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  • 1.
    Abedan Kondori, Farid
    et al.
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Yousefi, Shahrouz
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Li, Haibo
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Real 3D Interaction Behind Mobile Phones for Augmented Environments2011In: 2011 IEEE International Conference on Multimedia and Expo (ICME), IEEE conference proceedings, 2011, p. 1-6Conference paper (Refereed)
    Abstract [en]

    Number of mobile devices such as mobile phones or PDAs has been dramatically increased over the recent years. New mobile devices are equipped with integrated cameras and large displays which make the interaction with device easier and more efficient. Although most of the previous works on interaction between humans and mobile devices are based on 2D touch-screen displays, camera-based interaction opens a new way to manipulate in 3D space behind the device in the camera's field of view. This paper suggests the use of particular patterns from local orientation of the image called Rotational Symmetries to detect and localize human gesture. Relative rotation and translation of human gesture between consecutive frames are estimated by means of extracting stable features. Consequently, this information can be used to facilitate the 3D manipulation of virtual objects in various applications in mobile devices.

  • 2.
    Alpay, Aylin
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Untangling Road Trip Experiences with Conected Car: Planning and bringing it to the car2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    With developing technologies and growing infrastructures, connected experiences are expanding their realms towards various devices and scenarios in our lives. One of the areas, which is going under a big change due to this connectivity is the car related experiences. As connectivity is intrinsically enabler of different experiences and services, it is foreseen that it will bring a different dimension to car and driving related experiences as well.By investigating the future trends and possibilities that connectivity can provide to car and driving related experiences, this thesis aims for imagining the near future scenarios with an explorative approach, focusing on one and addressing to the rising issues with a design proposal that is meaningful to both users and the industry.The result, Tripcloud, contributes to the future scenario of having a road trip with the car, with a new digital platform that aims for supporting the users throughout the planning and bringing the plans into the car experience seamlessly and safely. It aims for reducing today’s existing complexity in terms of interaction and cognition to provide a better experience and avoid driver distraction. With providing organised information pieces, information exchange between people and automated links with mobile devices and car, Tripcloud offers easier an more convenient alternative for road trip planing and bringing the plans into car experiences for the near future.

  • 3.
    Andersson, Isabel
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Our body body as an expressive tool2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Humans were made to move. Many hours in front of a screen leads to stiff bodies and a diminished bodily awareness. The aim of this project was to explore how technology can serve to increase our body awareness and adapt to our physical conditions in everyday life with focus on office spaces.

    The study is explorative with a user-centered approach and a focus on embodied prototyping, where the user is a subject of design. Data was collected with recordings, interviews, and workshops. Reflexion-on-action, prototyping and iterations lead to the final outcome.

    The final concept is a wearable that encourage people to move and stretch out more often and spontaneously throughout the day. It does so by vibration patterns along your spine and shoulders.

    The idea of this concepts is to make people move often and regularly during the day; to react spontaneously to a reminder from the body, mediated by the vibrations. The system is thought to be self-awarding; if it feels good to stretch out, to extend the arms, to move – then you will want to do it again.

  • 4.
    Andersson, Karl
    et al.
    Pervasive and Mobile Computing Laboratory, Luleå University of Technology.
    Rondeau, Eric
    Université de Lorraine.
    Kor, Ah-Lian
    School of Computing, Creative Technologies and Engineering, Leeds Beckett University.
    Johansson, Dan
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Sustainable Mobile Computing and Communications2017In: Mobile information systems, ISSN 1574-017X, , p. 2article id 1098264Article in journal (Refereed)
  • 5.
    Andersson, Maja
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Enhancing content discovery in Video on Demand services for children2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The media landscape is changing and Internet-based streaming services for children are becoming increasingly popular. The concept of online streaming extends freedom and control over content selection but discovering new content is often experienced as troublesome. The objective of this thesis is to identify parameters to make it easier for users of streaming services for children to discover and watch unfamiliar programs. Guidelines are formed based on literature studies, interviews, observations, a survey, a benchmark, data analysis with Adobe Analytics, a workshop and finally user tests with prototypes. These guidelines conclude that content should be categorized, dynamicized, highlighted and socially engaging. Categorization based on age is primarily important but interests and genres can also be used to make children more interested in a title. Content should be dynamic, customizable and personal to each user to give more accurate recommendations based on age and interests. Making one alternative more visually prominent will make this alternative more interesting especially for younger children and social features with information about other users opinions can motivate a decision to discover new content among older children. 

  • 6.
    Asplund, Ragnar
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Analys av gränssnittet påWebDB3.02013Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Webhotellsföretaget Vildmarksdata har haft för avsikt att uppdatera den kontrollpanel somderas kunder använder för att göra inställningar relaterade till saker som zoner, domäner ochepost. Kontrollpanelen har utvärderas efter webdesignprinciper, samtidigt som dess användarehar undersökts med hjälp av telefonintervjuer och webenkäter. Studien har resulterati en rad designförslag för en ny version av kontrollpanelen, en kartläggning av användarnaoch insikten att en stor del av kunderna inte känt till att kontrollpanelen funnits.

  • 7.
    Assim Jalal, Mustafa
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Mobile Service Design: The effect of platform on the use of online services: A case study exploring uses of Facebook on desktop and a mobile environment.2012Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Many studies looked at mobile information needs of users and how to support those needs in the mobile platform and the challenges it holds. In this study I tried to take a different approach in arguing that the uses of the services available on the stationary set up are used with different motivations and goals on the various mobile platform context and therefore designing the mobile versions of those require careful considerations of that. I present the results of a study conducted to investigate how the use of Facebook mobile differ over the stationary and mobile platform and use that as an example to elaborate on the design considerations of similar services.

