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  • 1.
    Ajeti, Egzon Ardian
    Mälardalen University, School of Innovation, Design and Engineering.
    Utformning av meny och funktioner för att öka tillgängligheten i en vårdapplikation: Meny och funktioner som avser att förbättra tillgängligheten i en vårdapplikation för personer med åldersrelaterade funktionsnedsättningar2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis aims to investigate and enhance the accessibility of a healthcare application, with a specific focus on the design of menus and functions. The work encompasses a comprehensive literature review, needs analysis, market analysis, and user tests. Additionally, theories and prior research on accessibility and cognitive load are discussed, and how these aspects can be integrated into the design process to create a more user-friendly and inclusive healthcare application.

    The study involves a detailed analysis of the design process, from sketches and wireframes to the final Hi-Fidelity prototype. The results from this process, along with insights from the needs analysis, are used to improve the design and usability of the application. Improvements include clearer menus and functions, as well as the introduction of a "readability" feature to make the content more accessible for older users.

    Future research should continue to explore how digital healthcare applications can be designed to reduce cognitive load, especially considering the expected significant increase in the global population over the age of 60 by 2050. With the insights from this work, we can create more effective and inclusive digital healthcare solutions.

    This study is a bachelor thesis in the field of Information design with focus on accessibility.

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  • 2.
    Ameri Ekhtiarabadi, Afshin
    Mälardalen University, School of Innovation, Design and Engineering.
    Unified Incremental Multimodal Interface for Human-Robot Interaction2011Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Face-to-face human communication is a multimodal and incremental process. Humans employ  different information channels (modalities) for their communication. Since some of these modalities are more error-prone to specic type of data, a multimodal communication can benefit from strengths of each modality and therefore reduce ambiguities during the interaction. Such interfaces can be applied to intelligent robots who operate in close relation with humans. With this approach, robots can communicate with their human colleagues in the same way they communicate with each other, thus leading to an easier and more robust human-robot interaction (HRI).In this work we suggest a new method for implementing multimodal interfaces in HRI domain and present the method employed on an industrial robot. We show that operating the system is made easier by using this interface.

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  • 3.
    Andersson, Jennie
    et al.
    Mälardalen University, School of Innovation, Design and Engineering, Innovation and Product Realisation.
    Palmgren, Marianne
    Mälardalen University, School of Innovation, Design and Engineering, Innovation and Product Realisation.
    Visionary Expectations and Novice Designers: Prototyping in Design Education2017In: Design and Technology Education: An International Journal, ISSN 1360-1431, E-ISSN 2040-8633, Vol. 22, no 1, p. 1-16Article in journal (Refereed)
    Abstract [en]

    In information design education, we strive to find methods that provide students with opportunities to explore different ways of learning and designing. We seek to support development of contextual competences that will be helpful in navigating an unknown future of design in society. A challenge in today's design education is to formulate and use methods that support design students in developing competencies in the space between basic form training and context-rich training. The aim of this study was to evaluate prototyping exercises in design education where the focus was in that in-between space. The study is based on 33 prototyping workshops done between 2008 and 2015 and involving 160 students and two design teachers. Four different approaches to prototyping exercises are described, examined and evaluated: "spatial prototyping," "multi-material prototyping," "physical prototyping," and a mix between the latter two, "physical multi-material prototyping." The results show that the prototyping exercises did support the learning of diverse competencies in the in-between space of basic form training and context training. However, the exercises were also counterproductive and met with different kinds of resistance. The results of the study invite to a dialogue on how different prototyping techniques can stimulate learning in relation to future design competences.

  • 4.
    Andersson, Johanna
    Mälardalen University, School of Innovation, Design and Engineering.
    Interaktiv språkutveckling: En studie i att designa för och med personer med afasi2024Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study explores the development of an interactive language learning tool tailored for individuals with aphasia. Each year, approximately 10,000 people in Sweden are affected by aphasia, a condition often caused by stroke that impairs their ability to communicate effectively. Despite the availability of various language applications, many individuals with aphasia find them uninteresting. This study aims to address this by designing an interactive game concept that integrates music and social interaction, elements proven effective in language rehabilitation. By applying human-centered design, the study involved multiple perspectives from different groups including individuals with aphasia, their support networks, speech therapists, and design students. These participants engaged in various methods such as interviews, observations, focus groups, and role-playing. These methods were crucial for understanding the specific needs and preferences of individuals with aphasia. The design process was guided by universal design principles to ensure accessibility and usability. The results highlight the importance of multimodal interaction and the integration of familiar and engaging activities like music. The proposed game concept aims to increase motivation and engagement by offering a flexible, user-friendly platform that supports both individual and group activities. By involving individuals with aphasia and their caregivers in the design process, the study ensures that the developed tool not only meets their needs but also empowers them in their language learning journey. It is possible to design with and for individuals with aphasia, but it cannot be guaranteed that everyone will ultimately be able to participate in the same result or process. The study requires further development and testing to refine the game concept and maximize its therapeutic potential.

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  • 5.
    Aranda Muñoz, Alvaro
    et al.
    ABB Corporate Research, Västerås, Sweden.
    Karin, Nilsson Helander
    ABB Corporate Research, Västerås, Sweden.
    de Gooijer, Thijmen
    ABB Corporate Research, Västerås, Sweden.
    Ralph, Maria
    ABB Corporate Research, Västerås, Sweden.
    Integrating Scrum and UCD: Insights from Two Case Studies2016In: Integrating User-Centred Design in Agile Development / [ed] Cockton, G., Lárusdóttir, M., Gregory, P., Cajander, Å., Springer, 2016, p. 97-115Chapter in book (Other academic)
    Abstract [en]

    This paper presents two case studies that suggest how to adapt Scrum for user-centered design (UCD) focused industrial projects and how to work with UCD in Scrum software development teams. The objective of the paper is to share insights gained from running such combined projects in industry in order to help others avoid some of the pitfalls associated with this way of working. There has been much published in this area within the research community. However, our work presents both perspectives: adapting a UCD way of working towards a Scrum way of working; and adapting Scrum for running projects from a UCD perspective. We explore the impact Scrum had on team members’ work-practices during a project life-cycle and what lessons were learned from our experiences.

  • 6.
    Aranda Muñoz, Álvaro
    Mälardalen University, School of Innovation, Design and Engineering.
    Collaborative Thinking with and through Technology: Materials, methods and perspectives2024Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    The rapid development and integration of IoT, AI, and digital twin technologies into work environments create new demands and challenges for organisations, including the need to upskill and prepare their workforces for new technological applications and capabilities. The collaborative design tradition draws upon participatory notions of joint inquiry to help people in the ideation and conception of alternative futures; however, given the novelty and the rapidity of the technological transformations, there is an opportunity to engage people unfamiliar with technology and design in the ideation and conceptualisation of work-oriented improvements using these technologies.

    This dissertation investigates what dimensions are necessary to support participatory processes for identifying and creating work-oriented improvements with technology and how design practitioners can apply these dimensions to stage these joint inquiry situations. To achieve these aims, explorations of and reflections on design are guided by a research-through-design approach that builds on three collaborative design cases that address real-world situations in a variety of contexts and participants: the joint inquiry processes of factory workers in the ideation, conceptualisation and prototyping of IoT work-oriented improvements; the joint inquiry process of ideation and conceptualisation of a digital twin in a manufacturing environment; and the joint inquiry processes of workers (predominantly from the healthcare sector) in ideating, conceptualising, and prototyping roles, skills, and products relying on IoT and AI technologies for their work futures. 

