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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, 1-6 p.Conference 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, 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. 

  • 4.
    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.

  • 5.
    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.

  • 6. 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)
  • 7.
    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.

  • 8.
    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, 1057-1063 p.Conference 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.

  • 9. 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, 2402-2404 p.Conference 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.

  • 10.
    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.

  • 11.
    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.

  • 12.
    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, 1015-1029 p.Conference 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.

  • 13.
    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.

  • 14.
    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.

  • 15.
    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.

  • 16.
    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.

  • 17.
    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.

  • 18.
    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.

  • 19.
    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. 

  • 20.
    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. 

  • 21.
    Gulliksson, Håkan
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Google home2010Report (Other academic)
  • 22.
    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!

  • 23.
    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.

  • 24.
    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. 

  • 25.
    Gulliksson, Håkan
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Pervasive computing design for sustainability2016Book (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.  

  • 26.
    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.

  • 27.
    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.

  • 28.
    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.

  • 29.
    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.

  • 30.
    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.

  • 31.
    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.

  • 32.
    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, 58-67 p.Conference 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.

  • 33.
    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.

  • 34.
    Kaptelinin, Victor
    Umeå University, Faculty of Social Sciences, Department of Informatics. Department of Information Science and Media Studies, University of Bergen, Norway.
    Affordances2014In: The Encyclopedia of Human-Computer Interaction / [ed] Soegaard, Mads and Dam, Rikke Friis, Aarhus, Denmark: The Interaction Design Foundation , 2014, 2Chapter in book (Other academic)
    Abstract [en]

    The concept of affordances originates from ecological psychology; it was proposed by James Gibson (1977, 1979) to denote action possibilities provided to the actor by the environment. In the late 1980s Norman (1988) suggested that affordances be taken advantage of in design. The suggestion strongly resonated with designers’ concern about making possible uses of their products immediately obvious, and soon the concept came to play a central role in interaction design and Human-Computer Interaction (HCI). This chapter discusses the origins, history, and current interpretations of affordances in HCI research, and reflects on the future of affordances as an HCI concept.

  • 35.
    Kaptelinin, Victor
    Umeå University, Faculty of Social Sciences, Department of Informatics. Department of Information Science and Media Studies, University of Bergen.
    Designing mediation2015In: ECCE '15: Proceedings of the European Conference on Cognitive Ergonomics 2015, ACM Press, 2015, 1Conference paper (Refereed)
    Abstract [en]

    The aim of this paper is to analyze the concept of mediation in the context of current HCI research, with a special focus on the use of the concept to inform and guide the design of interactive artifacts and environments. The paper discusses the adoption of the mediational perspective on digital technology in HCI and reflects on how the perspective has informed design-oriented research in the field. It is concluded that there is a general trend of moving beyond relatively basic notions of technology mediation toward a more differentiated view of mediation as a complex, multi-dimensional phenomenon. The paper outlines a set of dimensions, which characterize technological mediation in relation to properties of mediational means, subjects and objects of mediated activities, levels of mediation, dynamics of mediation, and context. Design implications of adopting a view of technological mediation as a multi-dimensional phenomenon are discussed.

  • 36.
    Kaptelinin, Victor
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Rizzo, Antonio
    Robertson, Paul
    Rosenbaum, Stephanie
    Crafting user experience of self-service technologies: Key challenges and potential solutions2014In: Proceedings of the 2014 companion publication on Designing interactive systems: DIS Companion '14, 2014, 199-202 p.Conference paper (Refereed)
  • 37.
    Kaptelinin, Victor
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Wasson, Barbara
    Guribye, Frode
    Self-service technologies in the hospitality industry: An exploratory analysis of interaction design issues2014Conference paper (Refereed)
  • 38.
    Khan, Muhammad Sikandar Lal
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Enabling physical action in computer mediated communication: an embodied interaction approach2015Licentiate thesis, comprehensive summary (Other academic)
  • 39.
    Khan, Muhammad Sikandar Lal
    et al.
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Li, Haibo
    KTH.
    Réhman, Shafiq ur
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Embodied tele-presence system (ETS): designing tele-presence for video teleconferencing2014In: Design, user experience, and usability: User experience design for diverse interaction platforms and environments / [ed] Aaron Marcus, Springer International Publishing Switzerland, 2014, Vol. 8518, 574-585 p.Conference paper (Refereed)
    Abstract [en]

    In spite of the progress made in tele conferencing over the last decades, however, it is still far from a resolved issue. In this work, we present an intuitive video teleconferencing system, namely - Embodied Tele-Presence System (ETS) which is based on embodied interaction concept. This work proposes the results of a user study considering the hypothesis: “ Embodied interaction based video conferencing system performs better than the standard video conferencing system in representing nonverbal behaviors, thus creating a ‘feeling of presence’ of a remote person among his/her local collaborators”. Our ETS integrates standard audio-video conferencing with mechanical embodiment of head gestures of a remote person (as nonverbal behavior) to enhance the level of interaction. To highlight the technical challenges and design principles behind such tele-presence systems, we have also performed a system evaluation which shows the accuracy and efficiency of our ETS design. The paper further provides an overview of our case study and an analysis of our user evaluation. The user study shows that the proposed embodied interaction approach in video teleconferencing increases ‘in-meeting interaction’ and enhance a ‘feeling of presence’ among remote participant and his collaborators.

