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  • 1.
    Anwar, Pakezea
    Mälardalen University, School of Innovation, Design and Engineering.
    ”I want to be free, and live my dreams”: Designing an interactive application to inform and support young women subject to honor-related pressure at home.2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
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  • 2.
    Baaz, Felicia
    et al.
    Mälardalen University, School of Innovation, Design and Engineering.
    Åkesson, Jennie
    Mälardalen University, School of Innovation, Design and Engineering.
    UX-metoder som kompletterar användbarhetstest genom att mäta tillfredsställelse: En fallstudie för att validera identifierade metoder2019Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This study has been carried out in collaboration with the company RISE and the group UX Insights, who works with methods to test a product’s usability and ergonomics. The purpose of the study was to find complementary UX methods for usability tests, and to test the methods for verifying whether the selected methods really generate complementary information, as it was requested by the UX Insights group.

    The goal was to identify three methods which could provide information about the user’s feelings, since emotions are linked to the factor satisfaction as opposed to usability tests that generate performance metrics. The goal was also to achieve a better product through tests and concept development, based on the selected methods, through a case study.

    The study was based on two research questions;RQ1. Which evaluation methods can be used to complement usability tests in work with UX and what supplementary information do the methods generate? RQ2. How can evaluation methods for UX be used in the product development process to effectively draw attention to emotional reactions in the interaction between product and human?

    To answer the research questions, a literature study and a case study were conducted. The literature study aimed at identifying complementary methods for usability testing, which resulted in the methods Emocards, semantic differential scale and interview. The identified methods wereused together with usability tests during two tests in the case study. Test one was carried out on two air conditioners that Electrolux assisted with, and test two was carried out on a concept of a new control panel that was developed after product development of the product that was in greatest need of improvement.

    The study resulted in a developed concept that generated better results from the tests, compared to the standard product. The concept received 18 percentage points higher effectiveness and an increase in efficiency as all tasks required at least 40 percentage points less effort. The movement in the circumplex model was 14 and 13 steps for the concept, compared to 32 and 15 steps for the standard product. The concept improved based on the semantic differential scale, where the average value decreased by 1.3 units. The result also showed that usability tests can be complemented by the methods Emocards, semantic differential scale and interview, which means that the whole aspect of UX is measured as the methods together generate both performance-based data and self-reporting data, which generates information on both performance and satisfaction.

    The conclusion of the study showed that all three complementary methods provided information that could be used in the development of the product in the case study. However, all three methods provided similar information and therefore do not need to be used together. For this reason, it is recommended to either complement usability tests with Emocards and interviews or with semantic differential scale and interview. This is because interviews can deepen the information that selected methods generates.

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  • 3.
    Balaman, Ufuk
    et al.
    Hacettepe Univ, English Language Teaching, Fac Educ, Ankara, Turkey.
    Sert, Olcay
    Hacettepe Univ, English Language Teaching, Fac Educ, Ankara, Turkey.
    Development of L2 interactional resources for online collaborative task accomplishment2017In: Computer Assisted Language Learning, ISSN 0958-8221, E-ISSN 1744-3210, Vol. 30, no 7, p. 601-630Article in journal (Refereed)
    Abstract [en]

    Technology-mediated task environments have long been considered integral parts of L2 learning and teaching processes. However, the interactional resources that the learners deploy to complete tasks in these environments have remained largely unexplored due to an overall focus on task design and outcomes rather than task engagement processes. With this gap in mind, we set out to describe the emergence, development, and diversification of L2 (English) interactional resources oriented to task completion using conversation analysis for the examination of 13hours of screen-recorded online task-oriented interactions collected over 18 weeks. The focal tasks in the study have been designed as emergent information-gap tasks that require the participants to maintain progressivity by both displaying their own and converging with their co-participants’ dynamic knowledgeability for task completion purposes. A longitudinal investigation into task engagement processes has demonstrated that the participants fail to display their knowledge congruently and they repeatedly disrupt the progressivity of task-oriented interaction in earlier weeks. However, an observable diversification of interactional resources for collaborative task accomplishment has been recorded in later weeks, which demonstrates the development of interactional competence over time. These findings bring insights into interactional competence, epistemics, and CALL with special reference to technology-mediated TBLT.

  • 4.
    Balaman, Ufuk
    et al.
    Hacettepe Üniversitesi, Ankara, Turkey.
    Sert, Olcay
    Mälardalen University, School of Education, Culture and Communication, Educational Sciences and Mathematics. Hacettepe Üniversitesi, Ankara, Turkey.
    The coordination of online L2 interaction and orientations to task interface for epistemic progression2017In: Journal of Pragmatics, ISSN 0378-2166, E-ISSN 1879-1387, Vol. 115, p. 115-129Article in journal (Refereed)
    Abstract [en]

    The role of knowledge in social interaction has been a recent research concern across several fields and the emergence of epistemics as a concept to understand information exchanges has been facilitated mainly through conservation analytic investigations (Heritage, 2012a,b). Relative epistemic status of speakers (Heritage, 2012a) has appeared to be a layer in the multidimensional body of action and knowledge co-construction (Goodwin, 2013). Although the nature of knowledge exchange processes in mundane talk and learning settings has been described in a number of studies, such an understanding has been explored to a lesser extent in technology-mediated and online interactional environments. With this in mind,, we draw on multimodal conversation analysis to describe online video-based interactions based on a single case analysis that represents a larger corpus of 70 h of screen recordings. The findings reveal the incorporation of online interaction, screen orientations, and knowledge co-construction for task accomplishment purposes. The participants coordinate their interactions with their orientations to the task interface to enact epistemic progression, which consequently turns the interface into a layer, a semiotic field, and a screen-based resource in the course of knowledge co-construction. The results have important implications for research on online interaction and epistemics as well as for an understanding of coordination of multiple actions in geographically dispersed settings.