    The research and design practice is guided by Deweyan pragmatism, underscoring the role and nature of materials (design methods, tools, and practices) in participatory design processes. Drawing from the three collaborative design cases and these theoretical notions, this thesis addresses two research questions: “What dimensions are needed to support participants in creating work-oriented improvements using technology?” and “How can these dimensions inform designers in staging joint inquiry situations of work-oriented improvements using technology?” The research methods consist of audio-recorded interviews, field notes, and collective reflective sessions to analyse the empirical material and video recordings. 

    The main contributions are the identification of dimensions that underscore technology and work-oriented themes in joint inquiry and the framework of “thinking with and through technology”, which integrates these dimensions into a guided reflective and analytical design process. These contributions can help design and innovation practitioners and researchers prepare and stage materials, methods, and perspectives of joint inquiry situations concerning technology. The framework presents a “thinking with” perspective that underscores the material properties of technology and what the technology can offer to participants, and a “thinking through” perspective to contest the role of technology in organisations and open the design space to consider more sustainable and responsible futures. These results contribute to the collaborative design domain by developing knowledge and new nuances when staging joint inquiry situations of work-oriented improvements with technology. New understandings of these dimensions can contribute to an organisational landscape where workers can exercise their creativity, upskill their capacities, and voice their ideas and concerns concerning the technologies being integrated into their work environments.

  • 7.
    Axelsson, Anton
    Uppsala universitet, Avdelningen för visuell information och interaktion.
    Context: The abstract term for the concrete2016Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    This thesis deals with the term 'context' and the aim has been to reason about the term in order to see whether it is possible to reach a satisfactory understanding of the concept. But the thesis is also a journey into human reasoning and conveys a certain view of human cognition. It aims to synthesise results of studies within psychology, cognitive science, anthropology, and human-computer interaction. My understanding is that context is not something we are a part of, but rather something we create mentally in relation a specific goal. Determination of something ambiguous thus comes from top-down processes related to a goal. I believe context has been wrongly interpreted in HCI as that which a user is situated in and which a product is being used in. I suggest instead a separation between the user environment and the user context.

  • 8.
    Axelsson, Anton
    Uppsala universitet, Avdelningen för visuell information och interaktion.
    Experience and Visual Expertise: A First Look at Eye Behaviour in Train Traffic ControlIn: Article in journal (Refereed)
    Abstract [en]

    The present study investigated differences in visual expertise across levels of proficiency in train traffic control during a simulated scenario. Eye tracking metrics found to correlate with expertise reported in a meta-analysis on visual expertise were used. The aim of the study was to investigate whether the same results found in the meta-study could be obtained in the less controlled and dynamic work environment of train traffic control. Studies of this character are rare and also notoriously difficult to conduct due to a high level of potential noise. Results of the study indicates that eye behaviour seemed to correlate with years of experience also in a more naturalistic setting, but it did not correlate with expert ranking by instructors or a post-hoc measure of proactivity in task performance. A discussion is provided where a delineation of experience and expertise is made in light of differences between eye movement behaviour and cognitive aspects of problem-solving.

  • 9.
    Axelsson, Anton
    Uppsala universitet, Avdelningen för visuell information och interaktion.
    Knowledge elicitation as abstraction of purposive behaviour2019Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    Researchers use knowledge elicitation methods to document expert knowledge for the primary purpose of understanding cognitive processes and with this understanding, technical solutions to resolve human factors issues can be produced. This dissertation offers a novel perspective on knowledge elicitation as an abstraction process. Such a theoretical framework has emerged by consolidating the ecological approach of Brunswikian psychology with the ideas of tacit and personal knowledge of Polanyian epistemology. Traditionally, knowledge elicitation has been considered an extraction process in which knowledge can be readily transferred from one individual to another. Here, this traditional position is rejected in favour of Polanyi’s premise that much of the knowledge individuals possess is tacit in nature, which implies that it cannot be documented easily, expressed in explicit form or explained. In this dissertation, knowledge is characterised as a personal process of knowing, highlighting context as a subjective knowledge structure of personal experiences that is formulated implicitly and indirectly over time through a dynamic interaction with the environment. Therefore, tacit knowledge cannot be articulated or shared; however, learners can be inspired by observing other individuals' purposive (i.e., goal-directed) behaviours and thus shape their own tacit knowledge once they practise the observed skills and develop conceptual understanding through reasoning about the learning process. Knowledge elicitation thereby makes use of observations, questions, or more structured process tracing methods in environments familiar to the observed individuals to elicit purposive behaviour from them. Accordingly, functional descriptions can be produced in this process that further conceptual understanding of a particular domain. Knowledge elicitation procedures are a powerful set of methods for reaching such functional descriptions. Moreover, by understanding the resulting knowledge elicitation data as an abstraction derived from multiple collection points in the same environment, the focus shifts from purely subjective mental constructs to the impact of environmental constraints.

  • 10.
    Axelsson, Anton
    et al.
    Uppsala universitet, Avdelningen för visuell information och interaktion.
    A. Jansson, Anders
    Uppsala universitet, Avdelningen för visuell information och interaktion.
    On the importance of mental time frames: A case for the need of empirical methods to investigate adaptive expertise2018In: Journal of Applied Research in Memory and Cognition, ISSN 2211-3681, E-ISSN 2211-369X, Vol. 7, no 1, p. 51-59Article in journal (Refereed)
  • 11.
    Axelsson, Anton
    et al.
    Uppsala universitet, Avdelningen för visuell information och interaktion.
    Andersson, Richard
    IT Univ Copenhagen, Eye Informat Grp, Copenhagen, Denmark; Lund Univ, Lund Univ Cognit Sci, S-22100 Lund, Sweden.
    Gulz, Agneta
    Lund Univ, Lund Univ Cognit Sci, S-22100 Lund, Sweden; Linköping Univ, Dept Comp & Informat Sci, Cognit & Interact Res Grp, S-58183 Linköping, Sweden.
    Scaffolding executive function capabilities via play-&-learn software for preschoolers2016In: Journal of Educational Psychology, ISSN 0022-0663, E-ISSN 1939-2176, Vol. 108, no 7, p. 969-981Article in journal (Refereed)
    Abstract [en]

    Educational software in the form of games or so called "computer assisted intervention" for young children has become increasingly common receiving a growing interest and support. Currently there are, for instance, more than 1,000 iPad apps tagged for preschool. Thus, it has become increasingly important to empirically investigate whether these kinds of software actually provide educational benefits for such young children. The study presented in the present article investigated whether preschoolers have the cognitive capabilities necessary to benefit from a teachable-agent-based game of which pedagogical benefits have been shown for older children. The role of executive functions in children's attention was explored by letting 36 preschoolers (3;9-6;3 years) play a teachable-agent-based educational game and measure their capabilities to maintain focus on pedagogically relevant screen events in the presence of competing visual stimuli. Even though the participants did not succeed very well in an inhibition pretest, results showed that they nonetheless managed to inhibit distractions during game-play. It is suggested that the game context acts as a motivator that scaffolds more mature cognitive capabilities in young children than they exhibit during a noncontextual standardized test. The results further indicate gender differences in the development of these capabilities.

  • 12.
    Bartusch, Cajsa
    et al.
    Mälardalen University, School of Sustainable Development of Society and Technology.
    Porathe, Thomas
    Mälardalen University, School of Innovation, Design and Engineering.
    Climate-smart information design: Visualizing residential electricity use over the Internet2011In: Information Design Journal, ISSN 0142-5471, E-ISSN 1569-979X, Vol. 19, no 1, p. 3-17Article in journal (Refereed)
    Abstract [en]

    In light of global warming, energy conservation is indispensable. Residential electricity use, nevertheless, escapes consumers’ notice. Thus feedback is essential, yet households’ access to information is vastly limited. Smart metering renders continuous feedback over the Internet possible, but users perceive existing web tools to be inaccessible and incomprehensible. Hence the aim has been to design a user interface so as to serve the purpose of increasing awareness and energy efficiency in households. Ease of access and straightforwardness have been established as key factors and conventional bar charts in combination with color symbolism have proven to be useful in this respect.

