    Abstract [en]

    This open access book is based on work from the COST Action “RESTORE - REthinking Sustainability TOwards a Regenerative Economy'', and highlights how sustainability in buildings, facilities and urban governance is crucial for a future that is socially just, ecologically restorative, and economically viable, for Europe and the whole planet. In light of the search for fair solutions to the climate crisis, the authors outline the urgency for the built environment sector to implement adaptation and mitigation strategies, as well as a just transition. As shown in the chapters, this can be done by applying a broader framework that enriches places, people, ecology, culture, and climate, at the core of the design task - with a particular emphasis on the benefits towards health and resilient business practices. This book is one step on the way to a paradigm shift towards restorative sustainability for new and existing buildings. The authors want to promote forward thinking and multidisciplinary knowledge, leading to solutions that celebrate the richness of design creativity. In this vision, cities of the future will enhance users’ experience, health and wellbeing inside and outside of buildings, while reconciling anthropic ecosystems and nature. A valuable resource for scientists and students in environmental sciences and architecture, as well as policy makers, practitioners and investors in urban and regional development.

  • 4. Aronsson, Sanna
    et al.
    Artman, Henrik
    Lindquist, Sinna
    Mitchell, Mikael
    Persson, Tomas
    Ramberg, Robert
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Swedish Defence Research Agency (FOI), Sweden.
    Romero, Mario
    ter Vehn, Pontus
    Supporting after action review in simulator mission training: Co-creating visualization concepts for training of fast-jet fighter pilots2019Inngår i: The Journal of Defence Modeling and Simulation: Applications, Methodology, Technology, ISSN 1548-5129, E-ISSN 1557-380X, Vol. 16, nr 3, s. 219-231Artikkel, forskningsoversikt (Fagfellevurdert)
    Abstract [en]

    This article presents the design and evaluation of visualization concepts supporting After Action Review (AAR) in simulator mission training of fast-jet fighter pilots. The visualization concepts were designed based on three key characteristics of representations: re-representation, graphical constraining, and computational offloading. The visualization concepts represent combined parameters of missile launch and threat range, the former meant to elicit discussions about the prerequisites for launching missiles, and the latter to present details of what threats a certain aircraft is facing at a specific moment. The visualization concepts were designed to: 1) perceptually and cognitively offload mental workload from participants in support of determining relevant situations to discuss; 2) re-represent parameters in a format that facilitates reading-off of crucial information; and 3) graphically constrain plausible interpretations. Through a series of workshop iterations, two visualization concepts were developed and evaluated with 11 pilots and instructors. All pilots were unanimous in their opinion that the visualization concepts should be implemented as part of the AAR. Offloading, in terms of finding interesting events in the dynamic and unique training sessions, was the most important guiding concept, while re-representation and graphical constraining enabled a more structured and grounded collaboration during the AAR.

  • 5. Aronsson, Sanna
    et al.
    Artman, Henrik
    Lindquist, Sinna
    Ramberg, Robert
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Effektiv simulatorträning: Slutrapport projekt Effektiv flygträning och utbildning 2015-20172017Rapport (Annet vitenskapelig)
    Abstract [sv]

    Frågan om vad som utgör effektiv flygträning och utbildning (dvs. stridsteknisk och taktisk utbildning) är komplex och kan angripas på olika sätt. FoT-projektet Effektiv flygträning och utbildning (2015-2017) har vetenskapligt och metodiskt arbetat med att integrera pedagogiska modeller och praktiska erfarenheter med hänsyn tagen till organisatoriska strukturer. Vidare har systematiskt designarbete av visuella stöd för debriefing genomförts. Denna rapport integrerar projektets forskningsfrågor, projektaktiviteter och resultat i en sammanhållen beskrivning. Det krävs olika typer av stöd (både verktyg och metoder) för att analysera komplexa scenarier och mått som kan precisera den individuella flygförarens eller gruppens prestationer. Baserat på komplexa mått har två visualiseringar som ger en överblick av flygförarens skjuttillfälle respektive hotbild utvecklats och utvärderats tillsammans med svenska stridspiloter. Vidare har projektet framgångsrikt använt maskininlärning för att kategorisera flygförares och flygstridsledares kommunikation i syfte att bedöma effektiviteten i denna, samt att identifiera eventuella brister genom visualiseringar av resultaten. Pedagogiska modeller och visualiseringar, samt empiriska studier av simulatoranläggningar ger en grund för en diskussion om vad som utmärker effektiva simulatoranläggningar och effektiv simulatorträning. Studier av konceptet LVC (Live, Virtual & Constructive), vilket innebär träning med skarpa farkoster, flygförare i simulatorer samt datorgenererade entiteter (artificiella agenter) i ett och samma scenario, har genomförts. Vidare har projektet introducerat konceptet "LVC i vardagen", en vision om att enkelt och sömlöst kunna sammankoppla flygplan och dess flygförare med träning i simulatorer. Verksamheten i projektet har delvis bedrivits i samarbete med U.S. Air Force Research Laboratory (AFRL) inom ramen för samarbetsavtalet IMTR II (International Mission Training Research II, 2012-2018). Inom samarbetet har projektet medverkat till en demonstration av LVC-förmåga där FLSC (Flygvapnets luftstridssimuleringscenter) som enda europeiska aktör deltog. Projektet har för avsikt att fortsätta detta samarbete och inriktningen mot LVC för att närma oss visionen om LVC som en integrerad del i reguljär övning och träning. Rapporten avslutas med rekommendationer för fortsatt forskning.