  • 5.
    Balta, Alia
    Mälardalen University, School of Innovation, Design and Engineering, Innovation and Product Realisation.
    Allergo: Design Av Interaktiva Lösningar För Hudvård2024Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study is a bachelor's thesis in information design that focuses on interaction design. It specifically aims to develop and evaluate an innovative application that aims to simplify the choice of skin care products for people with allergies and skin sensitivities. 

    The study employed a combination of qualitative methods, including interviews and usability testing, and quantitative methods, such as questionnaires, to gather data. This report details the development process from research and user studies through iterative design and testing phases to the creation of a final high-fidelity prototype. The development involved consultations with experts and potential users to ensure a user-centered design approach. Various theories, including Cognitive Load Theory and User-Centered Design principles, were applied to enhance the application's usability.

    The outcome of this study is a high-fidelity prototype of Allergo. This application integrates features like an ingredient scanner, personal allergy alerts, personalized skincare recommendations, community feedback, and reviews, as well as a routine tracker. The application helps users identify safe skincare products quickly and effectively, fostering a sense of confidence and control over their skincare choices.

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  • 6.
    Bengtsson, Sofia
    Mälardalen University, School of Innovation, Design and Engineering.
    Kan erfarna medarbetare fungera som ambassadörer?: En studie som undersöker om potentiella medarbetare hade gynnats av att kunna chatta med anställda som genomgått samma process till svensk yrkeslegitimation.2024Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This report outlines a project conducted in collaboration with the Communications Department of Region Sörmland. The aim of this study is to investigate whether internationally recruited employees would benefit from the opportunity to chat with staff who have previously undergone the same process. In this report, individuals who have already completed the process are referred to as ambassadors. For clarity, this work has focused on the perspectives of potential employees. The perspectives of the ambassadors themselves have not been the focus of this study. To investigate this, methods such as environmental analysis, interviews, and user testing were employed. These methods provided valuable information regarding deficiencies and the needs of the target audience. The participants in this study include three individuals who work with international recruitments within Region Sörmland and at Folkhögskolan. Additionally, there are nine students who are currently enrolled in or have completed the KLIV (Qualified Licensure Professions Introduction in Healthcare) program. The data collection resulted in a prototype created using Figma. The prototype was then evaluated through user testing and subsequently underwent an iteration. The results of this study show that it is very interesting and valuable for the target audience to be able to connect with someone who has undergone the same process. There is a need for ambassadors that the target audience can contact. During the project, "contact cards" have been designed for the ambassadors, which show their name, job title, and the hospital in Region Sörmland where they work. Additionally, there is a picture and brief information about the person and the languages they speak. The features identified as valuable for the chat forum are the ability to send images/videos and attach documents. However, the design and features of the chat forum need to be iterated and tested with more members of the target group to ensure its effectiveness and user-friendliness. This study is a bachelor thesis in the field of Information design with focus on interaction design.

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  • 7.
    Blom, Daniel
    et al.
    Mälardalen University, School of Innovation, Design and Engineering.
    Jarju, Kebba
    Mälardalen University, School of Innovation, Design and Engineering.
    Utvecklandet av en idégenereringsprocess: Att genom mångfald öka kvalitén på idén och dess implementering2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Frågeställning: Vilka faktorer har möjlighet att underlätta för både idégenereringsprocesser samt implementeringen utav idéer?

    Problemformulering: Problemet som det kontaktade företaget har är att de har svårt att få sina genererade idéer att verkligen implementeras på avdelningar. I dagsläget får platscheferna välja om de ska implementera idéer i de respektive avdelningar som de är ansvariga över. Många idéer sällan genomförda, vilket är något de vill förbättra. Den problematik som författarna står inför är att försöka skapa en lösning, eller förslag på hur denna process samt förslagens hållbarhet kan förbättras.

    Syfte: Syftet är att hitta faktorer som kan utgöra hinder, vad som kan göras för att åtgärda dessa hinder samt vilka faktorer som kan underlätta processen i sin helhet, från idé till implementering.

    Metod: Bygger på en kvalitativ ansats

    Slutsats: Resulterar i en modell som ska bidra till en ökad förståelse. Denna modell har skapats genom att se över de förutsättningar hos det kontaktade företaget som finns i dagsläget, kombinerat med tidigare forskning som stöd för de förslag som författarna står för. Den ökade förståelsen består bland annat av hur ledarskap kan bidra till idégenerering, eller hur en organisation kan dra nytta utav organisatoriskt lärande.

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  • 8.
    Blom, Jonathan
    Mälardalen University, School of Innovation, Design and Engineering.
    Kundens Röst i Organisationen: Utveckling av kundorienterade verktyg för kvalitativa kundstudier i stor skala2023Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Background: Despite a growing consensus that becoming more customer-oriented as an organization is a strategic necessity, organizations find it hard to know how they can achieve this transformation. Research indicates that organizations face challenges when trying to generatevaluable, qualitative data from their customers and leveraging the customer’s voice in value co-creation to improve and create innovative solutions.

