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Publications (10 of 58) Show all publications
Wahlroos, A., Freidovich, L., Söderström, U. & Mejtoft, T. (2024). Balancing personalization and privacy: towards personalized saving experience in banking apps for young adults. In: Andreja Pucihar; Mirjana Kljajić Borštnar; Staša Blatnik; Roger W. H. Bons; Koen Smit; Marikka Heikkilä (Ed.), 37th Bled eConference resilience through digital innovation: enabling the twin transition: June 9 – 12, 2024, Bled, Slovenia, conference proceedings. Paper presented at 37th Bled eConference – Resilience Through Digital Innovation: Enabling the Twin Transition, Bled, Slovenia, June 9–12, 2024 (pp. 453-462). Maribor: University of Maribor, 37
Open this publication in new window or tab >>Balancing personalization and privacy: towards personalized saving experience in banking apps for young adults
2024 (English)In: 37th Bled eConference resilience through digital innovation: enabling the twin transition: June 9 – 12, 2024, Bled, Slovenia, conference proceedings / [ed] Andreja Pucihar; Mirjana Kljajić Borštnar; Staša Blatnik; Roger W. H. Bons; Koen Smit; Marikka Heikkilä, Maribor: University of Maribor , 2024, Vol. 37, p. 453-462Conference paper, Published paper (Refereed)
Abstract [en]

This pilot study investigates how personalized content can be used in banking applications to encourage shaping good saving habits and increase overall financial literacy among young people. The preliminary result are recommendations including providing clear and personalized saving goals, incorporating educational content on investing and financial planning, and implementing features for tracking and categorizing expenses. Some trade-offs in usage that are presented are to minimize the use of personal data to what is necessary for personalization purposes, treat the data on a group level or increase transparency of data usage. The pilot study concludes that personalization is likely to be beneficial for both banks and their customers, given personal data is handled carefully and used in a sound financial consumer protection framework. 

Place, publisher, year, edition, pages
Maribor: University of Maribor, 2024
Keywords
personalization, online privacy, personal data, banking apps, digital nudging
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:umu:diva-227347 (URN)10.18690/um.fov.4.2024.26 (DOI)9789612868710 (ISBN)
Conference
37th Bled eConference – Resilience Through Digital Innovation: Enabling the Twin Transition, Bled, Slovenia, June 9–12, 2024
Available from: 2024-06-27 Created: 2024-06-27 Last updated: 2024-07-02Bibliographically approved
Bergström, T., Söderström, U. & Mejtoft, T. (2024). Beyond predatory practices: ethical game design and player retention in the gaming industry. In: ECCE '24: Proceedings of the European Conference on Cognitive Ergonomics 2024: contributing to a sustainable and participatory future. Paper presented at 35th European Conference on Cognitive Ergonomics, ECCE 2024, Paris, October 8-11, 2024. Association for Computing Machinery (ACM), Article ID 26.
Open this publication in new window or tab >>Beyond predatory practices: ethical game design and player retention in the gaming industry
2024 (English)In: ECCE '24: Proceedings of the European Conference on Cognitive Ergonomics 2024: contributing to a sustainable and participatory future, Association for Computing Machinery (ACM), 2024, article id 26Conference paper, Published paper (Refereed)
Abstract [en]

Today the video game market is ever growing and expanding. As such player retention and engagement have emerged as pivotal challenges for game developers and stakeholders. The booming gaming industry constantly seeks innovative ways to captivate players and sustain their interest over time. However, this pursuit often led to the proliferation of predatory practices, exploiting players' psychology and financial vulnerabilities. This paper explores ethical player retention strategies in the gaming industry, addressing the pervasive issue of predatory practices regarding monetization. The results emphasizes the importance of holistic approaches — prioritizing autonomy, achievement, social connections, and fair monetization practices to foster an enduring player commitment.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2024
Series
ACM International Conference Proceeding Series
Keywords
Ethical game design, In-game purchases, Monetization models, Player engagement, Player retention
National Category
Peace and Conflict Studies Other Social Sciences not elsewhere specified Ethics Other Computer and Information Science
Identifiers
urn:nbn:se:umu:diva-232419 (URN)10.1145/3673805.3673836 (DOI)001337625800026 ()2-s2.0-85208595586 (Scopus ID)9798400718243 (ISBN)
Conference
35th European Conference on Cognitive Ergonomics, ECCE 2024, Paris, October 8-11, 2024
Available from: 2024-11-29 Created: 2024-11-29 Last updated: 2025-04-24Bibliographically approved
Söderström, U., Hedström, E., Lambertsson, K. & Mejtoft, T. (2024). ChatGPT in education: teachers' and students' views. In: ECCE '24: Proceedings of the European Conference on Cognitive Ergonomics 2024: contributing to a sustainable and participatory future. Paper presented at 35th European Conference on Cognitive Ergonomics, ECCE 2024, Paris, October 8-11, 2024. Association for Computing Machinery (ACM), Article ID 32.
Open this publication in new window or tab >>ChatGPT in education: teachers' and students' views
2024 (English)In: ECCE '24: Proceedings of the European Conference on Cognitive Ergonomics 2024: contributing to a sustainable and participatory future, Association for Computing Machinery (ACM), 2024, article id 32Conference paper, Published paper (Refereed)
Abstract [en]

