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  • 1.
    Andersson, Isabel
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Our body body as an expressive tool2017Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    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.

  • 2.
    Andersson, Per
    Umeå universitet, Humanistiska fakulteten, Universitetspedagogiskt centrum (UPC).
    Nordic knowledge on the web2013Inngår i: Reformation, revolution, evolution: universitetslärandet ur ett tidsperspektiv / [ed] Erik Lindenius, Umeå: Umeå universitet , 2013, s. 173-173Konferansepaper (Annet vitenskapelig)
  • 3.
    Appelgren, Ester
    et al.
    Södertörns högskola.
    Leckner, Sara
    Malmö högskola.
    Mejtoft, Thomas
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    The media consumers' conscious and unconscious choices: a key to understanding the news media consumption of tomorrow2014Inngår i: Communication électronique, cultures et identités: actes du colloque international organisé au Havre les 11, 12 et 13 juin 2014, Editions Klog , 2014, s. 521-528Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The digital society of today is dramatically different than that of a decade ago. During the past decades computers have gone from being clearly visible and at the center of attention to becoming an integrated and omnipresent part of our everyday lives. Today, individuals are catching up on a reality where homes, workplaces and society to a large extent consist of microprocessors that collect, analyze and present information. With regards to news and information sharing, it may seem that the users, thanks to greater ability to choose content, hold the upper hand in this process. However, since these data are constantly collected and analyzed for various purposes by companies, for example in the media industry, the users’ choices may not be as unconditional as they may think they are.Using the Swedish media market as an example, this exploratory paper discusses the interdependency between people’s choices and the market-driven choices made by the media industry in relation to news, and the impact these choices may have on media consumption and the media market.

  • 4.
    Appelgren, Ester
    et al.
    Södertörns högskola.
    Sara, Leckner
    Malmö högskola.
    Mejtoft, Thomas
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för tillämpad fysik och elektronik.
    Mediekonsumentens medvetna och omedvetna val: en nyckel till morgondagens mediekonsumtion2014Inngår i: Medie-Sverige: statistik och analys. 2014 / [ed] Ulla Carlsson & Ulrika Facht, Göteborg: Nordicom, 2014, s. 29-37Kapittel i bok, del av antologi (Annet (populærvitenskap, debatt, mm))
  • 5. Bengs, Anette
    et al.
    Hägglund, Susanne
    Wiklund-Engblom, Annika
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för tillämpad utbildningsvetenskap, Interaktiva medier och lärande (IML). Åbo Akademi University, Vaasa, Finland.
    Applying Experience Design to Facilitate Wellbeing and Social Inclusion of Older Adults2018Inngår i: IxD&A: Interaction Design and Architecture(s), ISSN 1826-9745, E-ISSN 2283-2998, nr 36, s. 11-30Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    The current article addresses the issue of how to design for meaningful experiences of wellbeing and social inclusion, supported by information and communication technology, among older adults. This is done with regard to a background study conducted for the purpose of collecting end user needs in order to inform design choices. Our design approach is influenced by the theory of Experience Design, in which design should be aimed at creating specific experiences. These experiences are considered to derive from a limited number of fundamental human needs. The study is framed as design research using the methodology of user-centred design as a guide for the creative process. Semi-structured focus group interviews were conducted with 25 older adults, identifying needs of autonomy, competence, relatedness, physical thriving, security, pleasure and stimulation. Design goals were set based on these needs and three interventions were designed and implemented accordingly.

  • 6. Bengs, Anette
    et al.
    Hägglund, Susanne
    Wiklund-Engblom, Annika
    MediaCity, Faculty of Education and Welfare Studies, Åbo Akademi University, Vaasa, Finland.
    Majors, Joachim
    Ashfaq, Anas
    Designing for social inclusion of immigrant women: The case of TeaTime2018Inngår i: Innovation. The European Journal of Social Sciences, ISSN 1351-1610, E-ISSN 1469-8412, Vol. 31, nr 2, s. 106-124Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    We present our design of a digital service supporting social inclusion among immigrant women in an ethnically and socially diverse neighbourhood of a small Finnish town. The aim is to explore experiences and perceptions as well as potential barriers and challenges for using the web-based service. The case study is framed as design research having a strong user-centred design approach. We describe the design process and present the results of a mixed-method evaluation. The results are scrutinized from the perspectives of experience design. The analysis reveals a potential to facilitate social inclusion through the fulfilment of needs related to relatedness, autonomy, competence, pleasure and stimulations as well as popularity. However, some challenges in the interface design and communication of the security and purpose of the site were identified in the study. Significant differences were also found between immigrant women and local people regarding the need for this digital service.

  • 7. Bengs, Anette
    et al.
    Hägglund, Susanne
    Wiklund-Engblom, Annika
    Staffans, Simon
    Designing for Suburban Social Inclusion: A Case of Geo-Located Storytelling2015Inngår i: Interaction Design and Architecture(s) Journal, Vol. 25, s. 85-99Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    This article showcases a digital solution for strengthening social inclusion and well-being of senior suburban residents of a socially diverse Finnish town. The study is framed as design research where research is conducted in order to feed into a design process. A background study was first conducted in order to identify the target group’s needs, abilities, and attitudes towards the neighbourhood. The results revealed positive attitudes towards the area and the need for relatedness, autonomy, competence, pleasure and stimulation, physical thriving and security. Following a User-Centered Design process we based our design choices on these results and developed a local geocaching solution incorporating storytelling. The aim was to encourage senior citizens to socialize, be physically active and to experience the local urban place. An interview-based evaluation with older adults (n=6) combined with an analysis of online cache log data, showed positive experiences of the solution.