  • 6. Aronsson, Sanna
    et al.
    Artman, Henrik
    Mitchel, Mikael
    Ramberg, Robert
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Woltjer, Rogier
    Live Virtual Constructive i framtida luftstridsövningar: Enkät- och workshopstudie i samband med Arctic Challenge Exercise 20212022Rapport (Annet vitenskapelig)
    Abstract [sv]

    Denna rapport fokuserar på luftstridsträningskonceptet Live, Virtual och Constructive (LVC). Två studier med fokus på LVC som träningskoncept och dess träningsvärde genomfördes i anslutning till Arctic Challenge Exercise 2021 (ACE 21). I den första studien fyllde flygförare i en enkät med fokus på upplevt träningsvärde relativt lärandemål för genomförda flygpass, samt frågor om LVC som framtida träningskoncept. I den andra studien reflekterade flygförare som deltagit vid ACE 21 kring träningsvärde av LVC och erhållna svar från enkäten. Enkätresultaten visar att skattningar av upplevt träningsvärde varierar mellan de olika lärandemålen och mellan olika uppdragstyper med avseende på det uppdrag som just flugits. Träningsvärdet hos de olika lärandemålen samvarierar kring olika stadier av uppdragsplanering och -genomförande. Från den andra studien kan konstateras att flygförarna identifierade både styrkor och svagheter med att inkludera V- och C-entiteter i luftstridsövningar. Särskilt viktigt att poängtera är att de inte har tilltro till att C-entiteter kan ersätta flygförare på blå sida i verkliga flygfarkoster. Flygförarna är positiva till att introducera V- och C-entiteter för att kunna genomföra stora scenarier, särskilt om de agerar på motståndarsidan. Slutligen konstateras att skattning av upplevt träningsvärde relativt definierade lärandemål utgör ett tolkningsbart instrument för att undersöka träningsvärde vid stora luftstridsövningar. 

  • 7.
    Aronsson, Sanna
    et al.
    Swedish Air Force Combat Simulation Centre (FLSC), Swedish Defence Research Agency (FOI), Sweden.
    Artman, Henrik
    Swedish Air Force Combat Simulation Centre (FLSC), Swedish Defence Research Agency (FOI), Sweden; Division of Media Technology and Interaction Design, School of Electrical Engineering and Computer Science, KTH Royal Institute of Technology, Sweden.
    Mitchell, Mikael
    Division of Media Technology and Interaction Design, School of Electrical Engineering and Computer Science, KTH Royal Institute of Technology, Sweden.
    Ramberg, Robert
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Swedish Air Force Combat Simulation Centre (FLSC), Swedish Defence Research Agency (FOI), Sweden.
    Woltjer, Rogier
    Swedish Air Force Combat Simulation Centre (FLSC), Swedish Defence Research Agency (FOI), Sweden.
    A live mindset in Live Virtual Constructive simulations: a spin-up for future LVC-air combat training2023Inngår i: The Journal of Defence Modeling and Simulation: Applications, Methodology, Technology, ISSN 1548-5129, E-ISSN 1557-380X, Vol. 20, nr 4, s. 447-465Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Combining Live, Virtual, and Constructive (LVC) aircraft in the same training scenario holds promise for developing and enhancing fighter pilot training. The simulator study reported here builds on joint pilot-researcher co-design work of beyond visual range LVC training (LVC-T) scenarios to provide training value to pilots in both Live and Virtual aircraft. One fourship of pilots simulated Live entities by acting under peacetime restrictions, while other pilots acted as during regular Virtual training. The objective was to investigate pilots’ reflections on the implications of LVC-T and on the methodology used to provide hands-on experience of a plausible LVC-T scenario. The purpose is to inform the design and use of future LVC in air combat training from the perspective of training value. Results indicate that pilots are positive toward the LVC scenario design, especially the dynamics that a large-scale scenario brings to training of decision making. They indicate a high degree of presence, the need for specific regulations to enforce flight safety, and that restrictions put on the simulated Live entities had implications for the other pilots. In addition to regular Live (L) and simulator (V + C) training, LVC-T may enhance pilots’ repertoires and decision-making patterns.

  • 8. Artman, Henrik
    et al.
    Lindquist, Sinna
    Mitchell, Mikael
    Ramberg, Robert
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Utforskande av träningsvärde för Live och Virtual: Avrapportering projekt "LVC för effektiv flygträning" år 20182018Rapport (Annet vitenskapelig)
    Abstract [sv]

    Rapporten redogör för ett arbete med att utforska och anpassa LVC, ett träningskoncept som integrerar verkliga flygplan (Live), bemannade flygsimulatorer (Virtual) och artificiella agenter (Constructive), till en svensk kontext i syfte att effektivisera träning och utvärdering av prestation och förmåga i komplexa och distribuerade system. Träningsbehov och träningsvärde, definierat som det ökade träningsvärde flygförare i flygplan och bemannade simulatorer får av att delta i träning där verkliga, simulerade och artificiella agenter ingår, är i fokus. För att undersöka träningsbehov och träningsvärde vid LVC-träning har tre aktiviteter genomförts: (1) en litteraturöversikt över vetenskapliga studier och resultat om LVC och träningseffekt. Resultat visar att forskning och utvärdering av LVC fokuserat på tekniska aspekter av LVC, snarare än träningsvärde vid LVC-träning, (2) workshopar för att utforska mervärde vid LVC-träning. Resultat visar att L-entiteten vid LVC träning får ut bästa träningsvärde då piloter i flygplan kan uppleva och träna beslutsfattande i större och mer realistiska scenarier under fysiska påfrestningar och oväntade händelser, och (3) genomförande av en experimentell studie (Wizard-of-Oz) på FLSC (Flygvapnets luftstridssimuleringscenter) där piloter i simulatorer i ett fingerat LVC-test flög mot vad de trodde var piloter i flygplan. Piloter som deltog i studien uppgav att de trodde det var ett riktigt LVC-test och agerade därefter. I debriefing uppgav piloterna att piloter i simulatorer inte kan få ut mer av LVC-träning, än av reguljär simulatorträning. Resultat pekar vidare på vikten av design av träningsscenarier så att både piloter i flygplan och simulatorer kan få ut god träningseffekt. Rapporten redogör också för samarbeten och informationsutbyte med internationella partners. Rapporten avslutas med en beskrivning av projektets inriktning 2019.