    Value co-creation in the context of service development involves a collaborative process where organizations and their customers mutually interact to identify and share needs and values that can lead to value creation for poth paries.

    VafabMiljö is a municipal organization within the public sector for resource and waste management with great responsibility for the well-being of society as a whole. They rely on mutual communication between the customers and the organization in order to have the ability to create shared value. However, motivating customers to co-create and participate in qualitative studies is difficult, and VafabMiljö is now searching for a solution on how more qualitative data can be generated in a customer oriented way that will allow the customer’s voice to flow through the organization. The purpose of the study was consequently to contribute to the development of knowledge on how customer oriented, qualitative customer studies on a large scale can be conducted.

    Therefore, a research question was formulated as follows:

    F1: ”How can a process map including customer-oriented methods be designed, to enable large-scale generation of qualitative data regarding service processes for resource and waste management?”

    Method: In this study, a case study and a literature review were conducted in conjunction with each other. The literature review explored existing theory related to customer-oriented service development and user experience as support for the case study.

    The purpose of the case study was to initially identify factors for customer oriented, qualitative studies by exploring motivations and demotivations related to the participation and co-creation of VafabMiljö’s customers. Subsequently, the study aimed to develop qualitative data collection methods taking these identified factors into account. The case study followed a product development process through four divergent and convergent phases, leading development from problem area to solution area.

    Results: The result of the study is a process map with detailed, customeroriented methods for collecting qualitative data on a large scale. The process map provides the organization with a starting point for initiating mutual communication and co-creation with its customers, thereby creating shared value for the organization, its customers, and society as a whole.

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  • 9.
    Brus, Christoffer
    Mälardalen University, School of Innovation, Design and Engineering.
    Situationsmedvetenhet för effektivare produktionsöversikt i fabriksmiljöer2024Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper has focused on addressing the challenges with employees' understanding of the production flow within a factory. Through a user-centered design process, essential data has been centralized and several tools have been implemented on one platform. The primary purpose of this paper is to improve the employee's situtional awareness within the factory, which is crucial for them to understand and react to the dynamic conditions within the production environment. To achieve this goal, various methods have been used such as surveys, interviews and focus groups, to identify the most important target groups and what their needs and pain points are.

    By using situtional awareness as a basis for the study, it has increased the understanding of what affects individuals' understanding of their work environment. By utilizing situational awarenesss, a new design has been developed that could potentially make it easier for employees to understand relevant information and interpreted it in a correct way, but above all centralizes it on a platform. Which can result in the employees being able to perform their work in a more efficient manner and also minimizing miscommunication.

    In addition to that, different gestalt laws have been applied in the design of the tool in order to make it easier to interpret the meaning of different functionalities.

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  • 10.
    Celik, Sercan
    et al.
    TED University, Ankara, Turkey.
    Baran, Evrim
    Iowa State University, Ames, USA.
    Sert, Olcay
    Mälardalen University, School of Education, Culture and Communication, Educational Sciences and Mathematics.
    The Affordances of Mobile-App Supported Teacher Observations for Peer Feedback2018In: International Journal of Mobile and Blended Learning, ISSN 1941-8647, E-ISSN 1941-8655, Vol. 10, no 2, p. 36-49Article in journal (Refereed)
    Abstract [en]

    Mobile technologies offer new affordances for teacher observation in teacher education programs, albeit under-examined in contrast to video technologies. The purpose of this article is to investigate the integration of mobile technologies into teacher observation. Using a case study method, the authors compare the traditional narrative paper-pen, mobile app-supported, and video observation methods. Participants included 2 experienced teachers of English as a Foreign Language who were selected as the observers and observees in a higher education institutional context. The data was collected in three different teaching sessions over 4 weeks. Data sources included lesson observation notes and semi structured interviews conducted with teachers after each session. Results suggest recommendations for the integration of mobile and video based observation tools into teacher professional development programs, pre-service and in-service teacher education programs, as well as teacher certificate programs.

  • 11.
    Chikweya, Tatenda Innocent
    Mälardalen University, School of Innovation, Design and Engineering.
    A Framework for the Ethical Integration of Extended Reality InProduction Training: Considerations For SMEs in The ManufacturingIndustry2023Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Extended Reality (XR) technologies, including virtual reality (VR), mixed reality (MR) and augmented reality (AR), are increasingly being integrated into production training across various industries. As XR becomes more prevalent, ethical considerations surrounding its implementation become important. This research aims to explore the ethical dimensions of XR in production training, with a specific purpose of identifying potential ethical issues that may arise with the use of XR in production training.. The study then proposes a guiding framework that encompasses pre-adoption, adoption, and usage stages of XR implementation, addressing key ethical concerns and offering practical guidelines for organisations, particularly small and medium-sized enterprises (SMEs), in the manufacturing industry. 

    The research methodology involves a systematic review of existing literature on XR development, the need for production training and the ethics of XR. It also incorporates qualitative interviews with industry experts and practitioners to gather insights on the challenges and opportunities related to ethical XR implementation. The findings highlight the importance of appointing a champion for XR use cases, conducting risk assessments, establishing clear guidelines and policies, training trainers on ethical considerations, selecting appropriate XR devices, designing simulations with user experience in mind, obtaining informed consent, and monitoring employee well-being. 

    The implications of this research extend beyond manufacturing industry SMEs, as the proposed framework can be applied to other businesses utilising XR for training purposes. By integrating ethical considerations and promoting user involvement in XR implementation, organisations can unlock the full potential of XR technologies while ensuring inclusivity, equal opportunities, and ethical practices. This research contributes to the growing body of knowledge on XR ethics and offers practical guidance for practitioners and decision-makers in leveraging XR for production training in an ethical and inclusive manner. 