  • 8.
    Berglund, Elin
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Peterson, Susanna
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    "Det finns en "vi och dem"-känsla som beror på det geografiska": En kvalitativ fallstudie om hur samhörighet skapas på distribuerade IT-konsultbolag med hjälp av IKT2015Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    IT consulting firms increasingly work distributed with employees based in different geographic locations. In this there is a difficulty in developing and maintaining good soli- darity and togetherness. Former research indicates that organizations need to frame and comply with strategies regarding distributed work in order to be successful and competi- tive. This inquiry purpose to study the requirements needed to invent solidarity and togetherness in IT consulting firms. In this qualitative research the empirical data is gathe- red through semi-structured interviews which is complemented with relevant literature. In order to create a distinct structure a theoretical framework with focus on social processes has been designed. By using the theoretical framework concrete strategies was formulated. The essence in this inquiry’s conclusion is the comprehension of invisible values in distri- buted IT consulting firms. Invisible values refers to none-measurable aspects in the social working environment. This inquiry results in a few concrete suggestions regarding te- chnical solutions that can support the social processes in distributed organizations. 

  • 9.
    Bergqvist, Joakim
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Breuer, Sebastian
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    HIGH SCORE: A qualitative study on how gaming can further awareness in office environments2019Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Gamification as an educational tool has been explored extensively in traditional academic contexts such as universities and schools. There is however a lack of research on the usage of games for educational purposes in organizations, and even less research has evaluated games’ potential in creating organizational awareness. To understand if companies could benefit from gamification, this study looked at how employees’ professional backgrounds, social interaction and context during a game experience can influence employees’ awareness of the organization. In order to do that, a digital game that portrayed the supply chain process of an industrial company and focused on specific key aspects was built and tested with 17 employees in a large international organization. The results show that digital games can further both awareness of the organization by letting employees play and experience key aspects of the delivery process. The most noticeable increase in awareness were with the participants whose work is not directly involved in the supply chain.

  • 10.
    Björnfot, Patrik
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Bergqvist, Joakim
    Kaptelinin, Victor
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Non-technical users’ first encounters with a robotic telepresence technology: An empirical study of office workers2018Inngår i: Paladyn - Journal of Behavioral Robotics, ISSN 2080-9778, E-ISSN 2081-4836, Vol. 9, nr 1, s. 307-322Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Robotic telepresence technologies are becoming ever more usable and affordable, as well as increasingly available as consumer products. In the coming years, a significant number of people are likely to encounter the technology for the first time, and many, if not most, of them are going to be “non-technical” users, that is, people who do not have special technical knowledge and skills of IT-professionals. Therefore, understanding how nontechnical users are getting familiar with robotic telepresence technology, how they perceive the technology, learn to control it, and relate it to their everyday work practices, is a topical research issue. This paper reports an empirical study, in which eight non-technical users, office workers who were not IT-professionals, were introduced to robotic telepresence and provided with a practical experience of acting as pilots of a remotely controlled robot. In follow up interviews the participants were asked to reflect on potential uses of the technology in their professional activities. The participants could successfully acquire basic navigation skills and reached a high level of spatial presence, but experienced problems with developing a "new body image”. When reflecting on the potential of the technology for supporting their work, the participants envisioned a number of benefits associated with remote physical mobility. The impact of the technology on the quality of workrelated social interactions was expected to be generally positive but somewhat limited.

  • 11.
    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 Design2015Inngår 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. 1057-1063Konferansepaper (Fagfellevurdert)
    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.

  • 12.
    Björnfot, Patrik
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Kaptelinin, Victor
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Probing the design space of a telepresence robot gesture arm with low fidelity prototypes2017Inngår i: Proceedings of the 2017 ACM/IEEE International Conference on Human-Robot Interaction, IEEE Computer Society, 2017, s. 352-360Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The general problem addressed in this paper is supporting a more efficient communication between remote users, who control telepresence robots, and people in the local setting. The design of most telepresence robots does not allow them to perform gestures. Given the key role of pointing in human communication, exploring design solutions for providing telepresence robots with deictic gesturing capabilities is, arguably, a timely research issue for Human-Robot Interaction. To address this issue, we conducted an empirical study, in which a set of low fidelity prototypes, illustrating various designs of a robot's gesture arm, were assessed by the participants (N=18). The study employed a mixed-method approach, a combination of a controlled experiment, elicitation study, and design provocation. The evidence collected in the study reveals participants' assessment of the designs, used in the study, and provides insights into parti.cipants' attitudes and expectations regarding gestural communication with telepresence robots in general

  • 13. 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 potential2015Inngår 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. 2402-2404Konferansepaper (Fagfellevurdert)
    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.

  • 14.
    Chien, Yi-Ting
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Immersive Tour at Umeå’s Prison Hotel2018Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    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.