  • 9.
    Aspling, Fredrik
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Juhlin, Oskar
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Väätäjä, Heli
    Understanding animals: A critical challenge in ACI2018Inngår i: NordiCHI '18 Proceedings of the 10th Nordic Conference on Human-Computer Interaction, Association for Computing Machinery (ACM), 2018, s. 148-160Konferansepaper (Fagfellevurdert)
    Abstract [en]

    We present a qualitative content analysis of visual-verbal social media posts, where ordinary dog owners pretend to be their canine, to identify meaningful facets in their dogs' life-worlds, e.g. pleasures of human-dog relation, dog-dog relations, food etc. We use this knowledge to inform design of "quantified pets". The study targets a general problem in Animal-Computer Interaction (ACI), i.e. to understand animals when designing "for" them, although lacking a common language. Several approaches, e.g. ethnography and participatory design, have been appropriated from HCI without exhausting the issue. We argue for a methodological creativity and pluralism by suggesting an additional approach drawing on "kinesthetic empathy". It implies to understand animals by empathizing with their bodily movements over time and decoding the realities of their life-worlds. This, and other related approaches, has inspired animal researchers to conduct more or less radical participant observations during extensive duration to understand the perspective of the other. We suggest that dog owners whom share their lives with their dogs already possess a similar understanding as these experts, and thus uphold important experiences of canine life that could be used to understand individual dogs and inspire design.

  • 10.
    Back, Jon
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Designing Activity and Creating Experience: On People’s Play in Public places2013Licentiatavhandling, med artikler (Annet vitenskapelig)
    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.

    Fulltekst (pdf)
    Back - Designing Activity and Creating Experience On Peoples Play in Public Places
  • 11.
    Berns, Katie
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Designing Community Economies: Exploring Alternatives for Infrastructuring Food Waste Activism2023Doktoravhandling, med artikler (Annet vitenskapelig)
    Abstract [en]

    By drawing on past CSCW and SHCI scholarship engaged with how technology can support the collaborative work of organising activism and empowering people to respond to diverse sustainability challenges– my research contributes to the emerging field of digital civics by introducing the human geography concept ‘community economies’ as a new way to frame and determine the scope of the design of digital technologies for infrastructuring food waste activism. Using a combination of ethnographic research and participatory action research (PAR), the empirical data were collected through two long-term collaborations with food-sharing communities in Denmark and Sweden and through a collaboration with researchers on a related project that focused on a food-sharing community in Germany. The findings and contributions of the work include (1) the identification of the key concerns, values, and existing sociotechnical practices involved in establishing and maintaining activist food-sharing communities, (2) insights into and reflections on the design of sociotechnical practices that support food-sharing as a form of community economy, considering challenges such as recognising the variegated capacities of participants and balancing diverse and sometimes conflicting community values, and (3) the determination of how new food-sharing communities scale their impact in different ways such by growing larger, joining forces with other local food initiatives, or proliferating by learning from similar, more established communities in different locations. The discussion centres around three key dimensions that address the research questions; food-sharing as activism, designing sociotechnical sharing and governance practices, and designing community economies. Within these areas, I discuss the tensions that emerged regarding the role of technology in the three communities and unpack how a combination of existing mainstream technologies and bespoke civic technologies act as an infrastructure for the organisation, enactment, and proliferation of community-led food-sharing initiatives.

    Fulltekst (pdf)
    Designing Community Economies: Exploring Alternatives for Infrastructuring Food Waste Activism
    Download (jpg)
    Omslagsframsida
  • 12.
    Berns, Katie
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Rossitto, Chiara
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    From Commodities to Gifts: Redistributing Surplus Food Locally2019Inngår i: Ethnographies of Collaborative Economies Conference Proceedings / [ed] Penny Travlou, Luigina Ciolfi, 2019, artikkel-id 12Konferansepaper (Annet vitenskapelig)
    Abstract [en]

    This paper investigates the practices and dynamics of a grassroots initiative that takes a non-monetary sharing approach to the issue of food surplus. Food sharing Copenhagen (FS-CPH) is a community-led, volunteer-run organisation working towards reducing food waste by collecting surplus food from supermarkets, bakeries, and private individuals and redistributing it locally, for free. The analysis illustrates the practices of the three main working groups within the organisation, the role of technology within the organization, and how food is framed through a community economies approach.

  • 13.
    Berns, Katie
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Rossitto, Chiara
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Tholander, Jakob
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Queuing for Waste: Sociotechnical Interactions within a Food Sharing Community2021Inngår i: CHI’21: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, New York: Association for Computing Machinery (ACM), 2021, artikkel-id 301Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper investigates the practices of organising face-to-face events of a volunteer-run food-sharing community in Denmark. The ethnographic fieldwork draws attention to the core values underlying the ways sharing events are organised, and how - through the work of volunteers - surplus food is transformed from a commodity to a gift. The findings illustrate the community’s activist agenda of food waste reduction, along with the volunteers’ concerns and practical labour of running events and organising the flow of attendees through various queuing mechanisms. The paper contributes to the area of Food and HCI by: i) outlining the role of queuing in organising activism and ii) reflecting on the role that values, such as collective care and commons, can play in structuring queuing at face-to-face events.

    Fulltekst (pdf)
    fulltext
  • 14.
    Berns, Katie
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Rossitto, Chiara
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Tholander, Jakob
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    “This is not a free supermarket”: Reconsidering Queuing at Food-Sharing Events2021Inngår i: C&T '21: Proceedings of the 10th International Conference on Communities & Technologies - Wicked Problems in the Age of Tech / [ed] Florian Cech; Shelly Farnham, New York: Association for Computing Machinery (ACM), 2021, s. 319-331Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper addresses the sociotechnical challenges of organising queuing at large scale, face-to-face, food-sharing events. The authors have partnered with a grassroots food-sharing community, FoodSharing Copenhagen (FS-CPH), to reconsider queuing practices at food-sharing events. The results present three “queuing canvases” that illustrate how FS-CPH members envision digitally mediated queuing at food-sharing events. The paper outlines three themes that emerge from this design work: communicating activism through queuing, encountering others through queuing, and transparency in queuing mechanisms. We discuss how the envisioned ideas illustrate novel perspectives on queuing in volunteer-driven settings, while sometimes falling back on accepted norms and common expectations of how queuing should work. To address this, we present a set of sensitivities, for designers and activists alike, to design for queuing in settings where non-monetary sharing is central.

    Fulltekst (pdf)
    fulltext
  • 15.
    Brown, Barry
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Juhlin, Oskar
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    What Is Pleasure?2018Inngår i: Funology 2: From Usability to Enjoyment / [ed] Mark Blythe; Andrew Monk, Springer, 2018, s. 47-59Kapittel i bok, del av antologi (Fagfellevurdert)
    Abstract [en]

    One of the biggest surprises about modern technology is not how productive it makes us, or how it has revolutionized the workplace, but how enjoyable it is. The great success of new technologies—such as social networking, computer graphics, wireless networks—are in how they create pleasure in our lives. People taking a walk in a forest can use a GPS device to track where they are, or while watching a football match use a phone to record a video clip of the game. Entire categories of leisure activities (such as sport and television) depend upon technology for their very existence.