  • 13.
    Berggren, Tuva
    Mälardalen University, School of Innovation, Design and Engineering.
    Rollen av interaktionsdesign i odling: Hur användarvänliga gränssnitt kan öka effektivitet och tillgänglighet i smarta odlingar2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    People are facing a possible food crisis, where food production needs to increase by 70% by 2050 to meet the needs of the increasing population. Smart farming presents itself as an answer to the problem, where control systems and farming sensors in agriculture can increase the chances of successful harvests. While these systems often tend to be costly, there are solutions for people who want to get involved in smart farming - one solution being handheld farming sensors.

    In this thesis, user activities and needs around smart farming are explored. The purpose concerns how an interactive interface developed according to these needs can contribute to making smart farming more accessible and efficient. The users are amateur growers with an interest in getting returns from their farming projects. The work has been conducted with a perspective of activity-centered design, which means a particular focus on the users' activities rather than their personal preferences. The questions explored are which user scenarios the app would be used in, which functions the app should have and how they should be structured, as well as how information in the app should be conveyed. The content of the report answers these questions and demonstrates all steps in the design process from the start of the project to the final design proposal. The questions resulted in the answers such as that the app should mainly work for two user scenarios: when the user is at their cultivation plot and taking care of their plants, and when the user is at home and wants to plan their farming projects. The main functions needed in the app are guidance when data ​​indicate that a plant is not doing well, care advice and tips, and reminders about actions. User testing also indicated that information in the app should be conveyed with notifications as well as collected in a list of tasks, so that users can choose to perform tasks at a time that suits them.

    The result presented is a prototype of an app, called Harvestmate. User testing shows that the users believe the app would enrich their farming projects, as well as provide them with an insight into what goes wrong and how it can be rectified. This can increase users' chances of success with their cultivations and lead to a greater yield. In the event of a possible launch in countries affected by poverty and food insecurity, the objective is that the app can contribute to increase proficiency among farmers. This can contribute to food security by increasing the chances of successful cultivations.

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  • 14.
    Berglund, Anders
    Mälardalen University, School of Innovation, Design and Engineering, Innovation and Product Realisation.
    Onboarding, a learning approach to overcome adoption thresholds with extended reality2022In: Proceedings of the 24th International Conference on Engineering and Product Design Education: Disrupt, Innovate, Regenerate and Transform, E and PDE 2022, The Design Society , 2022, article id EPDE2022/1332Conference paper (Refereed)
    Abstract [en]

    Never before has restrictions at a global scale due to the Covid-19 pandemic put industry at such unprecedented transformation need. Sustainability by using resources with greater consideration in order to continue to stay resilient, and to thrive post-pandemic has put attention on how benefit the most out of emerging technologies. The advent of extended reality (XR) is today reshaping the way people experience the physical and the virtual environments, from observation to immersion. Due to the turmoil caused by the pandemic technologies that minimize equipment threshold has increased in popularity. Today XR enable experts to be more productive to detect and debug problems and resolve production issues remotely. Currently, both clear advantages and potential disadvantages may exist based on degree of the maturity level of integration. XR provides opportunities for immersive learning, upskilling and renewal. Still, it involves several uncertainties in benefits. XR implementation therefore remain very dispersed among companies. Implementation of these technologies has been considered more to the level of having an inhouse highly sophisticated playground, with potential for later consideration. However, what is missing in many instances is a clear understanding of the impact and transformative mechanisms that AR, VR and MR could provide if only equipped with learnings of how to introduce and adopt knowledge embedded in various use-cases. With a growing experience in testing these technologies the possibilities and requirements needed for successful decision-making are also starting to emerge. Consequently, by understand learning adoption and value drivers in industrial settings, skills practiced in academia can be sharpened not only from a contextual understanding but also to new academic domains and to incentivize implementation initiatives. This paper is looking at distinct value indicators for onboarding as a way for industry professionals to learn new XR skills. 

  • 15.
    Berglund, Anders
    Mälardalen University, School of Innovation, Design and Engineering, Innovation and Product Realisation.
    Overcoming Integration Thresholds for Augmented Reality2023In: International Journal: Emerging Technologies in Learning, ISSN 1868-8799, E-ISSN 1863-0383, Vol. 18, no 14, p. 51-65Article in journal (Refereed)
    Abstract [en]

    The advent of augmented reality (AR) is reshaping the way people experience physical and virtual environments, from observation to immersion. Growing interest in adopting AR provides opportunities for immersive learning, upskilling, and renewal. However, uncertainties exist in how to maneuver a transition toward making use of this technology through systematic integration. Due to the turmoil caused by the global pandemic health crisis, implementation of AR now faces urgency in minimizing adoption thresholds and establishing a more systematic escalation approach. This paper investigates the characteristics of such learning approaches and examines the integration of AR with customized progression. Two solution suppliers were investigated to uncover the integration process of AR, which, to the best of our knowledge, is scarcely explored in existing research. This study reveals that a balanced escalation of user-centric learning activities, i.e., an onboarding process, harmonizes anticipated cognition levels for a designated AR application tool.

  • 16. Beskow, J.
    et al.
    Edlund, J.
    Granström, B.
    Gustafson, J.
    Gjermani, T.
    Jonsson, O.
    Skantze, G.
    Tobiasson, Helena
    KTH, Människa-datorinteraktion, MDI (stängd 20111231).
    Innovative interfaces in MonAMI: The reminder2008In: ICMI'08: Proceedings of the 10th International Conference on Multimodal Interfaces, 2008, p. 199-200Conference paper (Refereed)
    Abstract [en]

    This demo paper presents an early version of the Reminder, a prototype ECA developed in the European project MonAMI, which aims at "mainstreaming accessibility in consumer goods and services, using advanced technologies to ensure equal access, independent living and participation for all". The Reminder helps users to plan activities and to remember what to do. The prototypemerges mobile ECA technology with other, existing technologies:Google Calendar and a digital pen and paper. The solution allows users to continue using a paper calendar in the manner they are used to, whilst the ECA provides notifications on what has been written in the calendar. Users may ask questions such as "When was I supposed to meet Sara?" or "What's my schedule today"?

  • 17. Blanco, Angeles
    et al.
    Dahlquist, Erik
    Mälardalen University, School of Sustainable Development of Society and Technology.
    Kappen, Johannes
    Manninen, Jussi
    Negro, Carlos
    Rittala, Risto
    Chapter 12: Modelling and simulation in the Pulp and Paper Industry: Current state and future perspectives2006In: Handbook of Control Room Design and Ergonomics: A Perspective for the Future / [ed] Toni Ivergård and Brian Hunt, Taylor & Francis Group, 2006, 2nd, p. 311-326Chapter in book (Other academic)
  • 18.
    Dahlquist, Erik
    et al.
    Mälardalen University, School of Sustainable Development of Society and Technology.
    Hunt, Brian
    Ivergård, Toni
    Chapter 8: Industrial Applications and Case Studies2009In: Handbook of Control Room Design and Ergonomics: A Perspective for the Future / [ed] Toni Ivergård and Brian Hunt, Taylor & Francis Group, 2009, 2nd, p. 203-226Chapter in book (Other academic)
  • 19.
    Dodig-Crnkovic, Gordana
    et al.
    Mälardalen University, Department of Computer Science and Electronics.
    Horniak, Virginia
    Mälardalen University, Department of Computer Science and Electronics.
    Togetherness and Respect - Ethical Concerns of Privacy in Global Web Societies2006In: AI & Society, ISSN 0951-5666, Vol. 20, no 3, p. 372-383Article in journal (Refereed)
    Abstract [en]

    Today's computer network technologies are sociologically founded on hunter-gatherer principles; common users may be possible subjects ofsurveillance and sophisticated internet-based attacks are almost impossible to prevent. At the same time, information and communication technology, ICT offers the technical possibility of embedded privacy protection. Making technology legitimate by design is a part of the intentional design for democracy. This means incorporating options for socially acceptable behaviour in technical systems, and making the basic principles ofprivacy protection, rights and responsibilities, transparent to the user. The current global e-polis already has, by means of different technologies, de facto built-in policies that define the level of user-privacy protection. That which remains is to make their ethical implications explicit and understandable to citizens of the global village through interdisciplinary disclosive ethical methods, and to make them correspond to the highethical norms that support trust, the essential precondition of any socialization. The good news is that research along these lines is already inprogress. Hopefully, this will result in a future standard approach to the privacy of network communications.