  • 8.
    Augustian, Midhumol
    et al.
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    ur Réhman, Shafiq
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Sandvig, Axel
    Umeå University, Faculty of Medicine, Department of Pharmacology and Clinical Neuroscience. Norwegian University of Science and Technology (NTNU), Norway.
    Kotikawatte, Thivra
    Umeå University, Faculty of Medicine, Department of Pharmacology and Clinical Neuroscience.
    Yongcui, Mi
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Evensmoen, Hallvard Røe
    Norwegian University of Science and Technology (NTNU), Norway.
    EEG Analysis from Motor Imagery to Control a Forestry Crane2018In: Intelligent Human Systems Integration (IHSI 2018) / [ed] Karwowski, Waldemar, Ahram, Tareq, 2018, Vol. 722, p. 281-286Conference paper (Refereed)
    Abstract [en]

    Brain-computer interface (BCI) systems can provide people with ability to communicate and control real world systems using neural activities. Therefore, it makes sense to develop an assistive framework for command and control of a future robotic system which can assist the human robot collaboration. In this paper, we have employed electroencephalographic (EEG) signals recorded by electrodes placed over the scalp. The human-hand movement based motor imagery mentalization is used to collect brain signals over the motor cortex area. The collected µ-wave (8–13 Hz) EEG signals were analyzed with event-related desynchronization/synchronization (ERD/ERS) quantification to extract a threshold between hand grip and release movement and this information can be used to control forestry crane grasping and release functionality. The experiment was performed with four healthy persons to demonstrate the proof-of concept BCI system. From this study, it is demonstrated that the proposed method has potential to assist the manual operation of crane operators performing advanced task with heavy cognitive work load.

  • 9. Backman, Anders
    et al.
    Bodin, Kenneth
    Umeå University, Faculty of Science and Technology, High Performance Computing Center North (HPC2N).
    Lacoursière, Claude
    Umeå University, Faculty of Science and Technology, High Performance Computing Center North (HPC2N).
    Servin, Martin
    Umeå University, Faculty of Science and Technology, Department of Physics.
    Democratizing CAE with Interactive Multiphysics Simulation and Simulators2012Conference paper (Other academic)
  • 10.
    Bahtiri, Blerand
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    UX and Service Design for Zbee Based Corporate Carsharing2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    What transportation means corporations choose for satisfying their mobility needs may have an essential impact on the environment. Choosing environmental friendly, alternatives such as battery driven light electric vehicles, would mean drastically contributing to a more sustainable environment. Meanwhile as carsharing solutions, continuously rise in popularity together with other sharing economy business models so do their possibilities to satisfy the mobility needs for corporations either by them implementing their own carsharing service or by investing on external services offered by established carsharing operators. This thesis has investigated and designed for a Zbee based corporate carsharing service, to be used between the affiliates of Vinngroup in Gothenburg. A Zbee is a light electric three-wheeled vehicle. Based on user-centred service design methods, methods suggested for sharing economy solutions, as well as user experience design methods, this thesis identified that users have different individualistic needs in a workplace and prior experiences that affects how they will use the service.In order to satisfy these different needs, it was found, the system needs to provide real-time vehicle and scheduling information for ensuring the users vehicle availability and service reliability, being one of the first requirement from the users. Further the service should provide users with functions that help users through the different use phases that were identified during this work. The findings found were then presented visually by designing mobile application prototypes and testing them on participants iteratively. The final set of prototypes was further evaluated by using the System Usability Scale, an effective and popular tool for measuring the usability of products and services. This evaluation gave the scores 77.5, 92.5, 90, 87.5 and 72.5, thus this giving a mean-value of 84 and a median of 87.5. All these scores suggests the prototype has high usability.

  • 11.
    Berglund, Anton
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Digital screen for appointments and employees2014Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    With a digital screen a company can provide a simple way to inform its employees and visitors about what is going on at the oce. The company KnowitAB wished to be able to display upcoming events through such a digital screen.This thesis describes how a solution was designed and implemented to suit the needs of the company.By using the design process a web based solution was built able to display events retrieved from the company's Exchange server on a digital screen. The solution was also built as a web site, making it accessible from outside the office so that employees can look up information on the go. The resulting solution is going to be installed in Knowit's office in Umeå, with a future vision of installing it in several other Knowit offices.

  • 12.
    Bertheim, Jane
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Designing Digital Nudges to Encourage Sustainable Decisions: Developing and Testing a Framework2018Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The awareness of environmental impacts lead to that organizations are starting to work towards UN's global sustainability goals. To influence customers into a more sustainable behaviour, organizations have the potential to look at nudging as a tool. A nudge is a way to alter peoples behaviour into taking a certain decision. However, since many organizations offer their service or product in the digital environment, such as websites or apps, increased knowledge of digital nudging is required. This thesis aims to establish a framework for how nudges should be designed and used on digital platforms to encourage sustainable decisions. The purpose is to enlighten designers of digital environment of the potential of nudges, pitfalls to avoid, and a general design process to follow. The framework is based on a literature study and interviews with people familiar with the concept of nudging. To examine how the framework works a case study is performed, this includes a workshop, performing a user research, developing prototypes and finally, conduct user tests. By testing the framework further methods could be found, this meant that more practical steps could be included in the framework. The result of this thesis shows that the framework proved to be useful and functional to use when designing digital nudges to encourage sustainable decisions.

  • 13.
    Björnfot, Patrik
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Kaptelinin, Victor
    Umeå University, Faculty of Social Sciences, Department of Informatics. University of Bergen, Norway.
    Focus Group Foci: employing Participants' HCI and Application Domain Expertise in Interaction Design2015In: New Contributions in Information Systems and Technologies / [ed] Alvaro Rocha, Ana Maria Correia, Sandor Costanzo, Luis Paulo Reis, Springer Publishing Company, 2015, Vol. 353, p. 1057-1063Conference paper (Refereed)
    Abstract [en]

    The paper reports a study in which two aspects of interaction design - human interaction with technology and acting through technology were analyzed in the context of participatory sessions having the focus group format. The sessions were conducted as a part of redesigning a novel digital artifact, a web-based project management tool. An initial prototype of the artifact was introduced to two different groups of participants possessing expertise in, respectively, human-computer interaction (HCI) and teaching and learning, a key target application domain for the tool. Re-design suggestions provided by each of the focus groups were found to address issues with both user interface and functionality of the prototype. The main difference between the groups was in whether they primarily focused on interaction efficiency or artifact's integration into a larger social and technological context. Implications of the study for further development of participatory methods in interaction design are discussed.