  • 16.
    Brown, Barry
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Laurier, Eric
    The Trouble with Autopilots: Assisted and Autonomous Driving on the Social Road2017Inngår i: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2017, s. 416-429Konferansepaper (Fagfellevurdert)
    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.

  • 17.
    Brown, Barry
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. University, Copenhagen, Denmark.
    Vigren, Minna
    Rostami, Asreen
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Glöss, Mareike Sibilla
    Why Users Hack: Conflicting Interests and the Political Economy of Software2022Inngår i: Proceedings of the ACM on Human-Computer Interaction (PACMHCI), E-ISSN 2573-0142, Vol. 6, nr CSCW2, s. 1-26, artikkel-id 354Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    It is often assumed that the interests of users and developers coincide, sharing a common goal of good design. Yet users often desire functionality that goes beyond what designers, and the organisations they work in, are willing to supply. Analysing online forums, complemented with interviews, we document how users, hackers and software developers worked together to discover and apply system exploits in hardware and software. We cover four cases: users of CPAP breathing assistance machines getting access to their own sleep data, 'hacking' the Nintendo switch game console to run non-authorised software, end-users building their own insulin supply system, and farmers repairing their own agriculture equipment against suppliers terms and conditions. We propose the concept of the 'gulf of interests' to understand how differing interests can create conflicts between end-users, designers, and the organisations they work in. This points us in the direction of researching further the political and economic situations of technology development and use.

  • 18.
    Bröring, Tabea
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Shared Situation Awareness in Student Group Work When Using Immersive Technology2023Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Situation awareness (SA) describes how well a person perceives and understands their environment and the situation that they are in. When working in groups, shared SA describes how similarly the team members view and interpret the situation in a given environment. Immersive technology comprises technology that integrates virtual objects into the user’s reality of a physical world. It holds great potential for the application in educational contexts and collaborative settings like group projects. Immersive technology can increase engagement, make complex concepts more tangible, and increase media fluency. When immersive technology is introduced into a real-world setting, it creates a mixed reality with virtual and physical elements. In mixed reality collaborations, the complexity of elements in the environment can negatively affect the shared SA of the group members. The research problem of this thesis is that the intersection between shared SA and student group work that involves immersive technology is under-researched to this date. The research question is ”How is shared situation awareness in student group work formed when using immersive technology?”. A case study of a student group containing a participatory observation of several of their work sessions was carried out, and the obtained material was analyzed using sequential analysis. It was found that the students do not prioritize shared SA but work individually, dividing smaller subtasks among themselves and focusing on their own tasks first and foremost. Communication is used sparsely to stay updated about the other students’ work status, which helps to build shared SA. Communication also plays a crucial role in building shared SA when using immersive technology. It was also observed that the students prefer to use immersive technology in a way that allows more than one person to see the same virtual environment, as it is the case when two virtual reality (VR) headsets are connected to the same application.

    Fulltekst (pdf)
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  • 19.
    Butler, Nick
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Företagsekonomiska institutionen.
    Spoelstra, Sverre
    Redemption Through Play? Exploring the Ethics of Workplace Gamification2024Inngår i: Journal of Business Ethics, ISSN 0167-4544, E-ISSN 1573-0697Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Today, it is becoming increasingly common for companies to harness the spirit of play in order to increase worker engagement and improve organizational performance. This paper examines the ethics of play in a business context, focusing specifically on the phenomenon of workplace gamification. While critics highlight ethical problems with gamification, they also advocate for more positive, transformative, and life-affirming modes of organizational play. Gamification is ethical, on this view, when it allows users to reach a state of authentic happiness or eudaimonia. The underlying assumption, here, is that the ‘magic circle’ of play—a sphere that exists entirely for its own sake—should be protected in order to secure meaningfulness at work. However, we argue that this faith in play is misguided because play, even at its most autotelic, is ethically ambivalent; it does not lead inexorably to virtuous work environments, but may in fact have an undesirable impact on those who are playing. Our study thus contributes to research on the ‘dark side’ of organizational play, a strand of scholarship that questions the idea that play always points toward the good life.

  • 20.
    Cakici, Baki
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Bylund, Markus
    SICS Swedish ICT.
    Changing Behaviour to Save Energy: ICT-Based Surveillance for a Low-Carbon Economy in the Seventh Framework ProgrammeManuskript (preprint) (Annet vitenskapelig)
  • 21.
    Campennì, Marco
    et al.
    Stockholms universitet, Naturvetenskapliga fakulteten, Stockholm Resilience Centre.
    Schino, Gabriele
    Symmetry-based reciprocity: evolutionary constraints on a proximate mechanism2016Inngår i: PeerJ, E-ISSN 2167-8359, Vol. 4, artikkel-id e1812Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Background. While the evolution of reciprocal cooperation has attracted an enormous attention, the proximate mechanisms underlying the ability of animals to cooperate reciprocally are comparatively neglected. Symmetry-based reciprocity is a hypothetical proximate mechanism that has been suggested to be widespread among cognitively unsophisticated animals. Methods. We developed two agent-baseds model of symmetry-based reciprocity (one relying on an arbitrary tag and the other on interindividual proximity) and tested their ability both to reproduce significant emergent features of cooperation in group living animals and to promote the evolution of cooperation. Results. Populations formed by', agents adopting symmetry-based reciprocity showed differentiated social relationships and a positive correlation between cooperation given and received: two common aspects of animal cooperation. However, when reproduction and selection across multiple generations were added to the models, agents adopting symmetry-based reciprocity were outcompeted by selfish agents that never cooperated. Discussion. In order to evolve, hypothetical proximate mechanisms must be able to from stand competition alternative strategies. While the results of our simulations require confirmation using analytical methods, we provisionally suggest symmetry based reciprocity is to be abandoned as a possible proximate mechanism underlying the ability of animals to reciprocate cooperative interactions.