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  • 12.
    Ehn, Maria
    et al.
    Mälardalen University, School of Innovation, Design and Engineering, Embedded Systems.
    Ström, Lars
    Livanda-Internetkliniken, Sweden.
    Johansson, Titti
    Region Västmanland, Sweden.
    Cicchetti, Antonio
    Mälardalen University, School of Innovation, Design and Engineering, Embedded Systems.
    Revenäs, Åsa
    Mälardalen University, School of Health, Care and Social Welfare, Health and Welfare. Region Västmanland, Ortopedkliniken Västerås, Sweden.
    SALUTOGEN: User-center development and prototype testing of a system supporting seniors’ physical activity for fall prevention2019Conference paper (Refereed)
    Abstract [en]

    Background:

    Physical activity (PA) can contribute to fall prevention among seniors. Many seniors need to increase their PA and regularly perform balance-enhancing activities. Changing behavior is often challenging, especially long-term. Therefore, support for change and long-term maintenance of PA behavior contributing to fall prevention is essential. Technology-based applications are widely exploited to support PA but do not match seniors’ needs. Therefore, new solutions are needed that support seniors’ PA for fall prevention leveraging theory for behavioral change and the specific target user’ needs.

    Aim, Method:

    SALUTOGEN is a research and innovation project aiming to develop and test a system prototype of technology-based motivation support for seniors’ PA including balance training. The developed technology includes apps for tablet and mobile phone that together provide seniors with motivation support for PA, activity measurement and video-coaching. 

    The project is based on iterative user-centered methodology including: development of needed app components; evaluation of single apps and their integration; pilot feasibility evaluation with seniors and coaches in real world settings.  

    Results:

    Valuable feedback from seniors was collected and used in the iterative development, especially from the motivation support perspective. The evaluation showed that the apps must be very intuitive and easy to understand. Preliminary results from the on-going pilot evaluation indicate that the coaching is highly appreciated by seniors and coaches. Moreover, the seniors’ and coaches’ experience in using the technology highly depends on the technology’s usability and reliability. 

    Conclusions:

    Technology-based interventions can play an important role in supporting seniors’ PA for fall prevention. Results from the project indicate that solution’s key elements are perceived important and appreciated by seniors and coaches. However, it is crucial for the users that the technical applications are light, intuitive and robust.

  • 13.
    El-Hage, Stephanie
    Mälardalen University, School of Innovation, Design and Engineering.
    Digital hälsotvilling: En användarcentrerad studie om hur ett gränssnitt för Digital hälsotvilling kan utformas för att vara motiverande och användbart för personer i pensionsålder2024Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Healthcare is changing and it needs to be more preventive to promote health and healthy aging. Technology will need to be used to a greater extent than it is today. Eskilstuna municipality and Region Sörmland have created a Digital health twin called Digital hälsotvilling, which is a prototype of a health application. It is currently aimed at people of retirement age and aims to help people maintain or improve their health, prevent lifestyle-related diseases and achieve their own health goals. Health applications should be usable and encourage physical activity as well as promote a healthy lifestyle through specific goals and motivation. 

    The aim of this thesis was to investigate whether Digital hälsotvilling is perceived as motivating and usable for people of retirement age, and to create a design proposal that enhances the perceived motivating aspects and improves usability. Interviews and usability tests were made with four persons of retirement age who had some experience with technology and engaged with their smartphone on a daily basis. 

    The interviews and usability tests showed that the perceived motivating aspects of Digital hälsotvilling was seeing ones health data and progress visualized, as well as the application providing individualized information and support in planning what to do to achieve ones goals. However, the user flow in the prototype was not perceived as logical and some words and visualizations were difficult to understand. Dörnyei and Ushioda (2021) theory of motivation and SDL (Self-Determination Theory) and Sharp, Rogers and Preece (2019) theory of usability have been applied in this thesis. The design proposal was created with both theory and empiricism as a basis.

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  • 14.
    Eriksson, Yvonne
    Mälardalen University, School of Innovation, Design and Engineering, Innovation and Product Realisation.
    Tactile reading: Tactile understanding2012In: Assistive Technology for Blindness and Low Vision, CRC Press , 2012, p. 193-217Chapter in book (Other academic)
    Abstract [en]

    As pointed out already by the French philosopher Dennis Diderot in the late 18th century, sight is a very efficient and elegant sense (Diderot, 1749). It is possible to see great distances and very close-up views. By looking, we can quickly get an idea of an environment or a specific milieu. Through pictures on the Internet, nonfiction books, storybooks for children or magazines, we get information about, for example, different parts of the world or fashion. Sight is used to orient us in many different ways, socially and geographically. It is possible to perceive space entirely from vision, but it could be apprehended from haptic experience as well as hearing. For sighted people, hearing and haptic understanding support the visual impression, while people with visual impairment have to depend on them. This chapter will address questions about how blind children learn to use touch for a better understanding of the environment. I will here focus on how tactile pictures in storybooks can support further discussions about everyday objects and episodes, and more abstract conversations. I will also address theories about tactile and multimodal reading processes that are involved in tactile decoding, and how they relate to visual perception and visual literacy. 