  • 14. Blevis, Eli
    et al.
    Bødker, Susanne
    Flach, John
    Forlizzi, Jodi
    Young, Heekyoung
    Kaptelinin, Victor
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Nardi, Bonnie
    University of California in Irvine, USA.
    Rizzo, Antonio
    Ecological perspectives in HCI: promise, problems, and potential2015In: CHI EA '15: proceedings of the 33rd annual ACM conference extended abstracts on human factors in computing systems, New York: ACM Press, 2015, p. 2402-2404Conference paper (Refereed)
    Abstract [en]

    The aim of the workshop is to provide a forum for researchers and practitioners to discuss the present and future of ecological perspectives in HCI. The participants will reflect on the current uses and interpretations of “ecology” and related concepts in the field. The workshop will assess the potential of ecological perspectives in HCI for supporting rich and meaningful analysis, as well as innovative design, of interactive technologies in real-life contexts.

  • 15.
    Brodin Berggren, Lenita
    et al.
    Umeå University, Umeå University Library.
    Josefsson, Malin
    Umeå University, Umeå University Library.
    New ways to search the library catalog2014Conference paper (Other academic)
    Abstract [en]

    New ways to search the library catalogImages, animations and sound has not an obvious role as information carriers in the library catalog. To create a new interface which inspires and allows a more visual browsing we collaborated with children, artists, design students and software developers. The prototype has been implemented on an interactive touch floor screen. The new interface is based on the circle form, is voice controlled and has images and animations in focus. This new information landscape involves the whole body in the search process. The interface can of course be displayed on more common technological devices as smartphones and tablets.

  • 16.
    Bäck, Fredrik
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Back-end development of mobile application for the collection of dietary data2012Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Smartphones are used by incredibly many people, and in 2011 there where a total of 491.4 million units soled worldwide. This makes it a relevant technique for performing dietary studies when the test patients are on the move. This thesis shows how to create a back end environment for an Android application with existing techniques linked together, using MSSQL database, Visual Studio Web Service, web pages and C# classes and ASP.NET security. The back end development is used in a dietary study on Gothenburg University, butcould be applied on many similar back end projects using databases and server development.Techniques used in this thesis are: REST (Representational State Transfer) -client implementation and development inside the Android application, using HTTP methods to set and get information from the server and database, and JSON-format to read and transferinformation in an easy and understandable way, both from the Android application and from the database. FileMaker is also used in this project as a third part programme tovisualise the information in the database.

  • 17.
    Bäckström, Tove
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Large digital screen as a corporate communication channel: Enhancing the dissemination of information, administration and interaction2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Public areas are more and more equipped with digital screens that are used to inform or promote a particular product. This is a way to communicate with the people on that area. The idea is to get people's attention, make them read and take in information and possibly buy the product that is marketed. This type of digital display is called digital signage and can also be used as an information channel of a company where information directed to employees and visitors is displayed. CGI Östersund has a screen placed in their office that works as such an information channel.

    This thesis is about investigating and analyzing the current presentation and creating a new solution with a custom interface that will be more effective and engage more people.

    The new solution is interactive and clickable with the help of a mouse. A user study has been done using a Kinect sensor to see how many people are watching the screen, how long they look at the screen and from what distance. This data was also supplemented by a survey sent to the employees at CGI Östersund. The result of the user study shows that there was no significant difference between the previous solution and the new one. This may be due to two main reasons: the lack of time in which the experiment was performed and the location of the digital screen that is not currently optimal.

  • 18.
    Chien, Yi-Ting
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Immersive Tour at Umeå’s Prison Hotel2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The overall purpose of this project is to develop an immersive storytelling experience that connects with both physical and social environment. To be specific, it focuses on the old prison in Umeå which was closed in 1981 and nowadays serves as a hotel. There are abundant historical materials related to the old prison preserved, and how might we transform such textual, historical information into relatively interactive experience. By collaborating with Hotell Gamla Fängelset ( Umeå’s Prison Hotel ), the result turns out to be an application in combination with augmented reality (AR), to build a guided tour that brings history to life at Umeå’s Prison Hotel. The tour not only demonstrates the plight of the prisoners, but also showcases the reform to humanized treatment over time, at the end linking back to the cozy hotel where the guests are staying. After users experience the tour application, it stimulates people’s imagination of the prisoners’ story and raises their awareness towards the cultural heritage that has always been forgotten.

  • 19.
    Dam Roadley-Battin, Nikolaj
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Educational VR: An exploration of educational VR for professional users2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis explores Virtual Reality (VR) as a digital medium for teaching in a professional context. In collaboration with ABB, a pioneering technology leader, the thesis questions whether VR could be the future medium for training ABB service personnel. 

    The research discusses how you can design for VR, by drawing parallels to traditional mediums; Moreover, the research covers insights into the ABB education and VR explorations. 

    Three experience prototypes were designed as the final concept. These experience prototypes aim to highlight educational use cases through VR, covering collaborative work, safety guidelines and various utilities. The goal of the final experience prototypes is to engage potential users and designers in a dialog concerning VR as an educational medium of the future.

  • 20.
    Danielsson, Karin
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Lindgren, Helena
    Umeå University, Faculty of Science and Technology, Department of Computing Science.
    Mulvenna, Maurice
    Computer Science, Ulster University.
    Nilsson, Ingeborg
    Umeå University, Faculty of Medicine, Department of Community Medicine and Rehabilitation, Occupational Therapy.
    Waterworth, John
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Digital technology in healthcare and elderly care2017Conference paper (Other academic)
    Abstract [en]

    The focus of this ECCE 2017 panel is on digital technology in healthcare and elderly care. The discussion concerns the design of technology and the use of technology for health. 

  • 21.
    Danielsson, Karin
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Patrik, Björnfot
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    A semantic scale for evaluating the UX of a MRP system2017In: Proceedings of the European Conference on Cognitive Ergonomics 2017, 2017, p. 59-60Conference paper (Refereed)
    Abstract [en]

    This poster presents the development of an instrument, semantic differential scale, intended for evaluating the User Experience (UX) of a Mobile Remote Presence (MRP) technology. By combining a semantic scale with participants’ reflection on differences between individual assessments, we argue that insight can be made regarding how people assess their experience, as such, social and co-experience may be measured. 