  • 22.
    Cerratto-Pargman, Teresa
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Jahnke, Isa
    Damsa, Crina
    Nussbaum, Miguel
    Säljö, Roger
    Emergent Practices and Material Conditions in Tablet-mediated Collaborative Learning and Teaching2017Inngår i: 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, s. 905-908Konferansepaper (Fagfellevurdert)
    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.

  • 23.
    Cerratto-Pargman, Teresa
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    McGrath, Cormac
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för pedagogik och didaktik.
    Be Careful What You Wish For! Learning Analytics and the Emergence of Data-Driven Practices in Higher Education2021Inngår i: Digital Human Sciences: New Objects—New Approaches / [ed] Sonya Petersson, Stockholm: Stockholm University Press , 2021, s. 203-226Kapittel i bok, del av antologi (Fagfellevurdert)
    Abstract [en]

    The purpose of this chapter is to introduce learning analytics LA), exemplify how LA has currently been implemented in higher education, and discuss critically the ethical issues and concerns that arise when LA is introduced into HE.

  • 24. Cheng, Cuiqiong
    et al.
    You, Fang
    Hansen, Preben
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Wang, Jianmin
    Design Methodologies for Human-Artificial Systems Design: An Automotive AR-HUD Design Case Study2019Inngår i: Intelligent Human Systems Integration 2019: Proceedings / [ed] Waldemar Karwowski, Tareq Ahram, Springer, 2019, s. 570-575Konferansepaper (Fagfellevurdert)
    Abstract [en]

    With the development of society, technical products become more complex and intelligent. Interaction design of intelligent products is meeting new challenges. It requires practitioners to wade into the whole product development process and grasp basic interdisciplinary knowledge. This paper focuses on design methodologies for Human-Artificial Systems design with interdisciplinary knowledge. In the Interaction Design Method Framework (IDMF) we proposed, design runs through the whole product development process to help practitioners propose emerging technology-based designs. The IDMF framework is composed of 102 design methods and six phases. We deconstructed each phase of the IDMF according to three dimensions, design, information, and business. This paper offers a practical guide to using the IDMF framework by providing a high-level summary of the automotive AR-HUD design. It presented how the IDMF framework help practitioners effectively guide the design team and propose emerging technology-based designs.

  • 25. Collins-Thompson, Kevyn
    et al.
    Hansen, Preben
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Hauff, Claudia
    Search as Learning: Report from Dagstuhl Seminar 170922017Inngår i: Dagstuhl Reports, E-ISSN 2192-5283, Vol. 7, nr 2, s. 135-162Artikkel i tidsskrift (Fagfellevurdert)
    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.

  • 26. Comber, Rob
    et al.
    Lampinen, Airi
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Haapoja, Jesse
    Towards Post-Interaction Computing: Addressing Immediacy, (un)Intentionality, Instability and Interaction Effects2019Inngår i: Proceedings of the Halfway to the Future Symposium 2019, Association for Computing Machinery (ACM), 2019, artikkel-id 33Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The changes that have come about through the increased speed, ubiquity, and scale of computational systems require a reconceptualisation of how we think about and study the relationship between humans and computers. Driven by the increased production of data in interaction and the transfer of value from interaction to data, we argue that computing that fundamentally impacts human-computer relations is no longer happening only in interaction but also without and outside interaction. While recent arguments have highlighted interaction as a problematic concept for HCI — challenging what constitute users, use, the human, and the computer in interaction — we propose post-interaction computing as one means to conceptualise a fourth wave of HCI. We propose four concepts — immediacy, (un)intentionality, interaction effects, and instability — that can help us in identifying and slicing our objects of analysis in new ways that better match the challenges that HCI is now faced with.

  • 27.
    Comber, Rob
    et al.
    KTH Royal Institute of Technology, Stockholm, Sweden.
    Rossitto, Chiara
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Regulating Responsibility: Environmental Sustainability, Law, and the Platformisation of Waste Management2023Inngår i: CHI '23: Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems / [ed] Albrecht Schmidt; Kaisa Väänänen; Tesh Goyal; Per Ola Kristensson; Anicia Peters; Stefanie Mueller; Julie R. Williamson; Max L. Wilson, Association for Computing Machinery (ACM) , 2023, s. 1-19, artikkel-id 237Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The scope of Sustainable HCI research is expanding to include the broad sociotechnical and ecological contexts of computing. We examine the intersection of environmental sustainability, technology, and the law. By studying the legal dispute between a platform service that facilitates crowd-sourced waste disposal and the local government’s regulation of waste management, we step through an evolving debate on the meaning of care and responsibility for the environment. When faced with the municipality’s claimed monopoly on responsibility for waste management, the platform argues for the paradigms of individual responsibility, designing for user needs, and personalised and on-demand digital services. In arguing against this framing, the municipality highlights the gap between the law, its interpretation, and the idealistic values of technology-driven environmental care. We contribute to the framing of environmental care within Sustainable HCI as a locally constructed, regulated, and contested aspect of technology design and appropriation.

  • 28.
    Cramer, Henriette
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Rost, Mattias
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Bentley, Frank
    Motorola Mobility.
    Guest editorial Preface on Special Issue: An Introduction to Research in the Large2011Inngår i: International Journal of Mobile Human Computer Interaction, ISSN 1942-390X, E-ISSN 1942-3918, nr Special issueArtikkel, forskningsoversikt (Fagfellevurdert)
    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.

    Fulltekst (pdf)
    Fulltext
  • 29. Dew, Kristin N.
    et al.
    Landwehr-Sydow, Sophie
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. Södertörn University, Sweden.
    Rosner, Daniela K.
    Thayer, Alex
    Jonsson, Martin
    Producing Printability: Articulation Work and Alignment in 3D Printing2019Inngår i: Human-Computer Interaction, ISSN 0737-0024, E-ISSN 1532-7051, Vol. 34, nr 5-6, s. 433-469Artikkel i tidsskrift (Fagfellevurdert)
    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.