  • 15.
    Hedberg, Erika
    Mälardalen University, School of Innovation, Design and Engineering.
    Meningen med meningsförändrande innovation inom robotikbranschen: En explorativ fallstudie2011Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
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  • 16.
    Karlsson, Linda
    Mälardalen University, School of Innovation, Design and Engineering.
    Från bok till dataspel - Digital transformering för främjandet av läsförståelse hos barn2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
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    Från bok till dataspel
  • 17.
    Khofman, Anna
    Mälardalen University, School of Innovation, Design and Engineering.
    Exploring cognitive biases in voice-based virtual assistants2023Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This paper investigates the conversational capabilities of voice-controlled virtual assistants with respect to biased questions and answers. Three commercial virtual assistants (Google Assistant, Alexa and Siri) are tested for the presence of three cognitive biases (wording, framing and confirmation) in the answers given. The results show that all assistants are susceptible to wording and framing biases to varying degrees, and have limited ability to recognise questions designed to induce cognitive biases. The paper describes the different response strategies available to voice user interfaces, the differences between them, and discusses the role of strategy in relation to biased content.

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  • 18.
    Klemming, Elliot
    Mälardalen University, School of Innovation, Design and Engineering.
    Bortom skärmen: En undersökning kring förebyggandet av toxicitet och främjandet av goda sociala interaktioner i online-spelmiljöer.2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper examines social aspects of computer and video gaming, includingplayers' perceptions of socialization surrounding gaming, its importance to theplayers, as well as factors that can lead to bad behavior online. In addition, adesign process based on the research results is showcased. The research issummarized and used as a basis for the design decisions. The purpose of thispaper is to contribute to the knowledge surrounding gaming and its impact onsocialization, with the goal of bettering our understanding of gaming in a social context.

    Through an analysis of existing literature together with empirical data collectedfrom users and other online platforms, this report aims to provide insights into thecauses and consequences of toxic behavior. The results indicate that severalfactors contribute to the occurrence of toxicity, e.g. anonymity, disinhibition,competition and other social dynamics in gaming environments. In addition, theconsequences of these negative interactions and how it affects players, such asmood and general experience, are examined. In addition, potential measures toreduce toxicity are discussed, along with the importance of promoting positivesocietal norms, implementing effective reporting and moderation systems, andpromoting empathy and inclusivity. Finally, a design proposal is presented thatrepresents an idea for an interface that facilitates the process of finding likeminded players, which previously has not displayed signs of toxicity.

    In conclusion, this report highlights the complex issue of toxic behavior in gaming. Delving into its causes and effects, this paper could provide valuableinsights for researchers and game developers to address and combat toxicity,ultimately fostering a more positive and inclusive climate around gaming. 

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  • 19.
    Kristoffersson, Annica
    et al.
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    Coradeschi, Silvia
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    Loutfi, Amy
    Örebro universitet, Institutionen för naturvetenskap och teknik.
    A review of mobile robotic telepresence2013In: Advances in Human-Computer Interaction, ISSN 1687-5893, E-ISSN 1687-5907, Vol. 2013, p. 902316-Article, review/survey (Refereed)
    Abstract [en]

    Mobile Robotic Telepresence (MRP) systems incorporate video conferencing equipment onto mobile robot devices which can be steered from remote locations. These systems, which are primarily used in the context of promoting social interaction between people, are becoming increasingly popular within certain application domains such as health care environments, independent living for the elderly and office environments. In this review, an overview of the various systems, application areas and challenges found in literature concerning mobile robotic telepresence is provided. The survey also proposes a set terminology for the field as there is currently a lack of standard terms for the different concepts related to MRP systems. Further, this review provides an outlook on the various research directions for developing and enhancing mobile robotic telepresence systems per se, as well as evaluating the interaction in laboratory and field settings. Finally, the survey outlines a number of design implications for the future of mobile robotic telepresence systems for social interaction.

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  • 20.
    Kumlin, Tomas
    et al.
    Mälardalen University, School of Health, Care and Social Welfare, Health and Welfare.
    Lindell, Rikard
    Mälardalen University, School of Innovation, Design and Engineering, Embedded Systems.
    Biosignal Augmented Embodied Performance2017In: Proceedings of AudioMostly AM, 2017, article id a19Conference paper (Refereed)
    Abstract [en]

    We explore the phenomenology of embodiment based on research through design and reflection on the design of artefacts for augmenting embodied performance. We present three designs for musicians and a dancer; the designs rely on the artists’ mastery acquired from years of practice. Through the knowledge of the living body, their instruments —cello, flute and dance —are extensions of themselves; thus, we can explore technology with rich nuances and precision in corporeal schemas. With the help of Merleau-Ponty’s phenomenology of embodiment we present two perspectives for augmented embodied performance: the interactively enacted teacher, and the humanisation of technology.