  • 15.
    Colledge, Alexander
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Bridging the generational gap: Designing internet services for technologically-naïve older people using familiar interfaces2018Independent thesis Advanced level (degree of Master (One Year)), 10 poäng / 15 hpOppgave
    Abstract [en]

    Despite advances made in modern electronic devices, their use by older people is significantly lower than for younger people. They experience difficulties using devices due to a combination of physical, cognitive and ‘generational’ differences. Many studies try to adapt devices to make them more usable, but they do not consider how older people feel in terms of attitudes towards technology or their existing habits. Seven participants were interviewed about their current use of technology, as well as their attitudes to modern technology, and a personal inventory was created for each participant. The interviews generated themes relating to how participants feel that technology is not made for them, barriers to their use, and generational differences as well as arguments against modern technology use and perceived negative aspects of technology. Some design considerations were created and illustrated using features from the most commonly used devices that suited the interviewees’ attitudes, behaviours and opinions.

  • 16.
    Dedinja, Semra
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Walk with me: An iterative design process involving senior citizens in the making of a persuasive eHealth system2019Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Digitization of data offers more opportunities for future health and medicine care due to the availability of information technology in our everyday lives. Several studies have provided us with insights in designing persuasive eHealth services, but only a few studies have investigated the design of a persuasive eHealth application by using presently available smartphones and while including the target group. By pursuing an iterative design process, three smartphone application prototypes were created and tested with senior citizens by using cognitive walkthroughs, use case scenarios and semi-structured interviews. The results indicated that the target group involvement had positive influences on the design of the prototypes, with user insights uncovering setbacks and opportunities in the design. Thus, the study presents a set of primary characteristics for designing a persuasive eHealth application to be usable with smartphones and how the iterative design process with the involvement of senior citizens shaped the design.

  • 17.
    Dijk, van, Jelle
    et al.
    Eindhoven University of Technology.
    Moussette, Camille
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    Kuenen, Christoffel
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    Hummels, Caroline
    Eindhoven University of Technology.
    Radical Calshes: What Tangible Interaction is Made of2013Inngår i: Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction - TEI '13, Association for Computing Machinery (ACM), 2013, s. 323-326Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Driven by a critique of Ishii et al’s recent vision of Radical Atoms we call for a debate on the different conceptual paradigms underlying the TEI community and its activities. TEI was initiated to share and connect different perspectives, but we feel conceptual debate is lacking. To fuel this debate, we start with comparing two paradigms by examining the Radical Atoms proposal and balance it from our design-led perspective. Our aim with this paper is to revive the richness of TEI’s multidisciplinary approach.

  • 18.
    Englund, Claire
    Umeå universitet, Humanistiska fakulteten, Universitetspedagogiskt centrum (UPC).
    Påverkar IKT universitetslärares pedagogiska förhållningssätt?2013Inngår i: Reformation, revolution, evolution: universitetslärandet ur ett tidsperspektiv / [ed] Erik Lindenius, Umeå: Umeå universitet , 2013, s. 155-158Konferansepaper (Annet vitenskapelig)
  • 19.
    Eurenius, Kerstin
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Från information till interaktion: En studie om hur en visualiserad digital patientjournal kan påverka patientkonsultationen.2015Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Swedish healthcare are in need of radical changes to meet the requirements from both the government and the patients to create organisational working methods that better support the patients through their healthcare processes. Digitalization of patient data has been going on for decades in order to increase participation and understanding among patients in their care processes. However, availability of information does not ensure understanding. Therefore, resources should be devoted to create conditions to enable participation. The purpose of this study is to explore how visualization of patient data in the patient’s journal can affect the consultation in the encounter between the doctor and the patient. Qualitative interviews were conducted with both patients and doctors. The study suggests that a visualized digital journal could represent a educational tool and contribute to a greater understanding between the patient and the doctor, required that it’s features correspond rather comlex visualization. According to this study, greater understanding in the patient would reasonably generate more and different questions than today, which would not necessarily improve the efficiency in the konsultation. According to the study, greater understanding in the patient would reasonably generate more and different questions than today, which would not necessarily improve the efficiency in the konsultation. Furthermore, a visualized patient's journal may influence the salutogenic effect in the care process why demands regarding the way the resource should be used has to be established.

  • 20.
    Farshidi, Azadeh
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    A Secondary Task Test for Evaluating Cognitive Load of MRP Pilots2017Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Remotely-controlled technologies are no longer limited to military applications, such as unmanned military airborne weapons or explosive diffuser robots. Nowadays we can see more and more of remotely controlled devices used as medical equipment, toys, and so forth. One of the most recent areas of interest is robotic telepresence, also known as Mobile Robot Presence (MRP), which provides the ability to interact socially and professionally with other people and even objects in remote locations. One of the known issues with using remotely-controlled devices is the cognitive overload which their operators (pilots) experience and MRP pilots are no exception. However, despite vast research on different ways to address this in military or medical scenarios, little has been done regarding MRPs. This thesis study aims to make a contribution in closing that gap by suggesting a method, developing a prototype implementing it; then conducting an empirical assessment of the method and the prototype as a part of a broader study on MRP, supported by Swedish Research Council. I have suggested a method comprised of a Secondary-task (ST) method and Subjective Rating Scales (SRS), in which the latter act as an evaluation method for the former. Both of them were used in an overarching study in search for the best control device amongst four chosen devices. I collected and analyzed secondary task performance data (e.g. response time, error rates), subjective user ratings, explicit rankings, and observations recordings. My analysis of the collected data shows that using a monitoring and response face recognition secondary task is a plausible method for the assessment of MRP pilot’s cognitive load.