  • 20.
    Domova, V.
    et al.
    ABB Corporate Research, Västerås, Sweden.
    Ralph, M.
    ABB Corporate Research, Västerås, Sweden.
    Vartiainen, E.
    ABB Corporate Research, Västerås, Sweden.
    Aranda Muñoz, Alvaro
    ABB Corporate Research, Västerås, Sweden.
    Henriksson, A.
    ABB Corporate Research, Västerås, Sweden.
    Timsjö, S.
    ABB Corporate Research, Västerås, Sweden.
    Re-introducing physical user interfaces into industrial control rooms2017In: ACM International Conference Proceeding Series, Association for Computing Machinery , 2017, p. 162-168Conference paper (Refereed)
    Abstract [en]

    Within industrial control rooms the trend has been to move away from physical towards digital interfaces. However, operators working in these control rooms have expressed feeling a loss of connection to the production process and machinery they are controlling. As such we present two prototypes Haptic Mouse and Shift Report Tool which were used to explore the re-introduction of physical user interfaces into industrial control rooms. © 2017 Association for Computing Machinery.

  • 21.
    Edlund, Jonna
    Mälardalen University, School of Innovation, Design and Engineering.
    Hur kommer jag in?: En studie om hur besökare tolkar information som är uppsatt utanför sjukhusavdelningar och som är avsedd att visa hur besökarna kan ta sig in på avdelningen2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
  • 22.
    Faraon, Montathar
    et al.
    Kristianstad University, Sweden.
    Jaff, Agnieszka
    Kristianstad University, Sweden.
    Nepomuceno, Liegi Paschoalini
    Kristianstad University, Sweden.
    Villavicencio, Victor
    Art-O-Matic AB, Sweden.
    Fake News and Aggregated Credibility2020In: International Journal of Ambient Computing and Intelligence (IJACI), ISSN 1941-6237, E-ISSN 1941-6245, Vol. 11, no 4, p. 93-117Article in journal (Refereed)
    Abstract [en]

    The accelerated spread of fake news via the internet and social media such as Facebook and Twitter have created a debate concerning the credibility of sources online. Assessing the credibility of these sources is generally a complex task and cannot solely rely on computer-based algorithms as evaluation still requires human intelligence. The research question guiding this article deals with the conceptualization of a theoretically anchored concept of a participatory and co-creative medium for evaluation of sources online. The concept-driven design research methodology was applied to address the research question, which consisted of seven activities that unify design and theory. The result of this article is a proposed concept that aims to support the assessment of the credibility of sources online using crowdsourcing as an approach for evaluation. The practical implications of the proposed concept could be to constrain the spread of fake news, strengthen online democratic discourse, and potentially improve the quality of online information.

  • 23.
    Flores-García, Erik
    et al.
    Mälardalen University, School of Innovation, Design and Engineering, Innovation and Product Realisation.
    Bruch, Jessica
    Mälardalen University, School of Innovation, Design and Engineering, Innovation and Product Realisation.
    Wiktorsson, Magnus
    Mälardalen University, School of Innovation, Design and Engineering, Innovation and Product Realisation. Royal Institute of Technology (KTH) Södertälje, Sweden.
    Jackson, Mats
    Jönköping University Jönköping, Sweden.
    Challenges of Discrete Event Simulation in the Early Stages of Production System Design2019In: International journal of industrial engineering, ISSN 1072-4761, E-ISSN 1943-670X, Vol. 26, no 5, p. 819-834Article in journal (Refereed)
    Abstract [en]

    This study analyzes the challenges of applying discrete event simulation in the early stages of production system design. Highlighting the implications of new production processes and technologies leading to improved competitiveness, this study provides novel contributions to the understanding of discrete event simulation based on three case studies of the transformation of legacy production systems in the heavy vehicle industry. The findings of this study show that equivocal or ambiguous understanding about new production processes or technologies, and uncertainty about necessary data input and the interrelation of subsystems in production, are critical in addressing discrete event simulation-related challenges. These findings highlight the need for an established process to manage assumptions and simplifications during the design, development, and deployment of discrete event simulation models as a countermeasure against uncertainties, improving manufacturing system design and practice.

  • 24.
    Florin, Ulrika
    et al.
    Mälardalen University, School of Innovation, Design and Engineering, Innovation and Product Realisation.
    Söderlund, Carina
    Mälardalen University, School of Innovation, Design and Engineering, Innovation and Product Realisation.
    Interaktiv designforskning: Metoder, roller och erfarenheter2019In: Forskarlounge, spår 2 Interaktiv designforskning cirkulära praktiker, forskningsetik, 2019Conference paper (Other academic)
    Abstract [sv]

    Detta bidrag diskuterar vad interaktiv forskning kan vara inom designforskningen, med utgångspunkt ur exempel, erfarenheter och upplägg i projekt Vis´man. Vi reflekterar särskilt över relationerna: metod-roll-resultat.

    Vis´man är ett KK-finansierat design- och forskningsprojekt som undersöker visualiseringens roll inom visual management, tillsammans med användarna i deras kontexter. I interaktivitet med användarna utvecklas befintligt design- och kunskapsläge i de verksamheter som deltar.

    Centralt för all interaktiv designforskning är att användare och andra parter inkluderas i undersöknings- och/eller designutvecklingsprocesserna, eller med andra ord att deltagarna ingår i ett kollektivt designutvecklingsarbete. Ibland benämns detta användarinvolverande designansats (eller designforskningsansats). Användarinvolvering kan ske i olika grader och deltagarna kan anta olika perspektiv och roller beroende på när i processen de deltar (och vad man kan tänka sig att deltagarna kan bidra med utifrån sin specifika erfarenhet). I detta bidrag analyserar vi och förmedlar upplägg, exempel och erfarenheter ur projekt Vis’man, samt reflekterar över deltagarnas grad av inkludering, perspektiv och roller inklusive metoder för deltagandet.

    Deltagarnas roller skiljer sig under projektets gång. De antar till exempel rollen som empiriinsamlare, alltså någon som observerar i sin egen kontext. Med sin yrkeskompetens deltar de då som experter, och tar del i analysarbetet gällande det som är kontextspecifikt. Här kan man anta att just deras perspektiv bidrar med en kunnig blick på det som undersöks. Det kan gälla förutsättningar och problemområden men också mer specifik detaljkunskap. De är på samma gång också källa till empiriska data.

    Deltagarna/användarna fungerar också som en slags assisterande formgivare, särskilt i ide tidiga faserna av innovation och designprocesser. De fungerar också som kvalitetsvärderare av resultat. Med utgångspunkt i sin yrkeserfarenhet deltar de i iterationer och utvärderar i samspel med designforskare de utvecklade designkomponenterna i sin användarkontext.