Since its launch just over two years ago, the conversational chatbot ChatGPT developed by OpenAI has become integrated into the studies of students within the Swedish educational system. This paper investigates both teachers' perspectives and attitudes toward students using ChatGPT and the students' view of their perceived learning. Insights were gathered through questionnaires (for both students and teachers) and a learning session for students, revealing concerns and enthusiasm regarding ChatGPT's integration. Teachers express a lack of understanding on incorporating ChatGPT into education and perceive a lack of support from school leadership and the Swedish National Agency for Education. Identified scenarios suggest ChatGPT's potential for understanding concepts, but resistance toward its use in examinations. The students have a statistically significant enhancement in confidence and understanding of magnetism concepts after engaging with ChatGPT. This research contributes to ongoing discussions about integrating AI tools in education, emphasizing benefits and addressing ethical concerns and learning outcomes.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2024
Series
ACM International Conference Proceeding Series
Keywords
ChatGPT, Education, Generative Artificial Intelligence, Higher education, Perceived Learning, Sweden, Upper Secondary School
National Category
Pedagogy Computer Sciences
Identifiers
urn:nbn:se:umu:diva-232425 (URN)10.1145/3673805.3673828 (DOI)001337625800032 ()2-s2.0-85208579600 (Scopus ID)9798400718243 (ISBN)
Conference
35th European Conference on Cognitive Ergonomics, ECCE 2024, Paris, October 8-11, 2024
Available from: 2024-12-02 Created: 2024-12-02 Last updated: 2024-12-02Bibliographically approved
Mejtoft, T., Vejbrink Starbrink, N., Roos Morales, C., Norberg, O., Andersson, M. & Söderström, U. (2023). Cookies and Trust: Trust in organizations and the design of cookie consent prompts. In: Alan Dix; Irene Reppa; Carina Westling;Harry Witchel; Stéphane Safin; Gerrit van der Veer; Joseph MacInnes; Raymond Bond (Ed.), ECCE '23: Proceedings of the European Conference on Cognitive Ergonomics 2023. Paper presented at ECCE 2023, European conference in cognitive ergonomics, Swansea, UK, September 19-22, 2023. New York, NY: ACM Digital Library, Article ID 18.
Open this publication in new window or tab >>Cookies and Trust: Trust in organizations and the design of cookie consent prompts
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2023 (English)In: ECCE '23: Proceedings of the European Conference on Cognitive Ergonomics 2023 / [ed] Alan Dix; Irene Reppa; Carina Westling;Harry Witchel; Stéphane Safin; Gerrit van der Veer; Joseph MacInnes; Raymond Bond, New York, NY: ACM Digital Library, 2023, article id 18Conference paper, Published paper (Refereed)
Abstract [en]

The General Data Protection Regulation (GDPR) was passed in 2016 to regulate companies’ use and storage of personal data, such as cookies, which are a common feature of the modern internet used to track user’s activity and preferences. This paper aims to examine people’s perspectives on cookie consent prompts and the effects of using deceptive design in cookie consent prompts.

The results suggest that the design, rather than trust in the website’s organization, is crucial for users’ decisions to accept, decline, or manage cookies. Honest design is emphasized, and the dangers of deceptive design in cookie consent prompts are highlighted. Prompts that require full attention from the user and cover the content of the page are more likely to result in reflective and active decisions, but design friction that forces users to make a reflective choice causes irritation. The study also reveals a discrepancy between self-reported and observed behavior regarding cookie acceptance, as users tend to accept more cookies than they say they do.