  • 22.
    Davoli, Lorenzo
    et al.
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Redström, Johan
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    van der Vleuten, Ruben
    Copenhagen Institute of Interaction Design.
    Hacking delivery systems: exploring design tools for user-led innovation in urban infrastructures2014In: Design’s Big Debates / [ed] Design Research Society, Umeå: Design Research Society , 2014, p. 1015-1029Conference paper (Refereed)
    Abstract [en]

    There is an emerging set of needs in our post-industrial society that require a contextualsensitivity and local flexibility that traditional industrial infrastructures seem to lack. As a response, distributed small-scale forms of production and collaborative services are being developed, providing the foundations for more resilient and responsive infrastructures.Using urban freight delivery services as a case, this paper presents a possible approachto accessing and expressing the back end functioning of a large formal industrial urbaninfrastructure in order to make it accessible to bottom-up innovation. The postal servicehas been used as a test bed for two small hacking experiments using consumer and do-ityourself (DIY) electronics: a GPS and micro cameras. Data visualization and videos have been produced in order to materialize and share knowledge about the infrastructure and its qualities. By tracing its underlying functionalities, we aim to reveal otherwise hidden opportunities for design intervention that could become the starting point for participatory design processes aimed at bottom-up innovation in the context of industrial infrastructures.As such, this project aims at adding to the tools and materials available for such designpractices.

  • 23.
    Desurvire, Heather
    et al.
    Behavioristics, Inc. Marina Del Rey, CA 90292.
    Jegers, Kalle
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Wiberg, Charlotte
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Evaluating fun and entertainment: Developing a conceptual framework design of evaluation methods2007In: INTERACT'07: Facing Emotions: Responsible experiential design, 2007Conference paper (Refereed)
    Abstract [en]

    This paper presents an approach to analyze and re-design evaluation methods. The domain explored in thispaper is evaluation methods for evaluating fun and entertainment. However, the approach presented may be appliedin other domains as well. The approach is conceptually described and two examples of processes where the approachwere used in practice are further discussed. As the map of IT applications and digital media is continuously redesigned,there is a constant need of re-designing evaluation methods.

  • 24.
    Ehatisham-ul-Haq, Muhammad
    et al.
    Faculty of Telecom and Information Engineering, University of Engineering and Technology, Taxila, Punjab, Pakistan.
    Awais Azam, Muhammad
    Faculty of Telecom and Information Engineering, University of Engineering and Technology, Taxila, Punjab, Pakistan.
    Naeem, Usman
    School of Architecture, Computing and Engineering, University of East London, United Kingdom.
    Ur Rèhman, Shafiq
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Khaild, Asra
    Department of Computer Science, COMSATS Institute of Information Technology, Wah Campus, Pakistan.
    Identifying smartphone users based on their activity patterns via mobile sensing2017In: Procedia Computer Science, ISSN 1877-0509, E-ISSN 1877-0509, Vol. 113, p. 202-209Article in journal (Refereed)
    Abstract [en]

    Smartphones are ubiquitous devices that enable users to perform many of their routine tasks anytime and anywhere. With the advancement in information technology, smartphones are now equipped with sensing and networking capabilities that provide context-awareness for a wide range of applications. Due to ease of use and access, many users are using smartphones to store their private data, such as personal identifiers and bank account details. This type of sensitive data can be vulnerable if the device gets lost or stolen. The existing methods for securing mobile devices, including passwords, PINs and pattern locks are susceptible to many bouts such as smudge attacks. This paper proposes a novel framework to protect sensitive data on smartphones by identifying smartphone users based on their behavioral traits using smartphone embedded sensors. A series of experiments have been conducted for validating the proposed framework, which demonstrate its effectiveness.

  • 25.
    Elin, Hörnfeldt
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Designing a visual regression testing tool: Decrease fear-driven development and enhance the quality assurance2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Testing a software is important to maintain the quality of the application. There are many ways of testing functionality of an application but not so many for testing the interface. When reusing CSS is a common approach, one change in the CSS can cause many visual changes on the interface. Not testing these changes, visual errors might occur which can decrease the quality of the application. Also, not knowing where the change is affecting, fear-driven development, i.e. the developers feels fear when changing code, can arise for the developers. In this thesis, a pre-study was made to investigate if any current feardriven development existed among developers. Then a visual regression testing tool was created, using a rapid prototyping process, to help the developers testing the interface during the evolving process of the application. The tool’s primary purpose is to show images of the visual changes that have occurred for the developers and as a result, the fear-driven development can decrease for the developers and the quality can be improved. The tool was implemented using AngularJS, NodeJS and ResembleJS and was tested on UI developers. The developers got a case where they had made CSS changes and then wanted to see how the changes affected the site they were working on. All of the developers felt, often or sometimes, fear when changing code. After using the tool, their feelings of fear-driven development was decreased and they all saw the tool as helpful when finding visual errors that might occur when CSS or web components are changed.

  • 26.
    Englund, Lars
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Donor UX, applied guidelines: Donors user experience and user journey guidelines for charity organizations2016Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Those living in cities in the age group of 20-30 years contribute the least to charity. This, in combination with decreasing use of physical cash, calls for a revision of charity organizations’ approaches on raising funds. How should charitable organizations’ update their current procedures? This thesis explores user experience by observing and analyzing the entirety of the user journey, resulting in guidelines dedicated to those trying to make the world a better place.

  • 27.
    Eriksson, David
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Designing a surrounding environment for a mobile application creation editor2013Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The SATIN project has the aim to enable end users to create their own mobile applications without prior programming experience, and in this way assist non programmers in the transition to the digital society. In this thesis an environment has been designed anddeveloped, that surrounds the existing SATIN mobile application creation editor, with thepurpose of supporting the developers and facilitate collaboration. Based on the theory of End User Programming, a web-based environment built inDjango, a Python framework, was developed and the existing editor was adapted to functiontogether with this environment. The resulting environment is to be seen as a proof ofconcept for the future progress of the SATIN project.