    *Vis’man, står för Visual and spatial communication in management from users’ perspectives.

  • 25.
    Fogelberg, Kajsa
    Mälardalen University, School of Innovation, Design and Engineering.
    Designa begripligt på nätet: En undersökning om utmaningar relaterade till implementering av intranät.2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Detta examensarbete inom ämnet informationsdesign, inriktning text fokuserar på hur motiverande instruktioner och grafisk form kan bidra till effektivare användning på ett nytt intranät. Undersökningen har genomförts i samarbete med Katrineholms kommun och syftet är att skapa en gestaltning som bidrar till användarvänligheten för användarna i samband med ny lansering av intranät.

    Studien tog form i utprovningar och intervjuer gällande nuvarande intranät, utprovning av gestaltningsförslaget med hjälp av kommunikationsavdelningen på kommunen samt fokusgrupp. Tidigare undersökning som kommunen gjort har också varit en del av ett givande material jag tagit del av.

    Slutsatser av undersökningen visar att användarbehoven i en stor organisation är breda. Användarens vilja att faktiskt vilja ta till sig information spelar roll. Self-efficacy är också betydande för hur man förstår och kan navigera på ett intranät. Med hjälp av manualer som stöttar och visar användaren kan flera ta del av smarta tips och råd för att göra intranätet användbart för dem.

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  • 26.
    Fransson, Sofie
    Mälardalen University, School of Innovation, Design and Engineering.
    Svenskt barnbildarkivs användbarhet: Att göra ett söksystem anpassat för forskare mer tilltalande för intresserad allmänhet2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Denna studie togs fram i samarbete med Svenskt barnbildarkiv. Syftet är att fastställa hur arkivet kan utforma sin framtida offentliga sida på ett användarvänligt och tillgängligt sätt genom att undersöka vilka vanor personer inom målgruppen har vid arkivsökningar, vad dessa personer förväntar sig hitta vid en sökning samt hur resultaten ska presenteras. Svenskt barnbildarkiv är ett unikt arkiv som tar emot teckningar och bilder som barn har skapat från hela Sverige och även från utlandet. De har i sitt fysiska arkiv cirka 700 000 insamlade unika bilder. Arkivet har som mål att öka sin digitala närvaro genom att skanna in de insamlade bilderna och lägga in dem i ett registreringssystem som kallas Sofie. Tanken är att detta ska bli en offentlig sida i framtiden då den för närvarande är till endast för personal och forskare som har fått inloggningsuppgifter via personalen. För att tilltala en bredare målgrupp, intresserad allmänhet, behöver Sofies användbarhet ses över. Systemet är stort och svårnavigerat vilket kan upplevas som överväldigande för människor som inte har kunskaper om systemet dessförinnan. För att öka användbarheten och göra sidan lättare att både navigera och förstå, togs förslag på en ny artefakt fram med fokus på sökfunktionerna som förenklades och kan användas av en bredare målgrupp.

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    Svenskt barnbildarkivs användbarhet
  • 27. Haake, Magnus
    et al.
    Axelsson, Anton
    Uppsala universitet, Avdelningen för visuell information och interaktion.
    Clausen-Bruun, Mette
    Gulz, Agneta
    Scaffolding mentalizing via a play-&-learn game for preschoolers2015In: Computers and education, ISSN 0360-1315, E-ISSN 1873-782X, Vol. 90, p. 13-23Article in journal (Refereed)
  • 28.
    Haidari, Ihsan
    et al.
    Mälardalen University, School of Innovation, Design and Engineering.
    Shen, Jiantao
    Mälardalen University, School of Innovation, Design and Engineering.
    Implementation of Machine Learning Algorithm for Radar-Based Hand Gesture Recognition2024Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Hand gesture recognition (HGR) is the process of identifying and interpreting hand gestures to control or interact with electronic devices. In this project, a Frequency Modulated Continuous Wave (FMCW) radar-based HGR is developed utilising Range-Doppler maps (RDMs). For this purpose, a Convolutional Neural Network (CNN) is implemented to classify different hand gestures. Each gesture that is fed to the network, contains a maximum of 12 frames, merged into a single image with a duration of 3 seconds. The dataset for training, validation, and offline test contains five different hand gestures along with Out-of-Distribution (OOD) samples, totalling 3235 data. The dataset was gathered in a confined environment with two participants, within a distance ranging from 0.2 m to 0.5 m. During training, the proposed system attained an accuracy of 95.91%, and 95.83% during training and validation, respectively. The system was also evaluated offline, achieving an accuracy of 96.99%.  One objective of this project was to incorporate real-time functionality. In real-time testing, the system achieved 95% accuracy with a prediction time of 25 ms. 

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  • 29.
    Henricsson, Marcus
    Mälardalen University, School of Innovation, Design and Engineering.
    Interface Design for Decision Support Systems: A Case Study of a Sales Performance Management Tool2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In this thesis a case study is presented, which explored what structural and visual aspects of a sales performance management tool's user interface that generated most recurrent problems for novice users. The purpose of the case study was to investigate if identified problems related to structural and visual aspects could help improve the current user interface of the sales performance management tool. In order to investigate these objectives was evaluation research conducted, this in the form of five direct user observations, which adopted the think aloud protocol. Qualitative data obtained from the observational study were analyzed using thematic analysis, which helped identify recurring themes within the data. The results from the case study indicate that it is possible to reveal structural and visual problems within a user interface with novice users, this through using the direct observation technique with the think aloud protocol. Problems identified in the observational study showed to be rather superficial, which indicate that evaluating a user interface with novice users has its limitations. Evident from the case study was that all novice users either found or encountered some problems related to structural and visual aspects. Moreover, the results from the case study indicates that evaluating a user interface with novice users can help improve a system's user interface. However, the improvements are likely to be incremental and not radical.

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  • 30.
    Herring, Susan C.
    et al.
    Indiana University, Bloomington, USA.
    Fussel, Susan R.
    Cornell University, Ithaca, USA.
    Kristoffersson, Annica
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    Mutlu, Bilge
    University of Wisconsin-Madison, Madison, USA.
    Neustaedter, Carman
    Simon Fraser University, Surrey, Canada.
    Tsui, Katherine
    Yale University, New Haven, USA.
    The Future of Robotic Telepresence: Visions, Opportunities and Challenges2016In: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, New York: Association for Computing Machinery (ACM) , 2016, p. 1038-1042Conference paper (Refereed)
    Abstract [en]

    This panel will bring together experts on robotic telepresence from HCI and related fields. Panelists will engage the audience in a discussion of visions, opportunities and challenges for the future of telepresence robots.

  • 31.
    Holstein, Tobias
    Mälardalen University, School of Innovation, Design and Engineering, Embedded Systems. Hochschule Darmstadt.
    Towards a Multi-OS Architecture for Consistent User Interface Experience2016Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    Vehicles have greatly changed over the last decades. Originally, they were used as a means of transportation, and their drivers were solely engaged in the driving task. In modern cars the user, i.e. the former driver, has to interact with many different systems, which provide access to different domains, such as vehicle functions (monitoring speed, fuel consumption), safety related features, comfort and infotainment. Advancements in technologies make it possible to cope with the increasing amount of features, as for example the introduction of input and output modalities that allow new ways of interaction, such as touch(-screens), voice control or gesture recognition. In the end a user has to interact with all systems through the overall user-interface. This requires a high usability and a consistent look and feel in order to provide a consistent user experience.