  • 30. Ebbelind, Andreas
    et al.
    Palmer, Hanna
    Danielsson, Kristina
    Wernholm, Marina
    Patron, Emelie
    Selander, Staffan
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Bedömning i förskolan2023Inngår i: Den utbildningsvetenskapliga kärnan i förskolan / [ed] Susanne Kjällander, Bim Riddersporre, Jonas Stier, Natur och kultur, 2023, s. 316-334Kapittel i bok, del av antologi (Annet vitenskapelig)
  • 31.
    Ekanayake, Hiran B.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. University of Colombo School of Computing.
    Validating User Engagement and Effectiveness of Training Simulations: A mixed-methods approach informed by embodied cognition and psychophysiological measures2015Doktoravhandling, med artikler (Annet vitenskapelig)
    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.

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  • 32. Ekaterina, Torubarova
    et al.
    Arvidsson, Caroline
    Stockholms universitet, Humanistiska fakulteten, Institutionen för lingvistik.
    Uddén, Julia
    Stockholms universitet, Humanistiska fakulteten, Institutionen för lingvistik. Stockholms universitet, Samhällsvetenskapliga fakulteten, Psykologiska institutionen, Biologisk psykologi.
    André, Pereira
    Investigating Conversational Dynamics in Human-Robot Interaction with fMRI2023Inngår i: Proceedings of the 45th Annual Conference of the Cognitive Science / [ed] M. Goldwater, F. K. Anggoro, B. K. Hayes, D. C. Ong, 2023, Vol. 45Konferansepaper (Fagfellevurdert)
    Abstract [en]

    We investigated how verbal communication with a robot differs from talking to a human in terms of brain activity by analysing an open-source fMRI dataset. We focused on modeling conversational dynamics rather than conversation as a whole, by analysing fine-grained events, in particular turn initiation. The results indicate that turn initiation in a conversation with a human involves higher activation in auditory and visual cortex than turn initiation with a robot. Conversely, listening to the robot showed higher engagement of auditory cortex than listening to a human. We suggest that verbal and non-verbal turn-taking cues provided by the human agent engage more cognitive processing for picking up the turn. On the other hand, listening to a robot agent requires more processing than listening to a human. Both findings suggest that the accurate simulation of appropriate turn-taking cues and behaviors will help robots to establish more natural conversation dynamics and that the use of brain imaging can provide valuable objective measurements for assessing user states in human-robot interaction.

  • 33.
    Eliasson, Johan
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Tools for Designing Mobile Interaction with the Physical Environment in Outdoor Lessons2013Doktoravhandling, med artikler (Annet vitenskapelig)
    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.

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  • 34. Eriksson, Sara
    et al.
    Gustavsson, Filip
    Larsson, Gustav
    Hansen, Preben
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Takt: The Wearable Timepiece That Enables Sensory Perception of Time2017Inngår i: Proceedings of the 2017 ACM Conference Companion Publication on Designing Interactive Systems, Association for Computing Machinery (ACM), 2017, s. 223-227Konferansepaper (Fagfellevurdert)
    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.

  • 35.
    Eriksson, Sara
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Hansen, Preben
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    HeartBeats – A Speculative Proposal For Ritualization of Digital Objects2017Inngår i: Proceedings of the 2017 ACM Conference Companion Publication on Designing Interactive Systems, Association for Computing Machinery (ACM), 2017, s. 218-222Konferansepaper (Fagfellevurdert)
    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.

  • 36.
    Eriksson, Sara
    et al.
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Höök Janson, Kristina
    KTH Royal Institute of Technology, Sweden.
    Shusterman, Richard
    Florida Atlantic University, USA.
    Svanaes, Dag
    Norwegian University of Science and Technology, Norway.
    Unander-Scharin, Carl
    KTH Royal Institute of Technology, Sweden.
    Unander-Scharin, Åsa
    Luleå University of Technology, Sweden.
    Ethics in Movement: Shaping and Being Shaped in Human-Drone Interaction2020Inngår i: CHI‘20: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems, New York: Association for Computing Machinery (ACM), 2020, artikkel-id 549Konferansepaper (Fagfellevurdert)
    Abstract [en]

    How is ethics shaped by the particularities of a design? Through a detailed video analysis, we explore how ethicality is shaped in interaction between a choreographer, a performer and a choir of five drones, performing together on the opera stage. We pinpoint how movements enabled by the human-drone assemblage may limit or liberate artistic expressions vis-à-vis the norms of operatic performance. From a somaesthetics perspective on ethics, we show how the process of crafting rich experiences together with drones can deepen sensory appreciation skills, leading to an increased understanding of underlying somatic drivers and imposed norms. Somatic awareness thereby enables a richer repertoire of movements, expanding the ability to freely choose how to act, and cultivating empathy towards others. This shifts our understanding of ethics in HCI as solely about abstract rules or policies 'out there' to also concern the specifics of how technology informs or dictates movement and experience. 

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  • 37.
    F. Kizilcec, René
    et al.
    Cornell University, United States.
    Viberg, Olga
    Royal Institute of Technology (KTH), Stockholm, Sweden.
    Jivet, Ioana
    Goethe University Frankfurt & DIPF, Germany.
    Martínez Monés, Alejandra
    Universidad de Valladolid, Spain.
    Oh, Alice
    Korea Advanced Institute of Science and Technology, South Korea.
    Hrastinski, Stefan
    Royal Institute of Technology (KTH), Stockholm, Sweden.
    Mutimukwe, Chantal
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Scheffel, Maren
    Ruhr University Bochum, Germany.
    The Role of Gender in Students’ Privacy Concerns about Learning Analytics: Evidence from five countries2023Inngår i: LAK2023: 13th International Learning Analytics and Knowledge Conference, Association for Computing Machinery (ACM) , 2023, s. 545-551Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The protection of students’ privacy in learning analytics (LA) applications is critical for cultivating trust and effective implementations of LA in educational environments around the world. However, students’ privacy concerns and how they may vary along demographic dimensions that historically influence these concerns have yet to be studied in higher education. Gender differences, in particular, are known to be associated with people's information privacy concerns, including in educational settings. Building on an empirically validated model and survey instrument for student privacy concerns, their antecedents and their behavioral outcomes, we investigate the presence of gender differences in students’ privacy concerns about LA. We conducted a survey study of students in higher education across five countries (N = 762): Germany, South Korea, Spain, Sweden and the United States. Using multiple regression analysis, across all five countries, we find that female students have stronger trusting beliefs and they are more inclined to engage in self-disclosure behaviors compared to male students. However, at the country level, these gender differences are significant only in the German sample, for Bachelor's degree students, and for students between the ages of 18 and 24. Thus, national context, degree program, and age are important moderating factors for gender differences in student privacy concerns.