  • 21.
    Forsman, Kristoffer
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Horned, Arvid
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    SINCE THE BEGINNING OF THIS INTERVIEW I HAVE MANAGED FOUR EMAILS: A qualitative study of email management for information workers2019Independent thesis Advanced level (degree of Master (One Year)), 10 poäng / 15 hpOppgave
    Abstract [en]

    As a result of the rapid development of technology and the implementation of it in work environments, productivity and profit can increase for an organization. Email has led to much shorter ways of communication but there are also less positive aspects of technology. Technostress, information overload and email overload are all three effects of this new ubiquitous digital era. We ask how individual information workers manage and reply to incoming email, to extend our knowledge regarding the effects of email overload on information workers, and to identify their coping strategies in their work life context. This knowledge can be used by practitioners, designers and researchers to develop email as a service further. By conducting nine qualitative interviews with information workers employed in three different organization, we found that balance in email management is important to utilize the full potential of the service, and it would be useful for individuals, as well as organizations, to establish clear rules regarding email use both within work hours, as well as on leisure time.

  • 22.
    Hakizimana, Gahamanyi William
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Muhe, Mohamed
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Investigating challenges in the implementation of e-government services: A case of Rwanda2019Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    An electronic government (e-government), can be simply defined as an effort of employing information and communication technology (ICT) tools to provide services to citizens. Regardless of the synergies, it creates and the remarkable benefits it offers to governments and societies, e-government faces several challenges and obstacles. Therefore, this study highlights some of these obstacles and challenges; it critically investigates the key factors that influence the adoption of e-government services. This study aims to identify the key factors that affect the adoption of e-government in developing countries, particularly in Rwanda. Furthermore, it assesses the barriers and challenges that such countries should be able to overcome to implement e-government successfully. To gather data, the study utilized semi-structured in-depth interviews. Besides, a Design-Reality gap model was applied as a framework to thoroughly understand the nature and origin of the challenges. The outcome of this study indicates that the most prominent challenges and factors influencing the implementation of e-government in Rwanda are related to budget and financial constraints, skills and human expertise, social issues, technical issues, lack of awareness, resistance of public employees, data privacy and security, the appropriate technology, lack of leadership skills, and trust or belief in e-government. At the end of the paper, conclusions, recommendations, and future work are proposed.

  • 23.
    Hansson, Mikael
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    From Matter to Data and Back Again: Enabling Agency through Digital Fabrication2018Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Digital fabrication technologies such as 3D printers entail a radical change to the traditional consumer-producer paradigm. Combined with other recent developments, self-styled Makers design and fabricate sophisticated devices and interactive technologies that would otherwise never have existed. However, stopping the uninitiated novice from making use of this potential is complex CAD software, and a high barrier to entry. In this study a series of workshops explore the potential of combining traditional handicraft materials – such as clay, paper and fabric – with 3D scanning to enable novices to work with 3D printers. Based on the results a set of instruction were created detailing the process of making three types of practical objects, covering the entire process from the making and subsequent 3D scanning of a physical object, to the software clean-up and final 3D printing. The results suggest that whilst the explored method can enable novices to create 3D printable models, a certain mindset is required for the novice to do so effectively.

  • 24. Hassenzahl, Marc
    et al.
    Wiklund-Engblom, Annika
    Bengs, Anette
    Hägglund, Susanne
    Diefenbach, Sara
    Experience-Oriented and Product-Oriented Evaluation: Psychological Need Fulfillment, Positive Affect, and Product Perception2015Inngår i: International Journal of Human-Computer Interaction, Vol. 31, s. 530-544Artikkel i tidsskrift (Fagfellevurdert)
  • 25.
    Hoshi, Kei
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Reframing dichotomies: human experiential design of healthcare technologies2011Inngår i: Human-centered design of e-health technologies: concepts, methods and applications / [ed] Martina Ziefle (RWTH Aachen University, Germany); Carsten Röcker (RWTH Aachen University, Germany), Hershey PA, United States: IGI Global , 2011, s. 65-93Kapittel i bok, del av antologi (Annet (populærvitenskap, debatt, mm))
    Abstract [en]

    Electronic healthcare technologies support the interaction between patients and health-service providers, institution-to-institution transmission of data, and peer-to-peer communication between patients and health professionals. These technologies promise to deliver significant improvements in access to care, quality of care, and the efficiency and productivity of the health sector.Human-Centered Design of E-Health Technologies: Concepts, Methods and Applications unites researchers and industry practitioners from different disciplines to share their domain-specific knowledge and thereby contribute to a holistic introduction into the area of human-centered design for e-health applications. The knowledge and insights provided in this book will help students, as well as systems designers, to understand the fundamental social and technical requirements future e-health systems have to meet. By providing a well-rounded introduction within one single volume, this book is equally suited as a library reference and upper-level course supplement, but also represents a first-class resource for independent study.