    On the technology side, developers have to cope with rising complexity, dependencies and inter-connections of about 80 different embedded systems in a premium car. The introduction of multi-core systems opened the way for new approaches, like Multi-OS environments. There multiple operating systems are consolidated onto a single hardware platform by the use of hardware/software virtualization. This allows for example to run real-time operating systems (RTOS) for safety critical cluster applications next to a general purpose operating system (GPOS) for infotainment applications. This also poses new challenges, such as the contradiction between a clear separation meant to reduce complexity, dependencies and to mitigate the risk of interferences, and interconnections that are required to create a composited user-interface.

    In this thesis, the challenges of compositing heterogeneous systems in an automotive context are explored. Current approaches are studied and the contradiction of separation and interconnection is explained. Based on this, concepts are introduced and software architectures are proposed, which can be used to implement composited user interfaces for Multi-OS environments. Furthermore, an application prototype that is used to verify the proposed software architecture in regard of graphical user-interfaces, called HTML-UI-Compositor, has been implemented. The HTML-UI-Compositor also provides a simple way of compositing graphical user-interfaces through the adaptation of a web browser engine, which allows well-known standard web development tools and languages to be used to create composited user-interfaces. Those are the first steps towards a Multi-OS architecture that supports a consistent user interface experience.

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  • 32.
    Holstein, Tobias
    et al.
    Mälardalen University, School of Innovation, Design and Engineering, Embedded Systems. University of Applied Sciences, Darmstadt, Germany.
    Wietzke, Joachim
    University of Applied Sciences, Karlsruhe, Germany.
    Towards an architecture for an UI-Compositor for Multi-OS environments2016In: Software Architecture: 10th European Conference, ECSA 2016, Copenhagen, Denmark, November 28 - December 2, 2016. Proceedings, 2016, p. 138-147Conference paper (Refereed)
    Abstract [en]

    Separation through hardware/software virtualization on operating system (OS) layer reduces complexity in automotive software. Automotive software is categorized into domains (e.g. comfort, safety related features, driver assistance) and each domain is handled by a separate OS, which contains domain-specific applications. A common user interface (UI) for all applications from all domains is created through an UI-Compositor, which composites and manages the different input/output modalities.

    While interactions with a single OS with multiple applications and input/output modalities are well known, we find that a composition of applications from different OSs or a composition of multiple OSs into a single UI is challenging. In this paper we investigate architectural patterns for an UI-Compositor for Multi-OS environments and suggest a new architecture that supports the concept of separation.

  • 33.
    Huynh, Stella
    Mälardalen University, School of Innovation, Design and Engineering.
    Soul-Py: better sleep hygiene for students: A study of sleep hygiene among students and how to improve them through a smartphone application2024Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study is a bachelor thesis in the field of Information Design with a focus on Interaction Design. It aims to develop an interactive application to raise self-awareness on the matter of sleep hygiene for young adults, especially college students. 

    The study integrates both quantitative methods such as surveys, and qualitative methods including interviews and usability testing, to gather data. This report demonstrates the design thinking behind design solutions based on collected data and several iterative processes. The study involves various experts and the potential target group to create a User-Centered Design application. In total, seven experts in both health and user experience fields, and five college students were involved in the qualitative research. Various psychological theories such as Cognitive Load and Self-Determination were used in the study to create a user-friendly application. 

    The result of this study is a design proposal for the interactive application called Soul-Py, which combines a sleep tracker, gamification of sleep hygiene topics, a community that involves both experts and other users, and a controller for smart home devices. The application encourages users to self-reflect on their sleep hygiene and practice better sleep hygiene practices.

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  • 34.
    Häggström, Josefin
    Mälardalen University, School of Innovation, Design and Engineering.
    Alla är designers: En kvalitativ studie om hur användare involveras i designprocessen genom Participatory Design2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study has been conducted in cooperation with Begripsam through the project Våra röster ska höras (English: “Our voices should be heard”). The study has investigated how Participatory Design can support an information design process and which elements are needed in a digital accessible authoring tool for people with disabilities to contribute with their story.

    The study has been carried out together with a design team consisting of users and parts of the project group for Våra röster ska höras. Through five workshops, the design team has collectively discussed and iterated the design of the authoring tool, from sketch to clickable prototype.

    Through active user participation, qualitative data from people with disabilities can be obtained, and be used to create an accessible digital tool that supports need and difficulties and minimizes interaction barriers. A conclusion from the work is that Participatory Design can support an information design process when people with disabilities are an affected target group.

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  • 35.
    Höök, Kristina
    et al.
    KTH Royal Institute of Technology, Sweden.
    Caramiaux, Baptiste
    CNRS, France; McGill University, Canada; University of Paris-Saclay, France.
    Erkut, Cumhur
    Aalborg University, Denmark.
    Forlizzi, Jodi
    Carnegie Mellon University, USA.
    Hajinejad, Nassrin
    Hochschule Bremen City University of Applied Sciences, Germany.
    Haller, Michael
    Upper Austria University of Applied Sciences, Austria.
    Hummels, Caroline C. M.
    Eindhoven University of Technology, The Netherlands.
    Isbister, Katherine
    University of California, USA.
    Jonsson, Martin
    Södertörn University, Sweden.
    Khut, George
    UNSW University of New South Wales, Australia.
    Loke, Lian
    University of Sydney, Australia.
    Lottridge, Danielle
    Yahoo Inc, USA.
    Marti, Patrizia
    Universita di Siena, Italy.
    Melcer, Edward
    New York University Tandon School of Engineering, USA.
    Muller, Florian Floyd
    RMIT University, Australia.
    Graves Petersen, Marianne
    Aarhus University, Denmark.
    Schiphorst, Thecla
    Simon Fraser University, Canada.
    Segura Marquez, Elena
    University of California, USA.
    Ståhl, Anna
    RISE - Research Institutes of Sweden (2017-2019), SICS.
    Svanaes, Dag
    NTNU Norwegian University of Science and Technology, Norway; IT-University of Copenhagen, Denmark.
    Tholander, Jakob
    Stockholm University, Sweden.
    Tobiasson, Helena
    Umeå University, Sweden.
    Embracing First-Person Perspectives in Soma-Based Design2018In: Informatics, E-ISSN 2227-9709, Vol. 5, no 1, article id 8Article in journal (Refereed)
    Abstract [en]

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

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  • 36.
    Jansson, Anders
    et al.
    Uppsala universitet, Avdelningen för visuell information och interaktion.
    Erlandsson, Mikael
    Uppsala universitet, Avdelningen för visuell information och interaktion.
    Axelsson, Anton
    Uppsala universitet, Avdelningen för visuell information och interaktion.
    Collegial verbalisation — the value of an independent observer: an ecological approach2015In: Theoretical Issues in Ergonomics Science, ISSN 1463-922X, E-ISSN 1464-536X, Vol. 16, no 5, p. 474-494Article in journal (Refereed)
  • 37.
    Jansson, Anders
    et al.
    Uppsala universitet, Avdelningen för visuell information och interaktion.
    Stensson, Patrik
    Uppsala universitet, Institutionen för informatik och media.
    Bodin, Ida
    Uppsala universitet, Avdelningen för visuell information och interaktion.
    Axelsson, Anton
    Uppsala universitet, Avdelningen för visuell information och interaktion.
    Tschirner, Simon
    Uppsala universitet, Avdelningen för visuell information och interaktion.
    Authority and level of automation: Lessons to be learned in design of in-vehicle assistance systems2014In: Human-Computer Interaction: Applications and Services, Part III, Springer Berlin/Heidelberg , 2014, p. 413-424Conference paper (Refereed)
  • 38.
    Kade, Daniel
    Mälardalen University, School of Innovation, Design and Engineering, Embedded Systems.
    Head-mounted Projection Display to Support and Improve Motion Capture Acting2016Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    Current and future animations seek for realistic motions to create an illusion of authentic and believable animations. A technology widely used to support this process is motion capture. Therefore, motion capture actors are used to enrich the movements of digital avatars with suitable and believable motions and emotions.