  • 38. Fabiano Pinatti de Carvalho, Aparecido
    et al.
    Rossitto, ChiaraStockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.Lampinen, AiriStockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.Luigina, CiolfiGray, Breda
    Proceedings of the ECSCW 2017 Workshop on “Nomadic Cultures Beyond Work Practices”2017Konferanseproceedings (Annet vitenskapelig)
    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.

    Fulltekst (pdf)
    fulltext
  • 39.
    Faraon, Montathar
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Co-creating democracy: Conceptualizing co-creative media to facilitate democratic engagement in society2018Doktoravhandling, med artikler (Annet vitenskapelig)
    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.

    Fulltekst (pdf)
    Co-creating democracy: Conceptualizing co-creative media to facilitate democratic engagement in society
    Download (jpg)
    Omslagsbild
  • 40. Fedosov, Anton
    et al.
    Lampinen, Airi
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Dillahunt, Tawanna R.
    Light, Ann
    Cheshire, Coye
    Cooperativism and Human-Computer Interaction2019Inngår i: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2019Konferansepaper (Fagfellevurdert)
    Abstract [en]

    If social, economic and environmental sustainability are linked, then support for the increasing number of non-profit groups and member-owned organizations offering what Trebor Scholz has called "platform cooperativism" [17] has never been more important. Together, these organizations not only tackle issues their members identify in the world of work, but also provide network-driven collections of shared things (e.g., books, tools) and resources (e.g., woodworking spaces, fab labs) that benefit local communities, potentially changing, not just use of resources at community level, but socio-economic structures on the ground (e.g., [15]). In contrast to for-profit services often associated with the sharing economy (e.g., Uber, Airbnb), platform co-ops attempt to advocate ecological, economic and social sustainability, with the goal to promoting a fairer distribution of goods and labor, ultimately creating a stronger sense of community. While some HCI sub-communities (e.g., CSCW) have started to explore this emergent phenomenon, especially leveraging ethnographic research methods, researchers have called for more diverse HCI approaches to address the growing scope of challenges within platform co-ops, member-driven exchange systems, and cooperativism more broadly. This SIG aims to bring together researchers from different HCI sub-communities to identify future research directions in HCI around cooperativism and platforms.

  • 41. Fedosov, Anton
    et al.
    Lampinen, Airi
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Odom, William
    Huang, Elaine M.
    A Dozen Stickers on a Mailbox: Physical Encounters and Digital Interactions in a Local Sharing Community2020Inngår i: Proceedings of the ACM on Human-Computer Interaction, E-ISSN 2573-0142, Vol. 4, nr CSCW3, artikkel-id 240Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Many non-profit peer-to-peer exchange arrangements and profit-driven, multi-sided online marketplaces leverage underutilized resources, such as tools, to optimize their use to capacity. They often rely on a digital platform in pursuit of their social aspirations and/or economic objectives. We report on a field study of a local sharing community that employs a set of stickers illustrating different household items, typically placed on community members' mailboxes, along with complementary digital tools. The stickers are used to communicate the availability of resources among neighbors to facilitate social encounters and to encourage sustainable use and re-use of shared resources. Through in-depth qualitative interviews with sixteen participants, we describe the opportunities and limitations of this approach to peer-to-peer exchange. We offer insights for designers of resource sharing communities into facilitating face-to-face encounters and the online interactions needed to support them.

  • 42. Fernaeus, Ylva
    et al.
    McMillan, DonaldStockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.Girouard, AudreyTholander, JakobStockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction2018Konferanseproceedings (Fagfellevurdert)
    Abstract [en]

    Welcome to ACM TEI'18, the 12th International Conference on Tangible, Embedded and Embodied Interactions, hosted at KTH, Royal Institute of Technology, in Stockholm, Sweden, from the 18th to the 21st of March 2018. This is TEI's first visit to Scandinavia! The TEI conference series is dedicated to issues of human-computer interaction, novel tools and technologies, interactive art, and user experience. This year's conference focuses on the concepts of physical and material interaction through the lens of Post-Digital Design. The digital has become mundane, inseparable from our everyday experiences. In post-digital design we see a turn to vintage materials and craftsmanship, but also to real world circumstances of human bodies on a global scale. Old media and natural materials have regained interest for interaction designers, and traditional practices are being cherished in new ways as part of digital experiences. Designing for the post-digital does not mean blindly embracing nostalgia or turning away from technology - it means embracing a process of design that equalizes the status of digital, analogue, electronic, mechanical and tactile, and that brings focus to form, meaning and function, rather than technicalities. The intimate size of this single-track conference provides a unique forum for exchanging ideas and presenting innovative work through talks, interactive exhibits, demos, hands-on studios, posters, art installations and performances. TEI'18 hosts a four-day program, starting on Sunday March 18th with the Graduate Student Consortium and a series of Studios that engage participants in the concrete making of novel interfaces and interactions. The main program starts with an opening keynote on Monday March 19th, followed by a series of talks on shape changing materials, followed by a hands-on session showcasing Work in Progress demonstrations as well as exemplars from full papers accepted to the proceedings. The Tuesday starts with the remainder of the demonstrations and the Student Design Challenge, this year with a theme of common place, mundane technologies from the future. Paper presentations on technology for children, and Virtual and Augmented reality precede a second session of demos from full paper submissions. The evening of the second day finds the conference in Kulturhuset, Stadsteatern, one of the largest cultural institutions in Northern Europe, for a curated exhibition of art installations and live performances exploring the post-digital. A total of 25 works will be presented over the evening, which is also open to the public. On Wednesday, March 21st, sessions present talks on evaluation and community, followed by a closing panel session.