  • 26.
    Hutchings, Timothy
    Umeå universitet, Humanistiska fakulteten, Humlab.
    The politics of familiarity: visual, liturgical and organisational conformity in the online church2010Inngår i: The Heidelberg Journal of Religions on the Internet, ISSN 1861-5813, Vol. 4, nr 1, s. 63-86Artikkel i tidsskrift (Annet vitenskapelig)
    Abstract [en]

    “Online churches” are Internet-based Christian communities, pursuing worship, education, support, proselytisation and other religious goals through computer-mediated communication. This paper draws on three years of participant observation and 50 interviews to investigate reliance on the familiar in the aesthetics and sensory experience of online religion, a trend that previous researchers have noticed but not fully explained. I use two ethnographic studies to explore the range of motivations that can guide this common strategy and consider visual design, use of sound, avatar gestures, awareness of co-presence and the physical activity of the computer user. Key factors include the desire to “frame” participant expectations, “ground” online experience, demonstrate theological “authenticity” and encourage participatory leadership, and these achievements are used to validate experimentation in other areas. This strategy is not uncontested, however: “outsiders” are frequently deterred by styles that “insiders” consider “normal”, and both churches have begun to explore new forms of architecture, ritual and communication with no clear offline parallels. New blends of familiarity and innovation are emerging, indicating some of the future directions of online churchmanship.My two case studies, the Anglican Cathedral of Second Life and LifeChurch.tv Church Online, reflect two key trends among online churches: the proliferation of small-scale independent congregations and the increasing involvement of wealthy institutions. The empirical and theoretical dimensions of this paper are innovative and timely, drawing attention to the professionalization and domestication of online religion and the rise of the “online campus”, key developments that deserve considerable scholarly attention.

  • 27.
    Jahnke, Isa
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för tillämpad utbildningsvetenskap, Interaktiva medier och lärande (IML).
    Sülzenbrück, Sandra
    Avanzi, Roberto
    Meyer zu Heringdorf, Frank
    Enzner, Gerald
    Hofmann, Viola
    Schmuck, Beate
    Voss-Dahm, Dorothea
    Mensch 3.0: Risikokompetenz und Risikowahrnehmung im Umgang mit neuen Technologien2011Inngår i: Wissensgemeinschaften. Digitale Medien - Öffnung und Offenheit in Forschung und Lehre / [ed] Thomas Köhler, Jörg Neumann, Waxmann Verlag, 2011, s. 47-58Kapittel i bok, del av antologi (Fagfellevurdert)
  • 28. Jarrahi, Mohammad Hossein
    et al.
    Snyder, Jaime
    Askay, David
    Wiltse, Heather
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Karunakaran, Arvind
    From "Effects" to "Entanglements": A Fishbowl Discussion on Sociomateriality2014Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Multiple research areas within the field of information studies grapple with the notion of technology and its role in social processes and outcomes. Recent theorizations on sociomateriality reflect a renewed interest in studying the mutually constitutive nature of the relationships among technology, materiality and social contexts (e.g., Leonardi, Nardi, & Kallinikos, 2012; Orlikowski, 2007). In specific, the sociomaterial perspective offers a promising path for `information' scholars to move from theorizing about the "effects" of specific technologies on organizational and societal outcomes to considering the constitutive "entanglement" among them.

  • 29.
    Kaptelinin, Victor
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik. Department of Information Science and Media Studies, University of Bergen, Norway.
    Affordances2014Inngår i: The Encyclopedia of Human-Computer Interaction / [ed] Soegaard, Mads and Dam, Rikke Friis, Aarhus, Denmark: The Interaction Design Foundation , 2014, 2Kapittel i bok, del av antologi (Annet vitenskapelig)
    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.

  • 30.
    Kaptelinin, Victor
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik. Department of Information Science and Media Studies, University of Bergen.
    Designing mediation2015Inngår i: ECCE '15: Proceedings of the European Conference on Cognitive Ergonomics 2015, ACM Press, 2015, artikkel-id 1Konferansepaper (Fagfellevurdert)
    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.

  • 31.
    Kaptelinin, Victor
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Making the Case for an Existential Perspective in HCI Research on Mortality and Death2016Inngår i: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, NY: ACM Press, 2016, s. 352-364Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The paper discusses some of the key HCI studies dealing with mortality and death and concludes that the overall research perspective, adopted in most of the studies -- namely, conducting empirical analyses of user practices and trying to improve the practices through iterative cycles of design and evaluation -- is not fully appropriate for understanding the impact of technology on how people experience their own mortality. The paper discusses an alternative research perspective, existential HCI, and argues that adopting that perspective can usefully complement existing studies related to mortality and death. A tentative analysis of "digital afterlife", understood as the persistence of a person's digital possessions and traces beyond the person's life span, from an existential HCI perspective, is presented. Prospects and challenges for future development of an existential perspective in HCI research are discussed.