  • 21.
    Lantz, Annika
    et al.
    University of Uppsala, Sweden.
    Brav, Agneta
    Mälardalen University, Department of Social Sciences.
    Job Design for Learning in Work Groups2007In: Journal of Workplace Learning, ISSN 1366-5626, Vol. 19, no 5, p. 269-285Article in journal (Refereed)
    Abstract [en]

    Purpose - What is required of job design and production planning, if they are to result in a work group taking a self-starting approach and going beyond what is formally required of it? This paper aims to contribute to group research by testing a theoretical model of relations between job design on the one hand (captured as completeness, demand on responsibility, demand on cooperation, cognitive demand, and learning opportunities), and reflexivity and learning processes within natural work groups in industry on the other hand. Design/methodology/approach - The results are based on detailed task analyses and questionnaires from 40 work groups at the shop-floor level in manufacturing industry in Sweden. Findings - Job design and work routines show strong effects on reflexivity and learning processes. Four dimensions of job design - completeness, demand on cooperation, cognitive demand and learning opportunities - impact on reflexivity and learning processes. Job design correlates with social routines, and social routines with work routines. Practical implications - It is crucial to create a job design that putschallenging demands on the group if group processes are to be characterized by reflexivity and learning. Managers have a challenging task to provide both a space and a climate that supports reflexivity and learning. All functions affected by production planning need to be involved in job design to balance conflicts between productivity and innovation. Originality/value - Detailed task analysis is worthwhile as it captures aspects that are prerequisites for innovative groups not previously accounted for.

  • 22.
    Larsson, Ludwig
    Mälardalen University, School of Innovation, Design and Engineering.
    Fullt fokus på omgivningen: Framförandet av lastbil i stadstrafik utan distraktion2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This is a bachelor thesis in Information design focusing on Interaction Design. Today much transport is done with the help of trucks, especially in urban traffic. In the project methods to move towards a result is interviewing and observation the main method of collecting information. The observation was very meanigful since it consisted of a full day together with a driver. This can be problematic in certain situations where it is crowded to turn around and a lot of traffic in the form of cars, cyclists and pedestrians requires full focus. If the driver at the same time is inexperienced and don’t have routine and knowledge about all the functionsadditional distraction is added. What can interfere and help from the truck's technology can be both good and bad. What can disturb and help is shown here, functionality and adaptation that support the driver are important elements in driving the truck safely. Reduced distraction is a goal to make it possible.

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  • 23.
    Lindell, Rikard
    Mälardalen University, School of Innovation, Design and Engineering.
    Pining for the Materiality of Code2012Conference paper (Refereed)
    Abstract [en]

    The new ubiquitous assistive devices have increased design space for innovative highly interactive design. Designers can no longer rely on a design process based on the known interaction idioms. This impedes the design process because the non-interactive material - sketches, scenarios, storyboards - does not provide designers the essential talk-backs needed to be able to make reliable assessments of the design characteristics. However, the interactive prototypes provide these talk-backs. How can we think of code as a design material? And how can the designer's repertoire expanded to include materials familiarity even to code?

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  • 24.
    Lindell, Rikard
    Mälardalen University, School of Innovation, Design and Engineering.
    Surface Interaction to Support Collaborative Multimedia Live Performances2008Conference paper (Refereed)
    Abstract [en]

    This paper describes surface interaction applied to a research prototype used in real world longitudinal studies of collaborative multimedia live performance and rehearsal.

  • 25.
    Lindell, Rikard
    et al.
    Mälardalen University, School of Innovation, Design and Engineering, Embedded Systems.
    Kumlin, Tomas
    Mälardalen University, School of Health, Care and Social Welfare, Health and Welfare.
    Augmented Embodied Performance2017In: New Interfaces for Musical Expression NIME, Copenhagen, Denmark, 2017Conference paper (Refereed)
    Abstract [en]

    We explore the phenomenology of embodiment based on research through design and reflection on the design of artefacts for augmenting embodied performance. We present three designs for highly trained musicians; the designs rely on the musicians’ mastery acquired from years of practice. Through the knowledge of the living body their instruments —saxophone, cello, and flute — are extensions of themselves; thus, we can explore technology with rich nuances and precision in corporeal schemas. With the help of Merleau-Ponty’s phenomenology of embodiment we present three hypotheses for augmented embodied performance: the extended artistic room, the interactively enacted teacher, and the humanisation of technology.

  • 26.
    Nilsson, Tor
    et al.
    Mälardalen University, School of Education, Culture and Communication, Educational Sciences and Mathematics.
    Gustafsson, Peter
    Mälardalen University, School of Education, Culture and Communication, Educational Sciences and Mathematics.
    Sundqvist, Pernilla
    Mälardalen University, School of Education, Culture and Communication, Educational Sciences and Mathematics.
    Children’s interactions with technology in teachers’ self‑reported activities in Sweden’s preschools2022In: International journal of technology and design education, ISSN 0957-7572, E-ISSN 1573-1804, Vol. 32, no 1, p. 129-147Article in journal (Refereed)
    Abstract [en]

    This study investigates preschool children’s interactions with technology in a Swedish context. The purpose is to broaden our knowledge about children, technology and preschool activities—not only the meanings of technology that is present in everyday preschool activities, but also how children interact with it. Collier-Reed’s (Pupils’ experiences of technology: exploring dimensions of technological literacy, PhD thesis, University of Cape Town, Cape Town, 2006) category system has been used to analyse data generated in two research circles. The participating preschool teachers were asked to present teacher- and children-initiated activities from their daily practices. 54 cases were identified, of which 40 included children’s interactions with technology according to the definitions provided by Collier-Reed. Mapping the results in a matrix representation based on Collier-Reed’s two sets of categorisation systems shows two clusters. The first mainly includes teacher-initiated activities, in which children were instructed how to use different artefacts. The second also includes children-initiated activities requiring more engagement as part of Collier-Reed’s notion of the core. Also, labelling was added to the category system in order to adapt it to the Swedish preschool setting.