  • 28.
    Eriksson, Filip
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Onboarding Users to a Voice User Interface: Comparing Different Teaching Methods for Onboarding New Users to Intelligent Personal Assistants2018Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    From being a fictional element in sci-fi movies, voice user interaction has become reality with intelligent personal assistants like Apple’s Sir iand Google’s Assistant. The development opens up for new exciting user experiences and challenges when designing for these experiences. This thesis has aimed to investigate the user experience of different ways of onboarding new users to intelligent personalassistants. The process has included interviews with experienced users, a test of a Google Home for three months and a wizard of oz (WOZ) test. The interviews and the long term test was done in correlation with a literature study to determine how users interact with an intelligent personal assistant (IPA) their flaws, benefits, what added value they have etc. The goal of the WOZ test was to compare two different teaching methods during the onboarding of a new user. The methods were a voice tutorial by the IPA and a visual interaction on a mobile device. The outcome was to see if the users memory retention was different between the two methods for features learned during the test as well as the users opinions of the two different methods. The results from the interviews show that the benefits of using an IPA is in situations where it reduces friction, e.g when both hands are occupied. They also showed that there are still issues with IPAs and there is a long way to go before they can a accomplish a more human-to-human like conversation. In the WOZ test the results showed that there were no significant difference in user remembrance of learnt features between the two teaching methods. However the user insights showed that the majority of users would like to have a multimodal interaction, a combination of voice and visual interaction when being taught to use an IPA.

  • 29.
    Eriksson Vikner, Mikael
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Application and evaluation of methods for merging user experience design with agilesoftware development2016Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Cinnober is an organization that develops advanced software solutions for financial institutions. As a part of the technology toolkit used at Cinnober there is a web framework with which GUI development can be driven from the data available on the server, through configuration rather than development. Rather than having the user interface emerge as a result of technology and available data, they would like to explore a software development model driven by user centered design. Cinnober practices scrum, an agile software development framework, which has proven difficult to integrate with user centered design.

    This thesis strives to identify suitable methods for performing user centered design in the environment of agile software development. A development process based on scrum, lean UX, staggered sprints and the effect map was then utilized and evaluated in a short development project at Cinnober.

    Utilizing and evaluating those methods yielded valuable input which can be of use in future development efforts. While there was plenty of positive feedback from the development team there was also some room for improvement. Additionally, there are quite a few pieces missing in order for the utilized development process to cover all aspects considered important in one of the most commonly cited definitions of user centered design.

  • 30.
    Fahlman, Emma
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    The benefits of power up the phone while wiring down the mind: Decreasing sleep onset latency through smartphone interaction2018Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    To be able to sleep is vital for our existence. During the process of falling asleep, many people are struggling and as an outcome, various mental health problems and sleep disorders are occurring among them. Previous studies are blaming the spreading health problems on the smartphone users for bringing their phone into their bedroom. Simultaneously, studies are showing that nocturnal smartphone usage is extremely common, with a huge spike in use during nighttime. Also, findings in studies with a different area of focus are showing that people suffering from sleep difficulties and insomnia benefits from visual stimulation and focused attention during sleep onset. This study aims to find beneficial smartphone interactions for people who are currently experiencing sleep problems. By gathering information from literature and previous studies done in the fields of insomnia, mental health problems, smartphone usage, human-computer interaction and sleep in general, the theoretical foundation of this study is laid out. To verify the previous findings and find out more about nocturnal smartphone usage, interviews and exercises with both subjective good and bad sleepers are performed. Ideas are generated and extracted through a workshop together with the collaboration partners. Visualization of the possible solution is made as a hi-fi prototype, which is later tested upon the target group of bad sleepers for three nights. In combination, the solution concept is tested together with a secondary concept through the Wizard of Oz method. The evaluation of the concepts is collected as an online form through their smartphones and the feedback from the participants is leading to a final design suggestion. This study is presenting solutions for designing for nocturnal usage, which through this study has been proven decreasing the subjective sleep onset latency among the users and in the long run will improve the user's digital well being. 

  • 31.
    Farebo, Samuel
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    User-Centered Design in Agile software development for in-house enterprise tools2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The Agile software development model is driven by "learning by doing" and rejects Big Design Up Front (BDUF) for that reason. User-Centered Design (UCD) on the other hand requires a more holistic view to be able to create a usable user interface and in the end create a good user experience.

    Finding a balance between the incremental development and the need for a more comprehensive view of the user interface is therefore the key to usability in Agile software development. The objective of this master thesis was to construct a framework on how to combine UCD and Agile development in general, and specifically for the web based tool, called Alo, at the IS/IT department of Com Hem AB, Sweden.

    The results of this thesis was that the process of integrating User-Centered Design in Agile software development first of all needs a familiar starting point for both usability experts and developers. This can be achieved with what Desirée Sy describes as “Cycle Zero”, to let usability experts perform initial research ahead of implementation. Designing one sprint ahead should later converge to a more synchronized process where requirements and sketches of the interface are put together, with the help of developers, just in time for the implementation. This does not only prevents waste in the form of documentation and miscommunication associated with hand-offs, but also makes the implementation more purposeful and fun for developers.Secondly, build prototypes early in the process to create a holistic vision of the finished product and to test concepts in usability tests early. Thirdly, create shared understanding (within the development team as well as with outside stakeholders) of user needs by involving the entire team in usability testing.

    Critical to the success of all the above is that all outside stakeholders understands the Agile process and respects that the team is a self-organizing unit that solves problems within a set of given boundaries, rather than a code factory that feeds on specification documents.

  • 32.
    Granlund, Jenny
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Enhance the user experience with a second screen2013Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The goal for this thesis is to create a second screen application that will enhance the experience while watching a first screen. In order to create that type of application research within the subject and reviews of existing application is conducted. The reviews resulted in functionality and content that a second screen application should have. One of the big challenges for working with a second screen balance the focus between the screens and to make sure that the application creates value, rather than taking time and being frustrating.

    A concept of an application based on findings and iterations that will en- hance the experience were created. The concept were realised in wireframes and design mockups. The main functionality for the application is implemented with the native language objective-c as a working prototype on iPad.

    The biggest finding during this thesis is to remember to focus on solving one specific problem for the user. 

  • 33.
    Grünewald, Andreas
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Designing for distraction-less state changes: A design proposal for a network state aware car integrated Spotify application.2016Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Listening to music while driving is very common, and lately music streaming services such as Spotify has moved into the infotainment system in the car as an application made for interaction while driving.