Place, publisher, year, edition, pages
New York, NY: ACM Digital Library, 2023
National Category
Other Engineering and Technologies
Identifiers
urn:nbn:se:umu:diva-216286 (URN)10.1145/3605655.3605668 (DOI)001144182000018 ()2-s2.0-85173907664 (Scopus ID)979-8-4007-0875-6 (ISBN)
Conference
ECCE 2023, European conference in cognitive ergonomics, Swansea, UK, September 19-22, 2023
Available from: 2023-11-07 Created: 2023-11-07 Last updated: 2025-04-24Bibliographically approved
Mejtoft, T., Emma, P., Norberg, O. & Söderström, U. (2023). Design friction and digital nudging: impact on the human decision-making process. In: IVSP '23: proceedings of the 2023 5th international conference on image, video and signal processing. Paper presented at 5th International Conference on Image, Video and Signal Processing, Singapore, March 24-26, 2023 (pp. 183-190). New York: Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Design friction and digital nudging: impact on the human decision-making process
2023 (English)In: IVSP '23: proceedings of the 2023 5th international conference on image, video and signal processing, New York: Association for Computing Machinery (ACM), 2023, p. 183-190Conference paper, Published paper (Refereed)
Abstract [en]

People make a vast number of decisions every day and these decisions invoke either a reflective or automatic behavior. Using e.g., nudging to influence a person’s behavior in a positive direction can have beneficial sustainable effects. This study aims to illustrate how digital nudging and design friction can be used to induce a reflective behavior in users of digital services during their decision-making. The field of study is the user’s reflection regarding sustainable choices when ordering meals online. The results provided from this initial case study showed that the participants preferred prototypes with implemented design approaches of digital nudging and design friction over a neutral prototype. Nudging had great impact on the decision-making process and provided feelings such as guilt if the participants did not select the option with the lowest carbon footprint. The design approach also induced a reflective behavior among the participants. Introducing so-called design friction provided a reflective behavior but had no impact on the participants decisions. Results also showed that even detailed information in the neutral prototype provided an informative and reflective behavior, which in some of the cases had an impact on the participants’ decisions.

Place, publisher, year, edition, pages
New York: Association for Computing Machinery (ACM), 2023
Keywords
interaction design, design friction, nudging, decision making process
National Category
Other Engineering and Technologies
Identifiers
urn:nbn:se:umu:diva-211176 (URN)10.1145/3591156.3591183 (DOI)2-s2.0-85163440109 (Scopus ID)9781450398381 (ISBN)
Conference
5th International Conference on Image, Video and Signal Processing, Singapore, March 24-26, 2023
Available from: 2023-06-29 Created: 2023-06-29 Last updated: 2025-02-18Bibliographically approved
Mejtoft, T., Lindahl, H., Norberg, O., Andersson, M. & Söderström, U. (2023). Enhancing digital social interaction using augmented reality in mobile fitness applications. In: IVSP '23: Proceedings of the 2023 5th International Conference on Image, Video and Signal Processing. Paper presented at 5th International Conference on Image, Video and Signal Processing, IVSP 2023, Singapore, Singapore, March 24-26, 2023 (pp. 95-100). ACM Digital Library
Open this publication in new window or tab >>Enhancing digital social interaction using augmented reality in mobile fitness applications
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2023 (English)In: IVSP '23: Proceedings of the 2023 5th International Conference on Image, Video and Signal Processing, ACM Digital Library, 2023, p. 95-100Conference paper, Published paper (Refereed)
Abstract [en]

The recent global pandemic has had great impact on our society, were restricted physical social interaction created changes that will have long-lasting effects on how certain activities are performed. One example is how the restrictive use of training facilities has impacted people's motivation of working out. Training online, through e.g., social media, increased during this time and many new apps for this purpose were launched. One way of differentiating in this landscape is the use of augmented reality. This paper investigates how augmented reality can be used in mobile fitness apps to improve the digital social interaction when working out. The study is based on prototyping and testing of a conceptual app and the results show the potential of augmented reality to improve social interaction in this context.

Place, publisher, year, edition, pages
ACM Digital Library, 2023
Series
ACM International Conference Proceeding Series
Keywords
augmented reality, fitness application, interaction technology, social interaction
National Category
Human Computer Interaction Other Engineering and Technologies
Identifiers
urn:nbn:se:umu:diva-212097 (URN)10.1145/3591156.3591170 (DOI)2-s2.0-85163566827 (Scopus ID)9781450398381 (ISBN)
Conference
5th International Conference on Image, Video and Signal Processing, IVSP 2023, Singapore, Singapore, March 24-26, 2023
Available from: 2023-07-17 Created: 2023-07-17 Last updated: 2025-02-18Bibliographically approved
Söderström, U., Harlin, O., Norberg, O. & Mejtoft, T. (2023). How work-related communication applications affect perceived stress levels among employees. In: ECCE '23: proceedings of the European Conference on Cognitive Ergonomics 2023 : responsible technology, community, culture, and sustainability. Paper presented at 2023 European Conference on Cognitive Ergonomics, ECCE 2023, Swansea, 19-22 September 2023. Association for Computing Machinery (ACM), Article ID 8.
Open this publication in new window or tab >>How work-related communication applications affect perceived stress levels among employees
2023 (English)In: ECCE '23: proceedings of the European Conference on Cognitive Ergonomics 2023 : responsible technology, community, culture, and sustainability, Association for Computing Machinery (ACM), 2023, article id 8Conference paper, Published paper (Refereed)
Abstract [en]