  • 32.
    Kaptelinin, Victor
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Technology and the Givens of Existence: Toward an Existential Inquiry Framework in HCI Research2018Inngår i: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, ACM Digital Library, 2018, artikkel-id 270Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The profound impact of digital technologies on human life makes it imperative for HCI research to deal with the most fundamental aspects of human existence. Arguably, insights from existential philosophy and psychology are highly relevant for addressing such issues. Building on previous attempts to bring in existential themes and terminology to HCI, this paper argues that Yalom's notion of "the givens of existence", as well as related work in experimental existential psychology, can inform the development of an existential inquiry framework in HCI. The envisioned framework is intended to complement current approaches in HCI by specifically focusing on the existential aspects of the design and use of technology. The paper reflects on possible ways, in which existential concepts can support HCI research, and maintains that adopting an existential framework in HCI would be consistent with the overall conceptual development of the field.

  • 33.
    Kaptelinin, Victor
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik. University of Bergen, Norway.
    The Mediational Perspective on Digital Technology: Understanding the Interplay between Technology, Mind and Action2013Inngår i: The SAGE handbook of digital technology research / [ed] Sara Price, Carey Jewitt, Barry Brown, London: Sage Publications, 2013Kapittel i bok, del av antologi (Fagfellevurdert)
  • 34.
    Kaptelinin, Victor
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Björnfot, Patrik
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Tabula: a web-based coordination tool integrating task structure overviews and minimalist task workspaces2013Inngår i: International Journal of Web Engineering and Technology, ISSN 1476-1289, Vol. 8, nr 3, s. 250-263Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    The paper describes the design, implementation, and tentative evaluation of a web-based coordination tool named Tabula. The tool employs a shared representation that has the form of a task/participant table. Individual cells of the table are designed as minimalist interactive workspaces, each supporting a particular user in performing a particular task. Integrating overviews of the overall structure of participants' tasks with task management features within a single representation is intended to help the user identify pending tasks, facilitate access to task-related resources, and support an automatic update of projects' visual representations. A prototype of the tool has been evaluated within an informal web-based course. The results of the evaluation are discussed.

  • 35.
    Kaptelinin, Victor
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Björnfot, Patrik
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Danielsson, Karin
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Wiberg, Mikael
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Mobile Remote Presence Enhanced with Contactless Object Manipulation: An Exploratory Study2017Inngår i: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, ACM Press, 2017, s. 2690-2697Konferansepaper (Fagfellevurdert)
    Abstract [en]

    A telepresence robot is a mobile telecommunication device, remotely controlled by its "pilot", which supports an embodied presence of the pilot in a different location (the "local setting"). A common problem with telepresence robots is their limited capability of interacting with the physical environment. A potential solution, explored in the present study, is supporting "double remote control" interaction, that is, making it possible for the pilot, in addition to remotely controlling the robot, to also remotely control objects in the local setting. In the study we enacted meaningful scenarios of employing telepresence robots with and without double remote control capabilities. The evidence collected in the study allows us to tentatively assess the effects of double remote control interaction on user experience and social context. Issues for future research are discussed.

  • 36.
    Kaptelinin, Victor
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Danielsson, Karin
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Björnfot, Patrik
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Revising Subjective Evaluation Scales through Collaborative Reflective Re-Scoring: The Case of an Instrument for Assessing User Experience of Mobile Remote Presence: ECCE 2017 Workshop Position Paper2017Konferansepaper (Fagfellevurdert)
  • 37.
    Kaptelinin, Victor
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Kiselev, Andrey
    Örebro University.
    Loutfi, Amy
    Örebro University.
    Hellström, Thomas
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen för datavetenskap.
    Robots in Contexts: Human-Robot Interaction as Physically and Socially Embedded2017Inngår i: Proceedings of the European Conference on Cognitive Ergonomics 2017, ACM Digital Library, 2017, s. 203-204Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Robotic technologies are being increasingly integrated into real life settings. The adoption of robots by the society is transcending the initial fascination with novel technology and is gradually entering a new phase, characterized by a massive impact of the technology on various aspects of our everyday lives. These developments emphasize the need to better understand how robotic technologies shape, and are being shaped by, the physical and social contexts in which they are used. The aim of the proposed workshop is to explore possible ways of addressing this issue by bringing together a group of human-robot interaction (HRI) researchers within the ECCE context in order to reflect on a range of methods, concepts, and design approaches that could help understand, anticipate, and deal with HRI challenges associated with the upcoming "robotic revolution".

  • 38. Kaptelinin, Victor
    et al.
    Nardi, Bonnie
    University of California in Irvine, USA.
    Activity Theory as a Framework for Human-Technology Interaction Research2018Inngår i: Mind, culture and activity, ISSN 1074-9039, E-ISSN 1532-7884, Vol. 25, nr 1, s. 3-5Artikkel i tidsskrift (Annet vitenskapelig)
  • 39.
    Kaptelinin, Victor
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Rizzo, Antonio
    Robertson, Paul
    Rosenbaum, Stephanie
    Crafting user experience of self-service technologies: Key challenges and potential solutions2014Inngår i: Proceedings of the 2014 companion publication on Designing interactive systems: DIS Companion '14, 2014, s. 199-202Konferansepaper (Fagfellevurdert)
  • 40.
    Kaptelinin, Victor
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Wasson, Barbara
    Guribye, Frode
    Self-service technologies in the hospitality industry: An exploratory analysis of interaction design issues2014Konferansepaper (Fagfellevurdert)
  • 41.
    Karlsson, Amanda
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    The rise and demise of a meme: A study on what a meme is and why people are spreading them2019Independent thesis Advanced level (degree of Master (Two Years)), 10 poäng / 15 hpOppgave
    Abstract [en]