  • 40.
    Khan, Muhammad Sikandar Lal
    et al.
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Li, Haibo
    ur Réhman, Shafiq
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Telepresence Mechatronic Robot (TEBoT): Towards the design and control of socially interactive bio-inspired system2016In: Journal of Intelligent & Fuzzy Systems, ISSN 1064-1246, E-ISSN 1875-8967, Vol. 31, no 5, 2597-2610 p.Article in journal (Refereed)
    Abstract [en]

    Socially interactive systems are embodied agents that engage in social interactions with humans. From a design perspective, these systems are built by considering a biologically inspired design (Bio-inspired) that can mimic and simulate human-like communication cues and gestures. The design of a bio-inspired system usually consists of (i) studying biological characteristics, (ii) designing a similar biological robot, and (iii) motion planning, that can mimic the biological counterpart. In this article, we present a design, development, control-strategy and verification of our socially interactive bio-inspired robot, namely - Telepresence Mechatronic Robot (TEBoT). The key contribution of our work is an embodiment of a real human-neck movements by, i) designing a mechatronic platform based on the dynamics of a real human neck and ii) capturing the real head movements through our novel single-camera based vision algorithm. Our socially interactive bio-inspired system is based on an intuitive integration-design strategy that combines computer vision based geometric head pose estimation algorithm, model based design (MBD) approach and real-time motion planning techniques. We have conducted an extensive testing to demonstrate effectiveness and robustness of our proposed system.

  • 41.
    Khan, Muhammad Sikandar Lal
    et al.
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Li, Haibo
    ur Réhman, Shafiq
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Gaze perception and awareness in smart devices2016In: International journal of human-computer studies, ISSN 1071-5819, E-ISSN 1095-9300, Vol. 92-93, 55-65 p.Article in journal (Refereed)
    Abstract [en]

    Eye contact and gaze awareness play a significant role for conveying emotions and intentions duringface-to-face conversation. Humans can perceive each other's gaze quite naturally and accurately. However,the gaze awareness/perception are ambiguous during video teleconferencing performed by computer-based devices (such as laptops, tablet, and smart-phones). The reasons for this ambiguity are the(i) camera position relative to the screen and (ii) 2D rendition of 3D human face i.e., the 2D screen isunable to deliver an accurate gaze during video teleconferencing. To solve this problem, researchers haveproposed different hardware setups with complex software algorithms. The most recent solution foraccurate gaze perception employs 3D interfaces, such as 3D screens and 3D face-masks. However, todaycommonly used video teleconferencing devices are smart devices with 2D screens. Therefore, there is aneed to improve gaze awareness/perception in these smart devices. In this work, we have revisited thequestion; how to improve a remote user's gaze awareness among his/her collaborators. Our hypothesis isthat ‘an accurate gaze perception can be achieved by the ‘3D embodiment’ of a remote user's head gestureduring video teleconferencing’. We have prototyped an embodied telepresence system (ETS) for the 3Dembodiment of a remote user's head. Our ETS is based on a 3-DOF neck robot with a mounted smartdevice (tablet PC). The electromechanical platform in combination with a smart device is a novel setupthat is used for studying gaze awareness/perception in 2D screen-based smart devices during videoteleconferencing. Two important gaze-related issues are considered in this work; namely (i) ‘Mona-LisaGaze Effect’ – the gaze is always directed at the person independent of his position in the room, and (ii)‘Gaze Awareness/Faithfulness’ – the ability to perceive an accurate spatial relationship between theobserving person and the object by an actor. Our results confirm that the 3D embodiment of a remoteuser head not only mitigates the Mona Lisa gaze effect but also supports three levels of gaze faithfulness,hence, accurately projecting the human gaze in distant space.