    Acting for motion capture, as it is performed today, is a challenging work environment for actors and directors. Short preparation times, minimalistic scenery, limited information about characters and the performance as well as memorizing movements and spatial positions requires actors who are trained and able to highly rely on their acting and imagination skills. In many cases these circumstances can lead to performances with unnatural motions such as stiff looking and emotionless movements, as well as less believable characters. To compensate this, time-consuming repetitions of performances or post-processing of motion capture recordings is needed.

    To improve this, we explore the possibilities of acting support and immersion through an interactive system supporting motion capture actors during their performances. In this process, we use an approach that combines research methods from interaction design and computer science. For our research, we firstly identify the challenges actors are facing in motion capture, as well as suggest possible concepts to support the actors. Thereafter, we explore initial prototypes built to support actors during their performance in a motion capture studio. The resulting insights from these initial prototypes led to the design exploration and development of a mixed reality head-mounted projection display that allows showing virtual scenery to the actors and provides real-time acting support. Thereafter, we describe our developed mixed reality application and our findings on how hardware and software prototypes can be designed as acting support, usable in a motion capture environment. A working prototype allowing to evaluate actors' experiences and performances was built as a proof-of-concept.

    Additionally, we explored the possibility to use our developed mixed reality prototype in other fields and investigated its applicability for computer games and as an industrial simulator application.

    Finally, we conducted user studies with traditionally trained theatre and TV actors, experienced motion capture actors and experts, evaluating the experiences with our prototype. The results of these user studies indicate that our application makes it easier for motion capture actors to get into demanded moods and to understand the acting scenario. Furthermore, we show a prototype that complies with the requirements of a motion capture environment, that has the potential to improve motion capture acting results and supports actors with their performances.

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  • 39.
    Kade, Daniel
    et al.
    Mälardalen University, School of Innovation, Design and Engineering, Embedded Systems.
    Lindell, Rikard
    Mälardalen University, School of Innovation, Design and Engineering, Embedded Systems.
    Ürey, Hakan
    Özcan, Oguzhan
    Mälardalen University, School of Innovation, Design and Engineering, Embedded Systems.
    Evaluation of a Mixed Reality Projection Display to Support Motion Capture Acting2016In: 13th EAI International Conference on Mobile and Ubiquitous Systems: Computing, Networking and Services, 2016Conference paper (Refereed)
    Abstract [en]

    We present an evaluation of our mixed reality prototype for motion capture acting, tested with experienced motion capture actors. Motion capture acting requires trained and experienced actors who can highly rely on their acting and imagination skills. This is especially the case when preparation times are short and scenery needs to be imagined. To support actors in such cases, we developed a mixed reality application that allows showing digital scenery and triggering emotions while performing. In this paper we tested our prototype with experienced motion capture actors performing short acting scenes. We also evaluated the prototype’s usefulness for motion capture with four actors and four motion capture experts. The actors and experts considered our application helpful, especially as a rehearsal tool to prepare performances before motion capture shoots. They indicated that our application could reduce the time to prepare performances support the preparation of physical acting scenarios.

  • 40.
    Kade, Daniel
    et al.
    Mälardalen University, School of Innovation, Design and Engineering, Embedded Systems.
    Lindell, Rikard
    Mälardalen University, School of Innovation, Design and Engineering, Embedded Systems.
    Ürey, Hakan
    Koç University, Rumeli Feneri Mh., 34450 Istanbul, Turkey.
    Özcan, Oguzhan
    Koç University, Rumeli Feneri Mh., 34450 Istanbul, Turkey.
    Supporting Acting Performances Through Mixed Reality and Virtual Environments2016In: Proceedings of SETECEC 2016, 2016Conference paper (Refereed)
    Abstract [en]

    Motion capture actors need to deal with short preparation times and highly rely on their acting and imagination skills. To support these actors, we developed a mixed reality application that allows showing digital acting environments while performing and tested our prototype with 6 traditionally trained theatre and TV actors. As a result, these 6 actors indicated that our application supported them getting into the demanded acting moods with less unrequired emotions. The acting scenario was also better understood with less need of explanation than when just discussing the scenario, as commonly done in theatre acting.

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    fulltext
  • 41.
    Kade, Daniel
    et al.
    Mälardalen University, School of Innovation, Design and Engineering, Embedded Systems.
    Wallmyr, Markus
    Mälardalen University, School of Innovation, Design and Engineering, Embedded Systems.
    Holstein, Tobias
    Mälardalen University, School of Innovation, Design and Engineering, Embedded Systems.
    Lindell, Rikard
    Mälardalen University, School of Innovation, Design and Engineering, Embedded Systems.
    Ürey, Hakan
    Koç University, Istanbul, Turkey.
    Özcan, Oguzhan
    Koç University, Istanbul, Turkey.
    Low-cost mixed reality simulator for industrial vehicle environments2016In: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), Volume 9740, 2016, p. 597-608Conference paper (Refereed)
    Abstract [en]

    High-end industrial vehicle simulators are generally expensive and aim at providing a high level of realism. The access to such simulators is often a limited resource to researchers and developers who find themselves using a PC-based simulator instead. We challenge this approach by introducing a low-cost mixed reality simulator for industrial vehicles that allows to test new vehicle control concepts and design ideas in a rapid prototyping manner. Our simulator prototype consists of a head-mounted projection display, a CAVE-like room covered with a retro-reflective cloth and a rotatable chair with controls to steer an industrial vehicle. The created digital environment represents an obstacle course for an excavator and can be controlled by a joystick, a keyboard and can be explored by natural head movements. Performed user tests with 21 participants showed that the mixed reality simulator is perceived as more realistic, natural to use and provides a more immersive experience than a PC-based simulator with the same environment and controls.

  • 42.
    Kirchner, Kathrin
    et al.
    Technical University of Denmark, Kgs. Lyngby, Denmark.
    Nordin Forsberg, Britta
    KTH Royal Institute of Technology, Stockholm, Sweden.
    A Conference Goes Virtual: Lessons from Creating a Social Event in the Virtual Reality2021In: Innovations for Community Services: 21st International Conference, I4CS 2021, Bamberg, Germany, May 26–28, 2021, Proceedings / [ed] Udo R. Krieger, Gerald Eichler, Christian Erfurth, Günter Fahrnberger, 2021, p. 123-134Conference paper (Refereed)
    Abstract [en]

    Conferences and workshops are important activities in organizations for communication and collaboration, and in academia specifically to criticize and develop new research ideas. In order to enable social interactions during the pandemic situation, organizations use online solutions like video conference systems. A huge number of virtual conferences has been offered, and attracted more participants as the cost and participation effort were lower. However, socializing and informal exchange between conference participants during coffee breaks and conference dinners is nearly impossible in a virtual conference setting. Conferences are important to meet other researchers, to build a network and collaborate in the future, which is critical to society - to create frontier knowledge. Virtual reality could be an alternative to usual video conferences as they could allow social interaction between different participants and thus support to get in direct contact with future collaborators. Our paper explains how we created and executed a social event in virtual reality at an online conference in academia that included 22 participants in three Nordic countries. Based on 17 interviews with Swedish and Danish participants, we analyze perceived advantages and challenges that the event participants faced. Our results provide interesting insights and recommendations for organizers of virtual conferences to enable socializing in virtual reality.