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  • 27.
    Norström, Samuel
    Mälardalen University, School of Innovation, Design and Engineering.
    Intuitive Design for Maximum Productivity: Leveraging Semi-Automatic Functions in Wheel Loaders: A User-Centered Approach to Enhance Novice Operator Adoption of Semi-Automatic Functions2024Independent thesis Basic level (degree of Bachelor of Fine Arts), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis explores the adoption of semi-automatic functions in wheel loaders by novice operators with three years of experience, highlighting the design's role in enhancing operator engagement and efficiency in short-cycle loading tasks. Research findings demonstrate that hands-on, practical learning of semi-automatic functions is significantly more effective than theoretical approaches, although both remain crucial. The study identifies a major barrier to adopting semi-automatic functions: the lack of familiarity and previous exposure to these functions, leading to a preference for manual control due to the operator’s traditional method’s comfort and perceived simplicity. To address these challenges, this thesis proposes a design solution that includes clear, easy-to-understand instructions and real-time feedback to help operators recognize the semi-automatic function’s ergonomic and efficiency benefits. Demonstrating the practical advantages of these functions in action has proven to shift operators’ attitudes positively. Furthermore, the operators’ perceptions of their usability and usefulness significantly influence the adoption of semi-automatic functions. The design recommendations advocate for an intuitive interface that offers step-by-step guidance and interactive tutorials, making the semi-automatic functions more accessible and encouraging novice operators to transition more smoothly to semi-automation. Overall, the thesis underscores the importance of a user-centered design approach that facilitates the initial adoption of semi-automatic functions and supports the ongoing development of operator skills and the optimization of work practices in the construction industry.

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  • 28.
    Olby, Ida
    Mälardalen University, School of Innovation, Design and Engineering.
    Nej, men vad dålig jag känner mig nu!: En studie om att utforma ett användarvänligt arbetsflöde för elektronisk signering2011Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    A continuous increase of the accessibility to the Internet has lead to several instances where errands previously performed outside the home now can be carried out online as well, such as purchases of books, movies and clothes. Today, several companies offer services for the electronic signing of documents. In this thesis, I have chosen to study the workflow for such electronic signatures.

    The focus of the study is the company Comfacts solution, which uses SMS as part of the identification process. The steps that users go through to sign a document are not clearly defined. By studying the workflow of the system Comfact uses for electronic signage, I hope to bring insight of how to design a flow where users understand the process and feel that signing electronic documents online is a simple and straightforward process.

    The preliminary study consisted of a heuristic evaluation of the service, a competitor analysis of similar services and usability tests. The result showed that the main problem with the current solution is that certain words and sentences are structured in a way that the participants feel they don’t understand. This, combined with poor information on how the signing process works results in an overall unclear workflow. An unclear workflow will, in turn, cause the users to reflect upon the process itself more than should be necessary.

    By using the knowledge gained though theoretic studies and the preliminary study I developed a proposal for a new user interface. This interface was then tested by a new group of users, and I was able to demonstrate measurable improvements from the previous user interface.

    The conclusion of my study is that a workflow should be designed with the following aspects in mind, in order to better guide the users through the signing process:

    1) Design with the users in mind, not the underlying technology

    2) Provide clear information about what is going on

    3) Different elements should be visible

    4) The design should be consistent

    5) Use functions familiar to the users

    By designing according to these principles in the future, users exclaiming “Oh, I feel so stupid!” can be avoided, and more users feel “Aha, I understand!”

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  • 29.
    Parapanova, Velina
    Mälardalen University, School of Innovation, Design and Engineering.
    User-Centered Design in Digital Twins: Insights Based on Industrial Designers’ Activities2024Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Digital twin is an emerging technology that enhances digital transformation across many industries and domains. Most digital twins are made for a work context, and end users are the domain experts who carry knowledge in the work processes and products of which digital twin is part. The research gap for the present study is found in the missing adoption of a user-centered design approach and systematic evaluation of digital twins from the perspective of end users. User-Centered Design is a well-known design philosophy that engages users in the design process. By involving users, designers can better understand users and create situations where users can introduce their knowledge, needs and concerns into the products and systems. Emerging research questions for this study are: RQ1: What insights could be obtained with user-centered design and user involvement for the design of digital twin? RQ2: What limitations could user-centered design and user involvement incorporate in the design process of digital twins? This study will use both previous studies and empirical data from a scenario-based approach, workshops, observation, and interviews. Further, it will explore a theoretical framework combining User-Centered Design and Activity theory. This study aims to investigate what knowledge we can gain with users in focus and how that might help to fill the knowledge gap of previous research about user-centered involvement. 

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  • 30.
    Pettersson, Erik
    Mälardalen University, School of Innovation, Design and Engineering.
    The Buffer - direktåtkomst av minnesbuffer för ljudspår2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Modulära synthesizers blev en stor kommerciell succé in på 1960-talet som sedan in på 2010-talet skulle få uppmärksamhet på nytt, troligtvis i samband med en "Do it yourself-rörelse" (DIY-movement). En sampler är ett instrument som finns både självständigt och som styrspänningskontrollerad modul inom modulärsyntes. Vanligt är att vissa aspekter till uppspelning går att kontrollera med styrspänning, exempelvis uppspelningshastigheten. Något varken jag eller min handledare har sett tidigare är direktåtkomst med styrspänning till minnespekare i en ljudbuffer för samplermoduler. Därför implementerade jag The Buffer, en samplermodul i en virtuell modulärsyntesmiljö - VCV Rack. I arbetet undersökte jag två frågeställningar: kopplingen mellan inspänningen till modulen och det resulterande ljudet, samt även vilket maximalt minnesområde som går att adressera för styrspänningen så att pekarna sveper konsekutivt genom varje frame av ljudspåret. I den senare utforskade jag två möjliga svar, ett teoretiskt största möjliga, och ett med utgångspunkt i min implementation. Jag utförde även en användarstudie på mer subjektiv basis för en indikation på modulens användbarhet.

