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  • 1.
    Abedan Kondori, Farid
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Yousefi, Shahrouz
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Li, Haibo
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Real 3D Interaction Behind Mobile Phones for Augmented Environments2011Ingår i: 2011 IEEE International Conference on Multimedia and Expo (ICME), IEEE conference proceedings, 2011, s. 1-6Konferensbidrag (Refereegranskat)
    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 universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Untangling Road Trip Experiences with Conected Car: Planning and bringing it to the car2017Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    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, Emelie
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Multiple Platform First: Design Guidelines for Multiple Platform Games2019Självständigt arbete på avancerad nivå (yrkesexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    This thesis investigates the two gaming platforms PC and Console and how the interfaces of games on these platforms could be designed more efficiently making it easier to release games on multiple platforms. In other words, how could the Multiple Platform First method look. Little previous work exist on this problem so this thesis work gathers information from other industries and also research on user interfaces in games in general. By looking at games running on both platforms different best practises and common solutions were discovered. A study was conducted testing different in-game components on users. The components were selected to test if the users would accept non-traditional components since users detect when playing on an interface not intended for the platform. This makes the study very complicated since the "best" solution might not work if the users does not accept it for the intended platform. Concepts were designed to combine the testing of solutions with the users opinion of the solutions. The chosen concepts were researched both in literature and by looking at present implementations in games. To be able to user test the solutions they were iterated from low fidelity prototypes on paper to high fidelity prototypes that were playable in Unity. The prototypes were tested on users and data gathered through Think Aloud comments and questionnaire answers. This study presents a first draft of how a multiple platform approach can be achieved.

  • 4.
    Andersson, Hanna
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Designing Digital Nudges for Sustainable Travel Decisions2019Självständigt arbete på avancerad nivå (yrkesexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Tourism is an important force for sustainable development in many countries. It provides millions of jobs which, for some countries, entails an increased gross domestic product (GDP). Unfortunately, there are downsides of tourism as well, and work towards sustainable tourism is now a key feature of many travel organizations. To influence consumers into more sustainable behavior, organizations can use nudging as a tool. A nudge uses a specific psychological effect to guide individuals towards a predefined choice. Since many travel companies provide their products through digital environments, such as websites or apps, knowledge of digital nudging is mandatory. The aim of this study was to investigate how digital nudging could be used to encourage more sustainable decisions on a travel company website. How the digital nudges should be designed, and how digital nudging would be perceived by consumers were investigated. The use of existing guidelines for how to design digital nudges resulted in prototypes of a travel company's website including several digital nudges. The guidelines included four steps: define the goal, understand the users, design the nudge and test the nudge. The result showed several digital nudges that after some design improvements have the potential to influence consumers to make more sustainable decisions on a travel company's website. The result also showed that the majority of the consumers had a positive attitude towards digital nudging in this context, although this needs to be further evaluated. Further research is also recommended to assess which nudge that works best for a given choice situation.

  • 5.
    Andersson, Isabel
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Our body body as an expressive tool2017Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    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.

  • 6.
    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 universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Sustainable Mobile Computing and Communications2017Ingår i: Mobile information systems, ISSN 1574-017X, , s. 2artikel-id 1098264Artikel i tidskrift (Refereegranskat)
  • 7.
    Andersson, Maja
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Enhancing content discovery in Video on Demand services for children2017Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    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. 

  • 8.
    Asplund, Ragnar
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Analys av gränssnittet påWebDB3.02013Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    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.

  • 9.
    Assim Jalal, Mustafa
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    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.2012Självständigt arbete på avancerad nivå (magisterexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    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.