    In order to stream music through the Spotify smartphone application an Internet connection is needed. However, this connection might be unreliable or unavailable during driving, making only downloaded playlists that are stored locally on the smartphone available for listening. However, the application’s support for the driver when going offline has been limited, making it dangerous and problematic to navigate the application in order to find a new playlist that is downloaded, all while driving.

    This thesis has focused on designing a good user experience for the Spotify application in the car when it goes offline, determining how it could support the driver and minimize dangerous and unnecessary interaction.

    Based on literature studies, a quantitative user survey, user testing and a brainstorming workshop a design proposal has been produced as a result of this thesis. The proposal recommends that if downloaded content is available, display it to the driver as soon as the streamed song has finished playing. If no content is available, the application should lock out the driver from interaction. When going back online, it should ask if the driver wants to stay with the currently playing content or switch back to what was streamed before. The menu will not give access to parts that cannot be used when offline, and the library will only display content that is available offline.

    By applying these guidelines the driver will get a good understanding of the network state change, a one-click experience to play downloaded content, and an application that clearly communicates possible actions during changes in the network state. 

  • 34.
    Gulliksson, Håkan
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Google home2010Report (Other academic)
  • 35.
    Gulliksson, Håkan
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Human - information - thing interaction: technology and design2012Report (Other academic)
    Abstract [en]

    This is the 12th revised edition of a compendium used to introduce students to the area of interaction technology and design. In particular it has been studied in the first course of the Interation and design master of science programme given at Umeå University. 

    The text introduces a system view on interaction design where the interactors are the human, information and the thing. A wide range of topics are covered with a system view. Examples are human perception and unique abilities, e.g. emotion, the difference between a human and a machine, what information is, and how humans can recognise it. A discussion on design takes up a major part of the compendium and includes both discussions on methodology and examples of state of the art technology application.

    One goal with the compendium is to inspire further exploration in all of the areas.In total 270 pages of ideas and facts. Read it!

  • 36.
    Gulliksson, Håkan
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Pervasive computing design for sustainability2016 (ed. 2)Book (Other academic)
    Abstract [en]

    This book contains the knowledge an interaction designer should know about pervasive design for sustainability. Relevant design research is discussed and framed in a story and value based participatory approach.

    Sustainability is the most important design goal. This is the first message.

    A second message is that information technologies, and in particular pervasive computing are invaluable keys in the quest for sustainability.

    Thirdly there is a lack of knowledge on sustainability issues in the interaction design community.

    In this book a unique meta-level framework structures an extensive discussion of design for sustainability. The framework is based on a principle of justice that is complemented by circumstances for sustainability chosen from the perspective of interaction design. We suggest and present the following circumstances: limited shared resources, socio-technical components and structures, technology development, vision and reflection, cognitive and behavioural support, joint ventures and political action.

    Topics discussed within the circumstances include experience design, ethics, Latours's modes of existence, design fiction, computer games, futures studies, theories for reflection and behavioural change, personal informatics, and practice theory.

    The convolute concludes with a number of case studies where interaction design research is summarized and studied from the perspective of sustainability. We start out with thoughts on sustainable consumption, sustainable character, and the sustainable family that gets a section each. Adding to them are annotated case studies from research on design fiction, game and performance, value based design, practice theory, multi-level perspective design and design for a sustainable society.

    The book is a polyphonic convolute which means that there will be some overlap in the reports from the different discourses. Development in the areas related to interaction design can be sensed by identifying the surfacing themes.

    In total the e-book consists of the equivalence of 530 pages excluding references and index.

    Håkan Gulliksson is a lecturer on Interaction technology and Sustainable design at Umeå University for more than ten years.  

  • 37.
    Gulliksson, Håkan
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Pervasive design2013Book (Other academic)
    Abstract [en]

    Services and products increasingly include interconnected computerized things with embedded sensors and displays. This trend is evident also in everyday objects and tools and is rapidly changing the way we live our lives. Design work and designers have to keep up with this development and adapt both thinking and tools. The problem is no longer just to design a physical object or interact with a single computational device. Design is not even limited to the service embedding the device. It needs to include all of the above while, importantly, also taking the particular context of use into account.

    This book presents a framework and a number of tools from a systems perspective. It will help the designer take the step from designing a thing or a web site to designing a context aware pervasive service. To begin with three complementary interactors; Human, Information and Thing along with the interactions they enable are introduced. The model is used to infuse a way of thinking about pervasive services and their support. We will discuss several types of support ranging from networked infrastructure for communication to cognitive support by artificial intelligence.

    The design process is introduced by a discussion on the goals for design. Usability, value based design and meaningful user experiences are surveyed as guides for better designs. From this understanding a design process is staged that is structured along the levels of service design, requirement analysis, conceptual, information, interaction, and appearance design. For each level relevant tools and an outline of the design spaces of mobile and pervasive applications are presented and the design work is framed by an overall story-based approach.

    This second edition of the book contains more than 500 pages, 112 figures and 218 illustrations. New extensive sections on interior design and design of joint ventures have been added and both text and ideas have improved from the first edition. One year weiser.

  • 38.
    Gulliksson, Håkan
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Pervasive Services, Framework and Design2012 (ed. 1)Book (Other academic)
    Abstract [en]

    Services and products are increasingly composed of computerized things that are interconnected, with embedded sensors, and interaction capabilities. This trend is evident in everyday objects and tools and is rapidly changing the way we live our lives. Design work and designers have to keep up with this development and adapt both thinking and tools. The problem is no longer just to design a thing or interaction with a computational device. Design is not even limited to the service embedding of the thing. It needs to include all of the above while, importantly, also taking the particular context of use into account.

    This book presents a framework and a number of and tools from a systems perspective that will help the designer take the step from designing a thing to designing a context informed ubiquitous service. As a basis for this, three complementary interactors; Human, Information and Thing, along with the interactions they enable are introduced. They are used to infuse a way of thinking with the clarification of context, service design, ubiquitous computing, social media and other current trends before initiating design work.  

    The design process is introduced by a discussion on the goals for design. Usability and meaningful user experiences are surveyed as guides for better designs. Beginning with the resultant understanding, the design process is staged using the levels of service design, requirement analysis, conceptual, information, interaction and appearance design. Relevant tools and an outline of the possible design space of mobile and pervasive applications are given for each level, and the design work is framed by an overall story-based approach. 