  • 42.
    Khan, Muhammad Sikandar Lal
    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.
    Expressive Multimedia: Bringing Action to Physical World by Dancing-Tablet2015In: Proceedings of the 2nd Workshop on Computational Models of Social Interactions: Human-Computer-Media Communication, ACM Digital Library, 2015, 9-14 p.Conference paper (Refereed)
    Abstract [en]

    The design practice based on embodied interaction concept focuses on developing new user interfaces for computer devices that merge the digital content with the physical world. In this work we have proposed a novel embodied interaction based design in which the 'action' information of the digital content is presented in the physical world. More specifically, we have mapped the 'action' information of the video content from the digital world into the physical world. The motivating example presented in this paper is our novel dancing-tablet, in which a tablet-PC dances on the rhythm of the song, hence the 'action' information is not just confined into a 2D flat display but also expressed by it. This paper presents i) hardware design of our mechatronic dancing-tablet platform, ii) software algorithm for musical feature extraction and iii) embodied computational model for mapping 'action' information of the musical expression to the mechatronic platform. Our user study shows that the overall perception of audio-video music is enhanced by our dancing-tablet setup.

  • 43.
    Khan, Muhammad Sikandar Lal
    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.
    Embodied head gesture and distance education2015In: 6th International Conference on Applied Human Factors and Ergonomics (AHFE 2015) and the Affiliated Conferences, 2015, Vol. 3, 2034-2041 p.Conference paper (Refereed)
    Abstract [en]

    Traditional distance education settings are usually based on video teleconferencing scenarios where human emotions and social presence are only expressed by the facial and vocal expressions which are not enough for complete presence; our bodily gestures and actions play a vital role in understanding exact meaning of communication patterns; especially in teaching-learning scenarios. The bodily gestures especially head movements offer cues to understand contextual knowledge during conversational dialogue. In this work, we have considered the tutor’s head gesture embodiment for educational assistive robot and compared the results with the standard audio-video tele-conferencing scenarios used in online education. We have used Embodied Telepresence System (ETS) to investigate the distance communication for online education setting. Our ETS emulates the head gestures of the human tutor for distance education scenario. Our experimental study includes ten able-bodied subjects (5 male and 5 female) from various countries. These participants were asked to participate in online education scenario through i) a traditional video conferencing tool, i.e. Skype and ii) an extended setup based on ETS. The statistical analysis is done on the results which indicates the effectiveness of our novel embodied head gesture based approach in distance education setting. Our experimental studies show that the proposed design of embodied head gesture based ETS is able to improve the user engagement in distance education.

  • 44.
    Khan, Muhammad Sikandar Lal
    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.
    Distance Communication: Trends and Challenges and How to Resolve them2014In: Strategies for a creative future with computer science, quality design and communicability / [ed] Francisco V. C. Ficarra, Kim Veltman, Kaoru Sumi, Jacqueline Alma, Mary Brie, Miguel C. Ficarra, Domen Verber, Bojan Novak, and Andreas Kratky, Italy: Blue Herons Editions , 2014Chapter in book (Refereed)
    Abstract [en]

    Distance communication is becoming an important part of our lives because of the current advancement in computer mediated communication (CMC). Despite the current advancement in CMC especially video teleconferencing; it is still far from face-to-face (FtF) interaction. This study will focus on the advancements in video teleconferencing; their trends and challenges. Furthermore, this work will present an overview of previously developed hardware and software techniques to improve the video teleconferencing experience. After discussing the background development of video teleconferencing, we will propose an intuitive solution to improve the video teleconferencing experience. To support the proposed solution, the Embodied Interaction based distance communication framework is developed. The effectiveness of this framework is validated by the user studies. To summarize this work has considered the following questions: What are the factors which make video teleconferencing different from face to face interaction?; What researchers have done so far to improve video teleconferencing?; How to further improve the teleconferencing experience?; How to add more non-verbal modalities to enhance the video teleconferencing experience? At the end we have also provided the future directions for embodied interaction based video teleconferencing.

  • 45.
    Khan, Muhammad Sikandar Lal
    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.
    La Hera, Pedro
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Liu, Feng
    Li, Haibo
    A pilot user's perspective in mobile robotic telepresence system2014In: 2014 Asia-Pacific Signal and Information Processing Association Annual Summit and Conference (APSIPA 2014): proceedings, IEEE conference proceedings, 2014, 1-4 p.Conference paper (Refereed)
    Abstract [en]

    In this work we present an interactive video conferencing system specifically designed for enhancing the experience of video teleconferencing for a pilot user. We have used an Embodied Telepresence System (ETS) which was previously designed to enhance the experience of video teleconferencing for the collaborators. In this work we have deployed an ETS in a novel scenario to improve the experience of pilot user during distance communication. The ETS is used to adjust the view of the pilot user at the distance location (e.g. distance located conference/meeting). The velocity profile control for the ETS is developed which is implicitly controlled by the head of the pilot user. The experiment was conducted to test whether the view adjustment capability of an ETS increases the collaboration experience of video conferencing for the pilot user or not. The user study was conducted in which participants (pilot users) performed interaction using ETS and with traditional computer based video conferencing tool. Overall, the user study suggests the effectiveness of our approach and hence results in enhancing the experience of video conferencing for the pilot user.