  • 10.
    Augustian, Midhumol
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    ur Réhman, Shafiq
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Sandvig, Axel
    Umeå universitet, Medicinska fakulteten, Institutionen för farmakologi och klinisk neurovetenskap. Norwegian University of Science and Technology (NTNU), Norway.
    Kotikawatte, Thivra
    Umeå universitet, Medicinska fakulteten, Institutionen för farmakologi och klinisk neurovetenskap.
    Yongcui, Mi
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Evensmoen, Hallvard Røe
    Norwegian University of Science and Technology (NTNU), Norway.
    EEG Analysis from Motor Imagery to Control a Forestry Crane2018Ingår i: Intelligent Human Systems Integration (IHSI 2018) / [ed] Karwowski, Waldemar, Ahram, Tareq, 2018, Vol. 722, s. 281-286Konferensbidrag (Refereegranskat)
    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.

  • 11. Backman, Anders
    et al.
    Bodin, Kenneth
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Högpresterande beräkningscentrum norr (HPC2N).
    Lacoursière, Claude
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Högpresterande beräkningscentrum norr (HPC2N).
    Servin, Martin
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för fysik.
    Democratizing CAE with Interactive Multiphysics Simulation and Simulators2012Konferensbidrag (Övrigt vetenskapligt)
  • 12.
    Bahtiri, Blerand
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    UX and Service Design for Zbee Based Corporate Carsharing2018Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    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.

  • 13.
    Berglund, Anton
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Digital screen for appointments and employees2014Självständigt arbete på avancerad nivå (yrkesexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    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.

  • 14.
    Bertheim, Jane
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Designing Digital Nudges to Encourage Sustainable Decisions: Developing and Testing a Framework2018Självständigt arbete på avancerad nivå (yrkesexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    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.

  • 15.
    Björnfot, Patrik
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Kaptelinin, Victor
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik. University of Bergen, Norway.
    Focus Group Foci: employing Participants' HCI and Application Domain Expertise in Interaction Design2015Ingår i: New Contributions in Information Systems and Technologies / [ed] Alvaro Rocha, Ana Maria Correia, Sandor Costanzo, Luis Paulo Reis, Springer Publishing Company, 2015, Vol. 353, s. 1057-1063Konferensbidrag (Refereegranskat)
    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.

  • 16. Blevis, Eli
    et al.
    Bødker, Susanne
    Flach, John
    Forlizzi, Jodi
    Young, Heekyoung
    Kaptelinin, Victor
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Nardi, Bonnie
    University of California in Irvine, USA.
    Rizzo, Antonio
    Ecological perspectives in HCI: promise, problems, and potential2015Ingår i: CHI EA '15: proceedings of the 33rd annual ACM conference extended abstracts on human factors in computing systems, New York: ACM Press, 2015, s. 2402-2404Konferensbidrag (Refereegranskat)
    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.

  • 17.
    Brodin Berggren, Lenita
    et al.
    Umeå universitet, Umeå universitetsbibliotek (UB).
    Josefsson, Malin
    Umeå universitet, Umeå universitetsbibliotek (UB).
    New ways to search the library catalog2014Konferensbidrag (Övrigt vetenskapligt)
    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.

  • 18.
    Bäck, Fredrik
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Back-end development of mobile application for the collection of dietary data2012Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    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.

  • 19.
    Bäckström, Tove
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Large digital screen as a corporate communication channel: Enhancing the dissemination of information, administration and interaction2018Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    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.

  • 20.
    Carlsson, Lovisa
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Designing a Digital Voice-Controlled Travel Guide: Investigating the User Experience of Voice-Controlled Customer Service2019Självständigt arbete på avancerad nivå (yrkesexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
  • 21.
    Cederberg, Mattias
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    The Anatomy of a Paywall: Insights and recommendations on charging for online news2019Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    In the wake of digitalization and recent technological innovation, news consumers have increasingly moved to online spaces to access news. As changes in consumer behavior appear even within these new contexts, several legacy news publishers that are often linked with high journalistic quality and trust are struggling to monetize on their content. In such struggles, an increasingly common sight over the last couple of years is the implementation of paywalls; digital boundaries that require consumers to pay before accessing content. This work applies a design thinking approach, utilizing a mixed-method methodology by interviews, surveys, workshops, prototyping, and testing, to explore the users’ experiences of navigating this landscape, while at the same time taking the perspective of legacy news publishers into account. The first part of the report entails the identification of a set of design challenges in this regard. The second part focuses on one such challenge—the onboarding experience of paying readership online—and explores possible solutions where the experience of the users and the business of legacy news publishers can merge. It argues that, while still inducing some degree of irritation in the users, a registration-first model with multiple choices to pay is likely to create new opportunities for news publishers as they seek to charge for content online, while at the same time being appealing to a larger audience. However, the role of the relationship between the individual reader and the content itself was identified as absolutely central in increasing the value perception of news online.