  • 43. Ferreira, Pedro
    et al.
    Helms, Karey
    Brown, Barry
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Lampinen, Airi
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    From Nomadic Work to Nomadic Leisure Practice: A Study of Long-term Bike Touring2019Inngår i: Proceedings of the ACM on Human-Computer Interaction, E-ISSN 2573-0142, Vol. 3, artikkel-id 111Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Mobility has long been a central concern in research within the Computer-Supported Cooperative Work (CSCW) community, particularly when it comes to work and how being on the move calls for reorganizing work practices. We expand this line of work with a focus on nomadic leisure practices. Based on interviews with eleven participants, we present a study that illuminates how digital technologies are used to shape and structure long-distance cycling. Our main analysis centers on bike touring as a nomadic leisure practice and on how it offers a radical departure from traditional modes of structuring work and life, and thus, complicates the relationship between work and leisure. We complement this with an account of managing the uncertainties of nomadicity by focusing on participants' experiences with arranging overnighting and network hospitality. We offer this study, firstly, as one response to the call for more diversity in the empirical cases drawn upon in theorizing nomadic work and leisure practices, but more productively, as an opportunity to reflect upon the temporal and spatial logics of digital technologies and platforms and how they frame our attitudes towards the interplay between work and leisure.

  • 44.
    Ferreira, Pedro
    et al.
    IT University of Copenhagen, Denmark.
    Lampinen, Airi
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Disconnecting on Two Wheels: Bike touring, leisure and reimagining networks2021Inngår i: Reckoning with Social Media: Disconnection in the Age of the Techlash / [ed] Aleena Chia; Ana Jorge; Tero Karppi, Rowman & Littlefield International , 2021, s. 189-205Kapittel i bok, del av antologi (Annet vitenskapelig)
  • 45.
    Figueras Julián, Clàudia
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Being Transparent about Transparency in the Context of Artificial Intelligence2020Annet (Annet vitenskapelig)
  • 46.
    Garrett, Rachael
    et al.
    KTH Royal Institute of Technology, Stockholm, Sweden.
    Popova, Kristina
    KTH Royal Institute of Technology, Stockholm, Sweden.
    Núñez-Pacheco, Claudia
    KTH Royal Institute of Technology, Stockholm, Sweden.
    Ásgeirsdóttir, Thórhildur
    KTH Royal Institute of Technology, Stockholm, Sweden.
    Lampinen, Airi
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Höök, Kristina
    KTH Royal Institute of Technology, Stockholm, Sweden.
    Felt Ethics: Cultivating Ethical Sensibility in Design Practice2023Inngår i: CHI '23: Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems / [ed] Albrecht Schmidt; Kaisa Väänänen; Tesh Goyal; Per Ola Kristensson; Anicia Peters; Stefanie Mueller; Julie R. Williamson; Max L. Wilson, Association for Computing Machinery (ACM) , 2023, artikkel-id 1Konferansepaper (Fagfellevurdert)
    Abstract [en]

    We theoretically develop the ethical positions implicit in somaesthetic interaction design and, using the case study of a water faucet, illustrate our conceptual understanding of ethical sensibilities in design. We apply four lenses – the felt self, intercorporeal self, socio-cultural and political self, and entangled self – to show how our selves and ethical sensibilities are fundamentally constituted by a socially, materially, and technologically entwined world. Further, we show how ethical sensibilities are cultivated in the practice of somaesthetic interaction design. We contribute felt ethics as an approach to cultivating ethical sensibilities in design practice. The felt ethics approach is comprised of (i) a processual cultivation of ethical sensibility through analytical, pragmatic, and practical engagement, (ii) an ongoing critical attentiveness to the limits of our own bodies and lived experiences, and (iii) the rendering visible of our ethical practices as a matter of care.

  • 47.
    Guerrero Razuri, Javier Francisco
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Decisional-Emotional Support System for a Synthetic Agent: Influence of Emotions in Decision-Making Toward the Participation of Automata in Society2015Doktoravhandling, med artikler (Annet vitenskapelig)
    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.

    Fulltekst (pdf)
    Decisional-Emotional Support System for a Synthetic Agent
    Download (jpg)
    omslagsframsida
  • 48. Gusev, Dmitri A.
    et al.
    Eschbach, Reiner
    Westin, Thomas
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Yong, Justin
    Motion Sickness Related Aspects of Inclusion of Color Deficient Observers in Virtual Reality2017Inngår i: Virtual Reality: Recent Advances for Health and Wellbeing / [ed] Wendy A. Powell, Paul M. Sharkey, Albert A. Rizzo, Joav Merrick, Nova Science Publishers, Inc., 2017Kapittel i bok, del av antologi (Annet vitenskapelig)
  • 49. Gusev, Dmitri A
    et al.
    Eschbach, Reiner
    Westin, Thomas
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    Yong, Justin
    Motion sickness-related aspects of inclusion of color deficient observers in virtual reality2018Inngår i: International Journal of Child Health and Human Development, ISSN 1939-5965, Vol. 11, nr 2, s. 177-181Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Color blindness is one of the most common forms of disability. Virtual reality (VR) development has increased recently, and it is important not to exclude people with impairments or other limitations. Visually induced motion sickness (VIMS) can be worse due to color versus black, white and gray environments. Can non-color factors in dynamic environments be excluded by performing color deficiency impacted tasks and comparing them to the equivalent static and dynamic tasks performed by a color sighted person? Would a color based experiment causing VIMS produce different results for a color deficient observer (CDO)? This paper advocates a novel approach to color blindness and motion sickness in VR based on psychophysical experiments. The aim is to find solutions and develop recommendations that will improve accessibility of VR for the color blind.

  • 50. Haapoja, Jesse
    et al.
    Lampinen, Airi
    Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
    'Datafied' reading: framing behavioral data and algorithmic news recommendations2018Inngår i: Proceedings of the 10th Nordic Conference on Human-Computer Interaction, Association for Computing Machinery (ACM), 2018, s. 125-136Konferansepaper (Fagfellevurdert)
    Abstract [en]

    There are increasing concerns about how people discover news online and how algorithmic systems affect those discoveries. We investigate how individuals made sense of behavioral data and algorithmic recommendations in the context of a system that transformed their online reading activities into a new data source. We apply Goffman's frame analysis to a qualitative study of Scoopinion, a collaborative news recommender system that used tracked reading time to recommend articles from whitelisted websites. Based upon ten user interviews and one designer interview, we describe 1) the process through which reading was framed as a `datafied' activity and 2) how behavioral data was interpreted as socially meaningful and communicative, even in the absence of overtly social system features, producing what we term `implicit sociality'. We conclude with a discussion of how our findings about Scoopinion and its users speak to similar issues with more popular and more complex algorithmic systems.

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