  • 43.
    Kiselev, Andrey
    et al.
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    Kristoffersson, Annica
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    Loutfi, Amy
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    The Effect of Field of View on Social Interaction in Mobile Robotic Telepresence Systems2014In: Proceedings of the 9th ACM/IEEE International Conference on Human-Robot Interaction (HRI 2014), IEEE conference proceedings , 2014, p. 214-215Conference paper (Refereed)
    Abstract [en]

    One goal of mobile robotic telepresence for social interaction is to design robotic units that are easy to operate for novice users and promote good interaction between people. This paper presents an exploratory study on the effect of camera orientation and field of view on the interaction between a remote and local user. Our findings suggest that limiting the width of the field of view can lead to better interaction quality as it encourages remote users to orient the robot towards local users.

  • 44.
    Kiselev, Andrey
    et al.
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    Mosiello, Giovanni
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    Kristoffersson, Annica
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    Loutfi, Amy
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    Semi-Autonomous Cooperative Driving for Mobile Robotic Telepresence Systems2014In: Proceedings of the 9th ACM/IEEE International Conference on Human-Robot Interaction (HRI 2014), IEEE conference proceedings , 2014, p. 104-104Conference paper (Refereed)
    Abstract [en]

    Mobile robotic telepresence (MRP) has been introduced to allow communication from remote locations. Modern MRP systems offer rich capabilities for human-human interactions. However, simply driving a telepresence robot can become a burden especially for novice users, leaving no room for interaction at all. In this video we introduce a project which aims to incorporate advanced robotic algorithms into manned telepresence robots in a natural way to allow human-robot cooperation for safe driving. It also shows a very first implementation of cooperative driving based on extracting a safe drivable area in real time using the image stream received from the robot.

  • 45.
    Kiselev, Andrey
    et al.
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    Scherlund, Mårten
    Giraff Technologies AB, Västerås, Sweden.
    Kristoffersson, Annica
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    Efremova, Natalia
    Plekhanom University, Moscow, Russia.
    Loutfi, Amy
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    Auditory immersion with stereo sound in a mobile robotic telepresence system2015In: 10th ACM/IEEE International Conference on Human-Robot Interaction, 2015, Association for Computing Machinery (ACM) , 2015Conference paper (Refereed)
    Abstract [en]

    Auditory immersion plays a significant role in generating a good feeling of presence for users driving a telepresence robot. In this paper, one of the key characteristics of auditory immersion - sound source localization (SSL) - is studied from the perspective of those who operate telepresence robots from remote locations. A prototype which is capable of delivering soundscape to the user through Interaural Time Difference (ITD) and Interaural Level Difference (ILD) using the ORTF stereo recording technique was developed. The prototype was evaluated in an experiment and the results suggest that the developed method is sufficient for sound source localization tasks.

  • 46.
    Klingofström, Emma
    Mälardalen University, School of Innovation, Design and Engineering.
    Alla dessa system, hur funkar det?: En användarcentrerad studie på systemintegrering utifrån ett studentperspektiv.2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In this work, I have investigated different systems that students use during their studies. The systems explored at the beginning are Kronox, Canvas, Ladok and Admission. Based on the data collected, a delimitation was made to look at Kronox and Canvas, as these are systems that the students use the most during their studies. 

    With help of interviews and tests, I made an interface where Kronox was integrated into Canvas. With a user-centered approach, the students have been involved in every step of the process, this then creates a more included and meaningful design. This was then tested on the students and in an iterative work a final design proposal emerged. The result of the project has yielded a positive proposal that was developed from the students' perspective and that shows that there can be a change so that the systems can facilitate their study time. 

    This study is a bachelor thesis in the field of Information design with focus on Interactions design. 

    Download full text (pdf)
    fulltext
  • 47.
    Klåvus, Julia
    Mälardalen University, School of Innovation, Design and Engineering. 970923-8282.
    Deltagande design med tonåringar: Att skapa en användarupplevelse tillsammans med och till elever i ÅK92024Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In this study, which is part of a Bachelor of Arts degree in Information Design with a focus on Interaction Design, methods that invite teenagers into the design process been explored. The findings can contribute to the relatively unexplored and new field of Teen Computer Interaction (TeenCI), which is a part of the community Human Computer Interaction (HCI).

    For this study a collaboration has taken place with Köping Municipality as they expressed a need of help to adapt their high school's website to the target group that is making their choice of high school, which mainly are teenagers aged 15–16 and in 9th grade. In this way, participatory design has been crucial to understanding the target group and discovering their needs to develop a website for those who will use it. The teenagers responded to questionnaires, participated in group interviews and workshops, and conducted usability tests. A prototype has been developed, which will be handed over to Köping Municipality as a visual result of this design process that they can then use in when they will develop the website. The study has found that by being encouraging and flexible, all the methods tested in this study can be useful when teenagers are the users.

    Download full text (pdf)
    Deltagande design med tonåringar – Klåvus, Julia
  • 48.
    Kristoffersson, Annica
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    Measuring the quality of interaction in mobile robotic telepresence systems using presence, spatial formations  and sociometry2013Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    A mobile robotic telepresence (MRP) system is characterized by a video conferencing system which is mounted on a mobile robotic base. The system allows remote pilot users to move the robot around while communicating with local users situated in the robot’s environment. One of the most promising application areas for MRP systems is to deploy them in homes of elderly who are in frequent contact with health care professionals and/or alarm operators. Using MRP systems, elderly can get in immediate contact with these services even without leaving their homes. However, this poses some challenges for the health care professionals and alarm operators. The alarm operators traditionally communicate with their clients using the telephone while the health care professionals see their patients face-to-face with little interference of computer applications. The encounters between health care professionals and patients typically take place at clinics. Neither the health care professionals nor the alarm operators visit the elderly in person. Accordingly, they have no knowledge about the layout of the homes or where the elderly may reside. Thus, the social communication between them and the elderly via MRP systems is more complex than their traditional interaction with elderly.

    This compilation thesis makes a contribution towards understanding how interaction is affected by MRP system embodiment. The work focuses on measuring quality of interaction in MRP systems deployed in domestic settings in elder care. The thesis proposes a set of useful tools for measuring interaction quality. These tools are presence, spatial formations and sociometry. They were selected based on their ability to capture important characteristics for communication via MRP systems, e.g. social communication and mobility, and have been evaluated in experiments with real end-users, that is with alarm operators, health care professionals and elderly. The tools used to conduct the experimental evaluations of MRP systems include video-based evaluations, driving sessions and retrospective interviews. These methods were carefully chosen and take into consideration the organizational background of the participants involved and the challenge of conducting experiments with the aforementioned groups of users.

  • 49.
    Kristoffersson, Annica
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    Spatial configuration in communication via a MRP system2012Conference paper (Other academic)
  • 50.
    Kristoffersson, Annica
    et al.
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    Severinson Eklundh, Kerstin
    KTH Royal Institute of Technology, Stockholm, Sweden.
    Loutfi, Amy
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    Measuring the quality of interaction in mobile robotic telepresence: a pilot's perspective2013In: International Journal of Social Robotics, ISSN 1875-4791, E-ISSN 1875-4805, Vol. 5, no 1, p. 89-101Article in journal (Refereed)
    Abstract [en]

    This article presents a method for measuring the quality of interaction in social mobile robotic telepresence. The methodology is in part based on Adam Kendon's theory of F-formations. The theory is based on observations of how bodies naturally orient themselves during interaction between people in real life settings. In addition, two presence questionnaires (Temple Presence Inventory and Networked Minds Social Presence Inventory), designed to measure the users' perceptions of others and the environment when experienced through a communication medium are used. The perceived presence and ease of use are correlated to the spatial formations between the robot and an actor. The proposed methodology is validated experimentally on a dataset consisting of interactions between an elder (actor) and 21 different users being trained in piloting a mobile robotic telepresence unit. The evaluation has shown that these tools are suitable for evaluating mobile robotic telepresence and also that correlations between the tools used exist. Further, these results give iportant quidlines on how to improve the interface in order to increase the quality of interaction.

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