  • 22.
    Chien, Yi-Ting
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Immersive Tour at Umeå’s Prison Hotel2018Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    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.

  • 23.
    Dam Roadley-Battin, Nikolaj
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Educational VR: An exploration of educational VR for professional users2018Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    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.

  • 24.
    Danielsson, Karin
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Lindgren, Helena
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för datavetenskap.
    Mulvenna, Maurice
    Computer Science, Ulster University.
    Nilsson, Ingeborg
    Umeå universitet, Medicinska fakulteten, Institutionen för samhällsmedicin och rehabilitering, Arbetsterapi.
    Waterworth, John
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Digital technology in healthcare and elderly care2017Konferensbidrag (Övrigt vetenskapligt)
    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. 

  • 25.
    Danielsson, Karin
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Patrik, Björnfot
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    A semantic scale for evaluating the UX of a MRP system2017Ingår i: Proceedings of the European Conference on Cognitive Ergonomics 2017, 2017, s. 59-60Konferensbidrag (Refereegranskat)
    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. 

  • 26.
    Davoli, Lorenzo
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Redström, Johan
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    van der Vleuten, Ruben
    Copenhagen Institute of Interaction Design.
    Hacking delivery systems: exploring design tools for user-led innovation in urban infrastructures2014Ingår i: Design’s Big Debates / [ed] Design Research Society, Umeå: Design Research Society , 2014, s. 1015-1029Konferensbidrag (Refereegranskat)
    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.

  • 27.
    del Val Mäkinen, Isabell
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Entertainment with Head-Mounted Displays: Enhancing the Viewer Experience2016Självständigt arbete på avancerad nivå (yrkesexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    In this thesis the main point was to see if you could enhance the spectator experience of a live event with a head-mounted display and eventually change the way we look at TV. This study was made with both a literature study, and interviews with users. During the interviews that were made, of sport and music events, it was shown that people were willing to use the technology in their homes but will not substitute the TV as long as the quality of the display in the device does not increase. Sports was the most common named event that people would watch with a head-mounted display, to get a more immersive experience than what you get at home today. It was clear what users wanted to control the cameras themselves while watching live events, so they could get the sense of feeling of being there.

  • 28.
    Desurvire, Heather
    et al.
    Behavioristics, Inc. Marina Del Rey, CA 90292.
    Jegers, Kalle
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Wiberg, Charlotte
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Evaluating fun and entertainment: Developing a conceptual framework design of evaluation methods2007Ingår i: INTERACT'07: Facing Emotions: Responsible experiential design, 2007Konferensbidrag (Refereegranskat)
    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.

  • 29.
    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 universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Khaild, Asra
    Department of Computer Science, COMSATS Institute of Information Technology, Wah Campus, Pakistan.
    Identifying smartphone users based on their activity patterns via mobile sensing2017Ingår i: Procedia Computer Science, ISSN 1877-0509, E-ISSN 1877-0509, Vol. 113, s. 202-209Artikel i tidskrift (Refereegranskat)
    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.

  • 30.
    Elin, Hörnfeldt
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Designing a visual regression testing tool: Decrease fear-driven development and enhance the quality assurance2017Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    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.

  • 31.
    Englund, Lars
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Donor UX, applied guidelines: Donors user experience and user journey guidelines for charity organizations2016Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    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.

  • 32.
    Eriksson, David
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Designing a surrounding environment for a mobile application creation editor2013Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    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.