  • 46.
    Kuenen, Christoffel
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design. Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Transformatie gedreven door Techniek2013In: Nederlands Tijdschrift voor Geneeskunde, ISSN 0028-2162, no 157, A7063Article in journal (Other (popular science, discussion, etc.))
    Abstract [nl]

    De bionische mens vertegenwoordigt onze droom van bovenmenselijke krachten.

    Delen van die droom worden op dit moment al verwezenlijkt door kunstmatige systemen die ons motorische of zintui- gelijke vermogen ondersteunen, vergroten of verrijken.

    De aansluiting van die systemen op het lichaam verschillen in invasiviteit.

    De ontwikkeling van prothesen en orthesen wordt gedreven vanuit wetenschap maar met name ook vanuit de mili- taire industrie, en heeft een overwegend technische benadering. 

  • 47.
    Kuenen, Christoffel
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Mediating group experiences: designing the in-between2015In: TEI '15 Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction, New York: ACM Digital Library, 2015, 441-4444 p.Conference paper (Refereed)
    Abstract [en]

    In this paper I present ongoing design research that explores mediating group experiences. The objective of the paper is to introduce subject matter and design research approach, to provide material for an in depth discussion of challenges.

    Several research designs are presented that yield insight in theoretical and conceptual aspects of remote group interactions. Themes emerging from them concern the concept of embodiment, in particular regarding the conceptualization and expression of groups through the mediating system, as well as embodiment of the system for the individual, in the sense of both incorporation and extension of action-perception capacities. To further articulate and express such themes, ongoing and proposed research is presented. Difficulty is brought forward in bringing the various research designs together as one body of work, particularly in relation to theoretical framework, related work and ultimately articulating contributions.

  • 48.
    Kvarnbrink, Per
    et al.
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Fahlquist, Karin
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Mejtoft, Thomas
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Biometric interaction: A case study of visual feedback and privacy issues in new face recognition solutions2013In: CHI 2013 Extended Abstracts on Human Factors in Computing Systems, New York, NY: Association for Computing Machinery (ACM), 2013, 2367-2370 p.Conference paper (Refereed)
    Abstract [en]

    This case study describes how to convert a gate system from using magnetic keycards to face recognition. The gate is placed at one of Europe's biggest indoor training facilities, IKSU. The goal with this case study was to make the system efficient, easy to use and friendly.

  • 49.
    Larsson, carl
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    Service Design and Web Development for Implementing a Social Discovery Platform2013Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis revolves  around the implementation and design of a social discovery web service called Go&Grow whose beta version was launched in september 2012. The aim of this study was to conduct a theoretical analysis of service design, putting it in comparison to other design disciplines, and finding key points in designing this web service. Another purpose was to start the implementation of the service using the web framework Django and further to evaluate different web techniques used to build such a system. Methods applied in this study were taken from literature describing the service design process.Based on these ndings, the identication of persons that should be involved in the design process was found. Also, prototypes of the design proposals were created to test user interaction and experience. The system has been implemented by using web techniques including Python and the Django framework, HTML, CSS, AJAX and JavaScript. Bothback-end as well as front-end development has been perfomed, though this thesis mainlyfocuses on the front-end aspects of implementation.The results of the study were a new design proposal of the web site as well as a launchedbeta version of the Go&Grow service.

  • 50.
    Liljedahl, Johanna
    Umeå University, Faculty of Science and Technology, Department of Applied Physics and Electronics.
    En undersokande studie om hur tidsplanering av personal inom forskola kan forbättras med en ny teknisk losning2013Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Företaget Tempus har sedan tidigare ett system med samma namn vars tjänster underlättar närvaroregistrering av barn inom förskola och skolbarnomsorg och som kostnaden vårdnadshavare betalar for omsorgen kan baseras på. Syftet med denna studie var att undersoka företagets hypotes, att det hos förskolor fanns ett behov av en teknisk lösning som underlattar tidsplanering av personal, vilket kunde underlätta arbetet med att schemalagga, fördela och åskådliggöra personalensarbetstider anpassat mot verksamhetens krav. Vidare om det fanns ett behov av en sådan tjanst, utreda förskolornas behov och hur en teknisk lösningkan anpassas mot detta. For att verifiera hypotesen och ge svar på följdfrågorna har en undersökande fallstudie utforts pa fem förskolor genom att tillämpa metoder såsom fall- och fältstudier, intervjuer, kravinsamling och funktionsanalys.

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