This paper examines Slack's effects on perceived stress levels among employees compared with classical work communication such as email. The study also investigates whether or not modern work platforms such as Slack affects the way people view and separate work and leisure time. As work from home increased drastically with the spread of Covid-19, simple and fast communication at work became more important than ever. Employees did not have the same possibility to meet daily at the office which created new demands on text-based communication platforms used for work purposes. The study was performed through a survey with 113 contributing respondents as well as three follow-up interviews. The study shows a difference in the respondents' approach toward Slack compared to email. Close to 11% stated that they read emails after work hours whereas 24% stated that they read Slack messages after work. Even though a slight difference can be seen between the two ways of communication, it becomes clear that it is more likely the ease-of-use and simple accessibility of modern work communication can cause stress than Slack itself. The results show that platforms such as Slack make it easier to interact with colleagues even after work hours. These results illustrate the issue of living in a time where the office is equally as remote as fixed.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2023
Series
ACM International Conference Proceeding Series
Keywords
Employee health, Remote work, Slack, Stress, Work platform
National Category
Computer Sciences
Identifiers
urn:nbn:se:umu:diva-215712 (URN)10.1145/3605655.3605670 (DOI)001144182000008 ()2-s2.0-85173864018 (Scopus ID)9798400708756 (ISBN)
Conference
2023 European Conference on Cognitive Ergonomics, ECCE 2023, Swansea, 19-22 September 2023
Available from: 2023-11-13 Created: 2023-11-13 Last updated: 2025-04-24Bibliographically approved
Tjärnhage, A., Söderström, U., Norberg, O., Andersson, M. & Mejtoft, T. (2023). The impact of scrollytelling on the reading experience of long-form journalism. In: Alan Dix; Irene Reppa; Carina Westling;Harry Witchel; Stéphane Safin; Gerrit van der Veer; Joseph MacInnes; Raymond Bond (Ed.), ECCE '23: Proceedings of the European Conference on Cognitive Ergonomics 2023. Paper presented at ECCE '23. New York, NY: ACM Digital Library, Article ID 6.
Open this publication in new window or tab >>The impact of scrollytelling on the reading experience of long-form journalism
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2023 (English)In: ECCE '23: Proceedings of the European Conference on Cognitive Ergonomics 2023 / [ed] Alan Dix; Irene Reppa; Carina Westling;Harry Witchel; Stéphane Safin; Gerrit van der Veer; Joseph MacInnes; Raymond Bond, New York, NY: ACM Digital Library, 2023, article id 6Conference paper, Published paper (Refereed)
Abstract [en]

Scrollytelling is the most common form of long-form journalism and has become a popular communication device because of its ability to capture an audience’s attention. This could make scrollytelling a suitable format for younger audiences, whose attitudes towards news differ from older generations; it is more individualistic and is driven by progress and entertainment. This paper investigates the effect scrollytelling has on journalistic content according to a younger audience. This was done by letting participants consume an article in both a normal static format, i.e., non-scrollytelling, and a scrollytelling format, and then provide insights through a questionnaire and interview. The results showed a significant difference in perceived engagement favoring the scrollytelling format and clear indications of which features scrollytelling can produce and how desirable these are. It also showed the strength of scrollytelling in its ability to invoke an emotional response.