  • 33.
    Eriksson, Filip
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Onboarding Users to a Voice User Interface: Comparing Different Teaching Methods for Onboarding New Users to Intelligent Personal Assistants2018Självständigt arbete på avancerad nivå (yrkesexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    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.

  • 34.
    Eriksson Vikner, Mikael
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Application and evaluation of methods for merging user experience design with agilesoftware development2016Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    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.

  • 35.
    Fahlman, Emma
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    The benefits of power up the phone while wiring down the mind: Decreasing sleep onset latency through smartphone interaction2018Självständigt arbete på avancerad nivå (yrkesexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    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. 

  • 36.
    Fahlman, Emma
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Mejtoft, Thomas
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Cripps, Helen
    Edith Cowan University.
    Evaluation of Push Notifications for Social Media Applications2018Ingår i: 31st Bled eConference Digital Transformation: Meeting the Challenges. Conference Proceedings / [ed] A. Pucihar, M. Kljajić Borštnar, P. Ravesteijn, J. Seitz & R. Bons, Maribor: University of Maribor Press , 2018, s. 317-330Konferensbidrag (Refereegranskat)
    Abstract [en]

    The growth of social media has impacted on people’s everyday life, precipitating the development of a new set of guidelines for designing applications (apps), creating heightened user engagement without crossing the line to frustration. This study focuses on how push notifications from social media apps should be designed in order to keep the user intrigued and returning to the app, without annoying the user to the point where they turn the push notifications off. The exponential growth in the usage of social media has emphasised the importance of designing apps with a user-centred functionality. The study used a combination of a survey questionnaire and a qualitative perception study, with the results collected as both data and extracts from interviews. This study identified that a high frequency of notifications from social media apps has led to resentment by users against pushes notifications in general. The app-user relationship is cemented from the beginning of the experience and the action the user takes in relation to notifications depends on their perception of the senders’ intentions. Younger users’ actions are also predominately driven by the phenomena Fear of Missing Out.

  • 37.
    Farebo, Samuel
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    User-Centered Design in Agile software development for in-house enterprise tools2015Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    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.

  • 38.
    Granlund, Jenny
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Enhance the user experience with a second screen2013Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    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. 

  • 39.
    Grünewald, Andreas
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Designing for distraction-less state changes: A design proposal for a network state aware car integrated Spotify application.2016Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    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. 

  • 40.
    Gulliksson, Håkan
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Google home2010Rapport (Övrigt vetenskapligt)
  • 41.
    Gulliksson, Håkan
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Human - information - thing interaction: technology and design2012Rapport (Övrigt vetenskapligt)
    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!

  • 42.
    Gulliksson, Håkan
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Pervasive computing design for sustainability2016 (uppl. 2)Bok (Övrigt vetenskapligt)
    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.  

  • 43.
    Gulliksson, Håkan
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Pervasive design2013Bok (Övrigt vetenskapligt)
    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.

  • 44.
    Gulliksson, Håkan
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Pervasive Services, Framework and Design2012 (uppl. 1)Bok (Övrigt vetenskapligt)
    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. 

  • 45.
    Gustafsson, Jonas
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Scheduling Meetings across Organizational Borders: Collaboration and Interoperability between Government Agencies and External partners2017Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Svenska myndigheter är skyldiga att samarbeta med varandra, inom ramen för sina respektive uppdrag. Ett exempel är Försäkringskassan, som samarbetar med flera andra myndigheter, arbetsgivare och vårdgivare. Samarbete som kräver synkrona dialoger och informationsutbyte försvåras av att de olika organisationernas tekniska system är separerade. Utan tillgång till deltagarnas kalendrar tvingas mötesarrangören lägga ner mycket tid i sökandet efter passande tider, och mötesdeltagarna behöver manuellt koordinera sina kalendrar. Möten över organisationsgränser blir därmed svåra att boka. I denna studie fördjupas förståelsen för problemet utifrån ett användarperspektiv, för att därefter söka efter på marknaden tillgängliga lösningar. Med ett experimentellt angreppssätt har fyra alternativ studerats, alla med sina respektive för- och nackdelar. Resultatet blir en rekommendation om att gå vidare med WebDAV/CalDAV som med sin funktionella styrka är det mest kraftfulla alternativet. Detta koncept kan, utöver mötesbokningsfunktionaliteten, utvecklas till en bredare samarbetstjänst för Försäkringskassan och dess externa parter, med potential att erbjuda digitala arbetsytor och funktioner för dokumentdelning, diskussionstavlor mm.