  • 39.
    Gustafsson, Jonas
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Scheduling Meetings across Organizational Borders: Collaboration and Interoperability between Government Agencies and External partners2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Swedish agencies are obligated to collaborate in order to fulfil their respective missions. One of the largest agencies, The Social Insurance Agency, collaborates with several agencies, employers and care providers. Collaboration that needs synchronous dialogues andexchange of information, requires people to coordinate calendars, but since the organizations’ technical systems are separated, problems occur. The meeting organizers have to face the time-wasting problem of searching for suitable meeting occasions, without access to the calendars of their external meeting participants. Meetings across organizational borders are, therefore, difficult to arrange. This study has enlightened this problem, using methods for deeper understanding of the user’s point of view, searching for alternative solutions and with an experimental approach evaluated four different alternatives, all with their own unique pros and cons. One solution based on a WebDAV/CalDAV concept is recommended, due to its potentials. It is superior to the other alternatives, because of its strength in functionality. Moreover, it has great potential to develop into a broader collaboration service, offering a digital work space with functions for document sharing, discussion boards etc.

  • 40.
    Hammarberg, Filip
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Visualization of electricity consumption and solar panel production for house owners2018Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In only two hours, the earth receives sunlight containing the amount of energy equivalent to one year’s electricity consumption of the entire population. Yet only 0.09 percent of the electricity production in Sweden 2016 came from solar energy. To increase that amount, the energy and communications company Umeå Energi offers solar panels to their customers. While doing that, they have identified a desire for their customers to monitor their electricity consumption and production at the same place – something that the service lacks today.

    This thesis investigates the actual needs behind why the solar customers want to know the electricity consumption and production information, in what contexts it will be accessed, and how that can be visualized to meet their needs.

    Starting with a literature study to understand the area, the work continues by meeting and interviewing customers to collect insights. These insights are then used as a foundation when creating and testing prototypes repeatedly together with the customers.

    It was found that being self-sufficient is one of the most important reasons for their solar panel customers for producing their own electricity. The prototypes that were created aimed to address that self-sufficiency need, together with visual representations of their electricity production and consumption – both historically as well as with live data.

  • 41.
    Hernandez, Javier
    et al.
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Sörman, hannes
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Designing a Usable Internet Forum2012Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Many traditional Internet forums have not adapted to the development of the web and their usability standard is low. In order to satisfy this unexplored market segment Zoorum AB is working on a project with the goal to develop a new kind of Internet application for topic oriented discussions. The goal of this master thesis is to design a usable Internet forum, in association with Zoorum AB and Teknikhuset AB. Our challenge was to manage the designprocess, contribute with competence in interaction and usability and functionas a connection between the technology and the users. The result is presented as guidelines for design and visualized in the shape of mock-ups.

  • 42.
    Holmgren, Erika
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Att utveckla användbara gränssnitt till komplexa webbaserade system2014Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Arbetet har utförts hos företaget CGI som idag är ett av världens största IT-företag. Genom att sätta sig in i hur CGIs centrala system, beståendes av tre fristående webbplatser, fungerar har designförslag på gränssnitt utvecklats för att skapa en tydligare visuell samhörighet dem emellan. Arbetet har också resulterat i designförslag på hur dessa webbplatser på lång sikt skulle kunna integreras ur gränssnittssynpunkt för att, istället för tre, utgöra en gemensam enhet. Användbarhet är ett återkommande begrepp och en röd tråd genom hela arbetet. Användbarhet kan definieras på många olika sätt men här reds det ut vilka faktorerna somhar störst påverkan på en webbplats användbarhet och några konkreta tips ges på hur de bör utformas för att uppnå bäst resultat.

  • 43. Höök, Kristina
    et al.
    Caramiaux, Baptiste
    Erkut, Cumhur
    Forlizzi, Jodi
    Hajinejad, Nassrin
    Haller, Michael
    Hummels, Caroline C. M.
    Isbister, Katherine
    Jonsson, Martin
    Khut, George
    Loke, Lian
    Lottridge, Danielle
    Marti, Patrizia
    Melcer, Edward
    Müller, Florian Floyd
    Petersen, Marianne Graves
    Schiphorst, Thecla
    Segura, Elena Márquez
    Ståhl, Anna
    Svanæs, Dag
    Tholander, Jakob
    Tobiasson, Helena
    Umeå University, Faculty of Medicine, Department of Public Health and Clinical Medicine.
    Embracing First-Person Perspectives in Soma-Based Design2018In: INFORMATICS-BASEL, ISSN 2227-9709, Vol. 5, no 1, article id 8Article in journal (Refereed)
    Abstract [en]

    A set of prominent designers embarked on a research journey to explore aesthetics in movement-based design. Here we unpack one of the design sensitivities unique to our practice: a strong first person perspective—where the movements, somatics and aesthetic sensibilities of the designer, design researcher and user are at the forefront. We present an annotated portfolio of design exemplars and a brief introduction to some of the design methods and theory we use, together substantiating and explaining the first-person perspective. At the same time, we show how this felt dimension, despite its subjective nature, is what provides rigor and structure to our design research. Our aim is to assist researchers in soma-based design and designers wanting to consider the multiple facets when designing for the aesthetics of movement. The applications span a large field of designs, including slow introspective, contemplative interactions, arts, dance, health applications, games, work applications and many others.

  • 44.
    Hübsch, Albin
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Exploring Alternative Interfaces for Controlling Robotic Water Cannons2016Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this thesis we are exploring the possibilities to use new and modern interfaces to control industrial robotic hardware, in specific a single water cannon system called TARGA. Using a iterative Design-Build-Test cycle we have been able to build three different prototype interfaces for controlling this robotic water cannon. One touch based, one gesture based and one gamepad interface has been designed, built and tested on users. We found that with modern interfaces, touch, gestures and gamepads we are able to create user experiences easier to use than the standard physical water cannon joystick. Although our user tests showed that the standard joystick still was the preferred interface to use by the users we did find that these modern interfaces can act as great complements to the already existing interface for increased usability.