Place, publisher, year, edition, pages
New York, NY: ACM Digital Library, 2023
National Category
Other Engineering and Technologies
Identifiers
urn:nbn:se:umu:diva-216287 (URN)10.1145/3605655.3605683 (DOI)001144182000006 ()2-s2.0-85173839097 (Scopus ID)979-8-4007-0875-6 (ISBN)
Conference
ECCE '23
Available from: 2023-11-07 Created: 2023-11-07 Last updated: 2025-04-24Bibliographically approved
Rosenlind, E., Söderström, U., Norberg, O., Cripps, H. & Mejtoft, T. (2023). Young adults' attitude towards digital payment methods and financial responsibility. In: Andreja Pucihar; Mirjana Kljajić Borštnar; Roger Bons; Guido Ongena; Marikka Heikkilä; Doroteja Vidmar (Ed.), 36th Bled eConference – digital economy and society: the balancing actfor digital innovation in times of instability. Paper presented at 36th Bled eConference, BLED 2023, Bled, Slovenia, June 25-28, 2023. (pp. 393-405). Maribor: University of Maribor, University Press
Open this publication in new window or tab >>Young adults' attitude towards digital payment methods and financial responsibility
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2023 (English)In: 36th Bled eConference – digital economy and society: the balancing actfor digital innovation in times of instability / [ed] Andreja Pucihar; Mirjana Kljajić Borštnar; Roger Bons; Guido Ongena; Marikka Heikkilä; Doroteja Vidmar, Maribor: University of Maribor, University Press , 2023, p. 393-405Conference paper, Published paper (Refereed)
Abstract [en]

There are numerous online payment methods when shopping online. This paper presents the evolution of payment methods through the years and investigates which payment methods young adults prefer and investigates if and how modern payment methods affect financial responsibility among young adults. The study was conducted through a survey and follow-up interviews with Swedish young adults. 75% claimed they make online purchases 1-3 times a week or more, of which 35% always check their bank account before paying. The study suggests that direct payment using their smart device (Swish) is the most preferred payment method. The research suggests that it is the combination of the different payment methods available that is impacting financial responsibility among young adults rather than the payment method itself.

Place, publisher, year, edition, pages
Maribor: University of Maribor, University Press, 2023
Keywords
Bled eConference, finance, financial responsibility, payment methods, purchase behaviour
National Category
Business Administration
Identifiers
urn:nbn:se:umu:diva-215344 (URN)2-s2.0-85173616825 (Scopus ID)9789612867515 (ISBN)
Conference
36th Bled eConference, BLED 2023, Bled, Slovenia, June 25-28, 2023.
Available from: 2023-11-01 Created: 2023-11-01 Last updated: 2025-02-26Bibliographically approved
Malhotra, A. & Söderström, U. (2022). Fixed camera drone based photogrammetry for indoor mapping. In: 9th IEEE Uttar Pradesh Section International Conference on Electrical, Electronics and Computer Engineering, UPCON 2022: . Paper presented at 9th IEEE Uttar Pradesh Section International Conference on Electrical, Electronics and Computer Engineering, UPCON 2022, Prayagray, India, 2-4 decmeber, 2022.. Institute of Electrical and Electronics Engineers (IEEE)
Open this publication in new window or tab >>Fixed camera drone based photogrammetry for indoor mapping
2022 (English)In: 9th IEEE Uttar Pradesh Section International Conference on Electrical, Electronics and Computer Engineering, UPCON 2022, Institute of Electrical and Electronics Engineers (IEEE), 2022Conference paper, Published paper (Refereed)
Abstract [en]

Point cloud data is a way of implementing and recreating the surrounding with the help of 3D imaging and rendering. These point clouds can be further converted into mesh and then 3d models that can be used for localisation and mapping. LIDAR (Light Detection and Ranging) is a common device that is used when we want to reconstruct a space(room or building) in a software 3D Mesh however LIDAR based systems are expensive and can be tricky to stitch and reconstruct, the proposed system uses a single camera, this single camera is going to capture the frame in a continuous manner. This frame capturing will be followed by feature extraction which is essentially going to help in comparing the motion of the camera by comparing the transformation of the frames relative to the previous frame. This process when implemented over a continuous frame path is going to help us build a 3D Space with the help of a process called photogrammetry. This can then be used in spatial planning or areas where the possibility of using lidar is not possible or the cost is too high for implementation. The estimated size from the sensor usually only differs a few centimeters from manually measured sizes. From 24 images the drone can generate more than 12000 feature points for photogrammetry and a point cloud with almost 10000 points for a room with a lot of features.

Place, publisher, year, edition, pages
Institute of Electrical and Electronics Engineers (IEEE), 2022
Keywords
3D mapping, Drone, Photogrammetry
National Category
Computer graphics and computer vision
Identifiers
urn:nbn:se:umu:diva-204073 (URN)10.1109/UPCON56432.2022.9986428 (DOI)2-s2.0-85146367136 (Scopus ID)9798350332506 (ISBN)
Conference
9th IEEE Uttar Pradesh Section International Conference on Electrical, Electronics and Computer Engineering, UPCON 2022, Prayagray, India, 2-4 decmeber, 2022.
Available from: 2023-02-02 Created: 2023-02-02 Last updated: 2025-02-07Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0002-6526-1311

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