  • 46.
    Gylling, Fanny
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    A User Centred Approach To Sustainable Development: How UX as means to develop a tool to reduce everyday stress and promote a sustainable lifestyle.2019Självständigt arbete på avancerad nivå (yrkesexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    How can user experience as means support people in their struggle to keep up with their stressful life. This thesis cover how user experience can be used as method to develop a application that in short term reduce everyday stress, and in long term support a sustainable development. A literature study was conducted what stress is and what impact it has on people, also a compilation of sustainable development in everyday life together with the theory of user experience on a mobile platform was made. To create a prototype of a mobile application an iterative design process been conducted by design, test and evaluate prototypes in three stage from paper prototypes, lo-fi to hi-fi. Finally interactive prototype of a mobile application were created with functionality that reduce stress among people in their everyday life.  This applications functionality to ease the burden on chores that frequently accrued in the user study as source of stress. Mainly related to laundry, cleaning and food chores.

  • 47.
    Hammarberg, Filip
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Visualization of electricity consumption and solar panel production for house owners2018Självständigt arbete på avancerad nivå (yrkesexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    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.

  • 48.
    Hellman, David
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Managing the Expectations of Voice-Controlled Access Solutions2019Självständigt arbete på avancerad nivå (yrkesexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Röst är den primära kommunikationskällan för de flesta människorna på jorden. Förmågan att bearbeta tal är något människor föds med, vilket gör att interaktion genom röst kräver liten kognitiv ansträngning. Framsteg inom röstteknologi under de senaste 20 åren har lett till ett ökat utbud av röststyrda applikationer. För många av dessa röststyrda applikationer existerar en risk att falska förväntningar leder till avsevärt försämrad interaktion. Ett av många applikationsområden där röst börjar framträda är accesslösningar såsom smarta lås. Med sitt fundamentala värde att hålla människor och deras tillgångar trygga och säkra utan att kompromissa enkelheten, kräver utformningen av accesslösningar flera delikata beslut. Därmed har studien ämnat att utvärdera hur användares förväntningar på röststyrda accesslösningar påverkas av röstattribut. För att undersöka och öka förståelsen av röstteknologi och de psykologiska effekterna av tal, genomfördes en litteraturstudie av existerande forskning initialt. Baserat på fynden i litteraturstudien startades sedan en designprocess för utveckling av ett röstgränssnitt. Erkända metoder användes för framtagandet av ett användarvänligt gränssnitt. Designprocessen låg till grund för ett Wizard of Oz test där olika konversationsstrategier och röster påverkade förväntningar av och uppfattningen av ett röststyrt smart lås. Resultaten visar att det är fundamentalt att välja en passande konversationsstil för att ge användare en känsla av kontroll. Studien påvisade även hur tidigare erfarenheter av röststyrda applikationer påverkar förväntningar av andra röststyrda applikationer och gör dem mer eller mindre personliga. Vidare diskuteras etiska avvägningar som måste göras när man designar röstgränssnitt som ska medföra användarvärde och inte inskränka användarnas integritet.

  • 49.
    Hernandez, Javier
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Sörman, hannes
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Designing a Usable Internet Forum2012Självständigt arbete på avancerad nivå (yrkesexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    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.

  • 50.
    Holmgren, Erika
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Att utveckla användbara gränssnitt till komplexa webbaserade system2014Självständigt arbete på avancerad nivå (yrkesexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    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.

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