    Social media content, as well as how it is being used and the impact it has on the society, have underwent significant transformations and nowadays they are quite different from what they were when social media just came around. Analysing the transformations is important for understanding both the current state and further development of the technology that stands behind social media. One of the most noticeable aspects of today’s social media is the phenomenon of “internet memes”. An internet meme can be roughly defined as “a piece of culture, typically a joke, which gains influence through online transmission” (Davison, 2012). While memes play a substantial role in the use of social media and there has been growing interest in exploiting their potential for marketing and, more generally, conveying various types of messages, there has been a lack of HCI (Human Computer Interaction) research on memes. The understanding of how memes are perceived by social media users and how memes spread on social media is currently rather limited. The study reported in this thesis addresses the limitation of existing HCI research by presenting empirical evidence for the definition of memes, as well as memes' spreadability. Three online surveys (the total number of respondents:3161), targeting the users of the social media platforms Reddit and Facebook, were developed within the study. The social media platform Reddit was selected because it is a platform where memes are often created and also where they are moved to other platforms, like YouTube and Instagram. The study adopted a mixed method approach, combining the analysis of both quantitative and qualitative data. It is shown that memes are shared because they are found funny and that they are shared within the community or with friends. But if a meme spreads and becomes popular outside this original community, the meme loses its value to the original users. Some contents, like character memes, are much easier to spread, but just as soon as they become popular, they disappear.  

  • 42.
    Karlsson, Amanda
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Understanding of bold social media content: A study of dick-pics as a way to communicate2018Independent thesis Advanced level (degree of Master (One Year)), 10 poäng / 15 hpOppgave
    Abstract [en]

    Today it is just as important to understand the content on social media platforms as the technology that are being used. With the help of technology the content does not need to be just words but can also be anything from videos to simple symbols. Taboo subjects like dick-pics are often swept under the rug as being too offensive to talk about. But if technology is to keep up with the content even the sensitive subjects need to be understood. Since anyone can send anything to anyone it is important to show how different people react. If the sender of a dick-pic thinks it is amusing, it is important to tell how the receiver may react. It can be a self-representation to send a dick-pic, just to show a new or a hidden side of oneself. It can also be a way to exercise power over another person as well as harassing the receiver with a sexual picture. But a dick-pic could also be just a joke sent to someone and a way of communicating with friends. This is a quantitative research with 120 participants answering a questionnaire which focused on sending and receiving dick-pics and the reason and reaction of sending dick-pics online. The study showed three main reasons for sending dick-pics and the reasons were categorised as following: language online, self-representation and power structures.

  • 43.
    Karlsson, Stefan
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    A Norm Creative Perspective: Understanding users through norm creative theories2018Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    There is a saying that we should not attempt to fix what is not broken, but we cannot afford to stick tothat mindset if we want to be able to design products and services that matter to the user. We shouldbroaden our views, explore new things and see what we can learn from them and use that knowledge toexpand on our existing methods. In recent years there have been a lot of work regarding how normsinfluence us to act and feel in certain ways, what if the knowledge behind norms could be utilized withindesign? To answer this question a study was conducted where two so called norm creative methodswere tested in a series of focus groups to see what potential the methods held in regard to improvingexisting methods or serve as basis for the creation new methods within user research.

  • 44.
    Kerzic, Borut
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Experiencing the moment: Enhancing surroundig awareness when walking2019Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Todays technology provides the ability for people to interact with devices at all time, but it also makes them gaze down and loose touch with their surrounding while doing so. 

    This project explored alternatives to the current way of providing guidance while walking by designing in the context, rather than design for the context. This led to several iterations of prototypes that were tested with people in the context.

    The findings are showcased in a form of a multi modal guidance system called UP, that provides reassurance in all steps of the way without having to look down at the screen.

  • 45.
    Kim, Na-Hyun
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Introducing Deache mouse: An alternative computer mouse design for people with fine motor skill impairments2019Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
  • 46.
    Kuenen, Christoffel
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    Mediating group experiences: designing the in-between2015Inngår i: TEI '15 Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction, New York: ACM Digital Library, 2015, s. 441-4444Konferansepaper (Fagfellevurdert)
    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.

  • 47.
    Kuenen, Stoffel
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Aesthetics of being together2018Doktoravhandling, monografi (Annet vitenskapelig)
    Abstract [en]

    Design deals with matters of aesthetics. Historically, aesthetics in industrial design refers to the designed artifact: aesthetics of objects. When designed artifacts include digital technologies, aesthetics in design refers to what happens between people and artifacts as well: aesthetics of interaction. Now that these artifacts increasingly mediate our social lives, what aesthetics in design quite obviously also refers to, is what happens between people.

    This dissertation proposes an aesthetic of being together, as a necessary addition to current notions of aesthetics in interaction design practice, when it engages with digital systems that are part of people’s social life. It does not answer the question what Aesthetics is in general, instead it examines the work that particular notions of aesthetics do in interaction design practice.