  • 45.
    Janlert, Lars-Erik
    et al.
    Umeå University, Faculty of Science and Technology, Department of Computing Science.
    Stolterman, Erik
    School of Informatics and Computing, Indiana University Bloomington.
    Things that keep us busy: the elements of interaction2017Book (Refereed)
    Abstract [en]

    We are surrounded by interactive devices, artifacts, and systems. The general assumption is that interactivity is good -- that it is a positive feature associated with being modern, efficient, fast, flexible, and in control. Yet there is no very precise idea of what interaction is and what interactivity means. In this book, Lars-Erik Janlert and Erik Stolterman investigate the elements of interaction and how they can be defined and measured. They focus on interaction with digital artifacts and systems but draw inspiration from the broader, everyday sense of the word.

    Viewing the topic from a design perspective, Janlert and Stolterman take as their starting point the interface, which is designed to implement the interaction. They explore how the interface has changed over time, from a surface with knobs and dials to clickable symbols to gestures to the absence of anything visible. Janlert and Stolterman examine properties and qualities of designed artifacts and systems, primarily those that are open for manipulation by designers, considering such topics as complexity, clutter, control, and the emergence of an expressive-impressive style of interaction. They argue that only when we understand the basic concepts and terms of interactivity and interaction will we be able to discuss seriously its possible futures.

  • 46.
    Jansson, Daniel
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    nuSense: Wearable technology to prototype and create new senses2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    nuSense is the result of a degree work on master level at Umeå Institute of Design exploring why wearable technology oftentimes tread a rather narrow path, with many different companies releasing essentially the same product with a new shell, and innovation being slow. Through research, interviews and user research, hardware prototyping and testing it became clear that developing for wearable technology is a very complicated task, for many reasons. Being able to build quick exploratory prototypes was nigh impossible if you do not have a grasp of hardware developing platforms and programming. Further, those outside the industry who just want to explore wearable technology lack a platform to do so easily, aside from buying ready-made solutions made to do one single prepackaged thing. Based on this a concept was developed to provide a platform to explore wearable technology, through modular building-blocks and an easy to grasp interface.

  • 47.
    Jegers, Kalle
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Wiberg, Charlotte
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    FunTain: Design Implications for Edutainment Games2003In: Ed-Media'03: World Conference on Educational Multimedia, Hypermedia and Telecommunications (Ed-Media), Chesapeake, VA, AACE, 2003Conference paper (Refereed)
    Abstract [en]

    This paper is a report on the initial findings of a study conducted in the project FunTain with the main purpose to find general guidelines for edutainment games. This to guide designers of such games, as they often lack in design guidelines. Usability evaluations were conducted on the edutainment game in order to find usability problems. These findings were then analyzed and used as input in focus group meetings, held with joint teams with game designers and HCI experts. The result was a proposal of a list of ten general design guidelines. Findings indicate that users had problems in understanding the underlying model for the game as well as finding the knowledge related content. Experts, further, gave comments about feedback problems and different types of consistencies. Some of the implications from the findings, as discussed in focus group, are guidelines for earning and loosing points, scoring and performance feedback and game object characteristics.

  • 48.
    Johansson, Dan
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Lassinantti, Josefin
    Luleå tekniska universitet.
    Wiberg, Mikael
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Mobile e-Services and Open Data in e-Government Processes: Transforming Citizen Involvement2015In: Proceedings of the 17th International Conference on Information Integration and Web-based Applications & Services (iiWAS2015) / [ed] Maria Indrawan-Santiago, Matthias Steinbauer, Ismail Khalil, Gabriele Anderst-Kotsis, New York: Association for Computing Machinery (ACM), 2015, p. 58-67Conference paper (Refereed)
    Abstract [en]

    Mobile computing is one of the most important paradigms to influence and enhance modern e-services, mainly due to its anytime and anywhere availability adding value to the delivered service. In a traditional e-government context, the service life cycle takes the form of citizens consuming services provided by public sector bodies. In this paper, we use a novel concept combining mobile e-services and open data to extend and allow possible citizen-driven continuation of the service life cycle. The concept is evaluated throughout the design process, and also becomes the subject of a focus group. Our most important conclusions are that the concept design extends the service life cycle within the public sector context, and also creates new entrances for citizens to participate in generating and acquiring open data, thus transforming citizens' involvement. The result is increased co-operation, as well as increased adoption and availability of data and e-services, enhancing citizen participation.

  • 49.
    Johansson, Mattias
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Investigating the Distance to Display Holographic Shelf Information in Retailing2018Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This paper explores how mixed reality (MR) can be implemented in a brick-and-mortar store. More specifically, it explores at what distances information about shelves should be shown to give users the best possible experience. The MR technology is becoming more and more popular and developers need ground to stand on when developing experiences that uses this kind of technology.

    There are many factors to consider to develop comfortable and enlightening experiences. Earlier studies on store layout, information processing, consumer behavior, as well as MR design guide lines are used to determine how the specific challenge of viewing distance can be approached.

    Two levels of distance spans and two levels of information amount are introduced. These distance spans are five to two meters, and closer than two meters. Two hypotheses are defined and user tests were done in a provisional store with a prototype developed for the Microsoft HoloLens. The data received from the tests indicated that the distances proposed were legible and satisfying to use, and most test participants would use this kind of technology in a real-world store. This makes the distances proposed to at least be a starting point for developers, although it is very important to test the specific application in the specific context. In the end of the paper, different topics that might affect the users' experiences are discussed and the results are evaluated.

  • 50.
    Jonsson, Jonathan
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Exploring destinations with atouch based tablet application2014Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The mobile technology that emerged with the smartphones and tablets has changed the way people travel. This has changed both in how bookings are performed, but also in the way travel destinations are browsed and explored. This thesis concerns the design and implementation of a prototype for exploring destinations, with the goal of finding out the most essential factors and parameters for travel browsing. With literature studies, user survey, paper prototyping and Hi-Fi prototypes, an implementation was made, written in Objective C and created as an iPad prototype. The application uses a globe-, map-, image- and list view as the main interfacesfor browsing destinations. The prototype uses 14 di↵erent APIs, with diverse functionality to be able to take advantage of searching and filtering of destinations, made available by the APIs. By incorporating social platforms, it was made possible to better target the user’sinterest, making the experience and exploration more personalized.

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Output format
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  • asciidoc
  • rtf