    The practice based design research assembled in this dissertation starts from current notions of aesthetics in interaction design to explore the social experiences that mediated interactions between groups of people offer. What I found, through designing digital systems, is that current notions of aesthetics in interaction design are not conducive to addressing the kind of social experience people have with such systems. On the contrary, current notions actually inhibit interaction design to approach any experiences that cannot in the first place be conceived of as useful in terms of instrumental task performance. Yet, being social is hardly like performing a task or using other people in that sense.

    An aesthetic of being together is a proposition of a different fundament for interaction design practice. In addition to referring to properties of things and qualities of interacting with things, it refers to the kind of relations that come to expression between people interacting with each other with these things. Consequently, interaction design needs to resolve basic issues in what it considers and brings to expression, i.e. people’s relations with things and people at the same time. This requires (re-) considering what the designed thing is, what interaction is about and what the role of design is in bringing those to expression.

    My work contributes to the field of interaction design research an example of how, through practice, fundamental issues can be addressed. By orienting one set of concepts, ways of working and objectives into a different design situation, tensions built up that exposed foundational issues with that frame of reference, while pointing to the different fundaments needed to enable design practice to engage such situations.

    The results of the practical experimentation led to the articulation of a series of structural mechanisms of mediating systems.  These mechanisms provide material handles for interaction designers on how experiences of being present with others take shape. They configure the relations of artifacts and people in different ways than current notions of aesthetics afford. This theoretical investigation is then synthesised in the form of a new logic of expression for interaction design practice: an aesthetic of being together.

  • 48.
    Kuklo, Piotr
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    The future of podcasting: Envisioning an audio stories community for listeners and creators, where they connect through similar interests and share inspiring content.2018Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    This project explores the future of podcasting as a digital audio media format for stories. As podcasts continue to grow in popularity the medium becomes more and more influential amongst all age groups. Unfortunately, existing solutions do not give enough attention to all possible aspects of the medium. Podcasts carry an untapped potential as they are often treated similarly to music files. This project consists of a platform, Cast3, with two separate products directed to listeners and creators of audio stories. The platform gives users a possibility to connect with similar minded people around specific topics through clubs.

    Inspiration and Method

    To understand the needs of listeners and creators of the stories, I immersed myself with the storytelling world and conducted a thorough research with conversations with both users groups, opportunities evaluations and concepts testing. The insights gathered during the research brought the conclusion that both listeners and creators tend to want more involvement and have stronger community gathered around audio stories. That is why the project’s goal is to form an audio story community for listeners and creators, where they connect through similar interests and share inspiring content.

    Result

    The final outcome of the project consists of a platform Cast3 that has 2 separate products directed to listeners and creators of audio stories. The platform gives users a possibility to connect with similar minded people around specific topics through clubs. The clubs are the spaces where listeners can exchange information, discover new content through a word of mouth and bond with the creators through live shows. The creators’ needs are supported through specialised tools that help to record stories and help to learn more about the listeners. The users of the platform can interact with audio stories through a redefined media format called freecasting. The new format improves a listening experience and respond to presently existing needs of listeners as well as creators.

  • 49.
    Laanpere, Jaak
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Revealing the secret pieces of the puzzle: Studying the hidden influences of agile development context on user-centered design2018Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    In a world dominated by digital technologies, user-centered design aims to ensure that the users are catered with solutions that deal with their needs. As agile methods have become a prevalent approach in software development, it is crucial for the two disciplines to work together. However, existing studies have already presented incompatibilities between the methods of the two disciplines. This study intends to investigate the impact that agile principles have on the adoption of user-centered approach on a broader scale through the many parties involved in the process. By conducting interviews with practitioners and interpreting the results through the lens of Engeström’s activity system model, the findings of the study reveal significant influences imposed on the user-centered approach by external and organizational factors that are intensified by the agile principles. Three main areas of concern are identified and accompanied by broad suggestions on how to approach resolving them, focusing on the empowerment of UX designers, accurate deliberation of the intentions and practices of user-centered approach, and close collaboration to raise awareness of the benefits of user-centered approach. Lastly, it is emphasized that the identified areas of concern – primarily the problematic impact from clients and executives – need further extensive research to provide definitive solutions.

  • 50.
    Lau, Charlotte
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Supporting User Engagement in Participatory Design: A Multiple-fidelity Prototyping Approach2019Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Over the history of interaction design, concepts and methods of prototyping have been significantly developed to address new challenges faced by the field and the ever-going advancement of new technologies. Some of the important developments are related to the notions of mixed-fidelity prototyping, experience prototyping, and prototypes as filters. Building upon these developments, this study explores a multiple-fidelity prototyping approach, that is, using progressively higher fidelity prototypes in iteration. The study focused particularly on the design of user engagement. It documented, and contributed to, an actual design process of Xplore, an augmented reality game-based learning application. Three participatory design-style workshops employing low-, mixed-, and high-fidelity prototypes were conducted respectively. Thematic analyses of participants’ interactions revealed sets of themes in the workshops, which reflected the changing focus and scope of the design space. The implications of the results obtained in the study highlighted the role of prototypes of each fidelity level in engaging users in a design process, as well as the potential benefits of combining multiple fidelity prototypes when designing for user engagement.

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