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  • 31.
    Runesson, Lovisa
    et al.
    Mälardalen University, School of Innovation, Design and Engineering.
    Törn, Amanda
    Mälardalen University, School of Innovation, Design and Engineering.
    A framework for implementation of real-time monitoring through IIoT2022Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In the global and dynamic business environment of today, Industry 4.0 and the development of digital networking and real-time connection are pushing manufacturing companies to introduce new technologies into their manufacturing processes. IIoT is seen as a key element of Industry 4.0 that enable the virtualization of manufacturing processes that can ensure smooth operations across the supply chain through real-time information collection. While researchers and practitioners alike agree that there are potential advantages of implementing real-time monitoring through IIoT they also uphold that there are critical challenges for adoption. Research shows that few companies have developed the structured strategies necessary to attain a consistent competitive advantage while implementing IIoT into their manufacturing processes. A large reason contributing to this is that there is no established industry standard for how to ensure interoperability, i.e the ability of different computerized products or systems to connect and exchange information with one another.

    To bridge the gap between theoretical knowledge of IIoT and the practical challenges of its implementation in a manufacturing process, the purpose of the study is to present a framework of the potential challenges and enablers of implementing IIoT for real-time monitoring. To meet the purpose of this study a multiple case study was performed at Volvo Construction Equipment sites in different stages of IIoT implementation. As a result, four categories related to potential challengers and enablers of implementing IIoT for real-time monitoring were identified. These categories were: external environments, IT infrastructure, technology, and human factors. Four project phases of implementing an IIoT platform were also identified, which lays the foundation for the proposed framework. The framework provides a general understanding of how manufacturing companies can implement IIoT to achieve real-time monitoring in practice by highlighting potential challenges and enablers in each project phase. Contributing to current research, this thesis considers the holistic perspective of the research area, i.e a combination of both technical and social aspects, where the resulting framework provides guidance on how to implement IIoT for real-time monitoring. Future research may include confirmation of the framework in practice and performing a quantitative case study to achieve generalized results.

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  • 32.
    Samuelsson, Robin
    Uppsala universitet, Sweden.
    Cultural Heritage Through Educational Robots: Using a Ukrainian Folk Tale with a Programmable Robot in Early Childhood Education2022In: HCI International 2022 – Late Breaking Posters: 24th International Conference on Human-Computer Interaction, HCII 2022, Virtual Event, June 26 – July 1, 2022, Proceedings, Part I, Cham: Springer , 2022, p. 336-343Conference paper (Refereed)
    Abstract [en]

    Programmable robots are increasingly used to introduce computational thinking and programming to young children. However, how to practically introduce this is still being developed, where storytelling and project-based methods have been promoted as possible ways to achieve this. This paper presents a study from a preschool featuring 4–5 year-olds working with a Ukrainian folk tale, The Mitten, while introducing programming through a programmable floor robot, The Blue-Bot. The paper presents the iterative cycles during a design-based study of merging the folk tale with the Blue-Bot during the project. The paper further examines the educational affordances of a programming board created during the project, showing how the folk tale provided a fitting structure for the board and pedagogical scaffold during the activities. The paper discusses how older forms of cultural heritage can be merged with new technologies and the added importance of the particular case of Ukrainian cultural heritage following the outbreak of the war in Ukraine.

  • 33.
    Samuelsson, Robin
    et al.
    Uppsala universitet, Sweden.
    Price, Sara
    UCL Knowledge Lab, Institute of Education, University College London, London, UK.
    Jewitt, Carey
    UCL Knowledge Lab, Institute of Education, University College London, London, UK.
    How young children’s play is shaped through common iPad applications: a study of 2 and 4–5 year-olds2022In: Learning, Media & Technology, ISSN 1743-9884, E-ISSN 1743-9892, p. 1-19Article in journal (Refereed)
    Abstract [en]

    Digital devices such as iPads are prevalent in children’s play from an early age. How this shapes young children’s play is an area of considerable debate without any clear consensus on how different forms of play are brought into the iPad interaction. In this study, we examined 98 play activities of children in two preschool settings, featuring 2 and 4–5-year-olds, their play with iPads and non-digital artefacts. Three analytical approaches were used: an index built on a digital play framework (Bird, Jo, and Susan Edwards. 2015), a quantitative description of the index, and a qualitative interaction analysis of children’s play. Results show how play with iPads is characterised as less ludic than play with other artefacts, and diverges from the age-typical norms of play. We discuss what these results might mean for children’s play in contemporary early childhood settings and for children’s learning.

  • 34.
    Sert, Olcay
    et al.
    Mälardalen University, School of Education, Culture and Communication, Educational Sciences and Mathematics.
    Gynne, Annaliina
    Mälardalen University, School of Education, Culture and Communication, Educational Sciences and Mathematics.
    Larsson, Maria
    Mälardalen University, School of Education, Culture and Communication, Educational Sciences and Mathematics.
    Developing student-teachers’ interactional competence through video-enhanced reflection: a discursive timeline analysis of negative evaluation in classroom interaction2024In: Classroom Discourse, ISSN 1946-3014, E-ISSN 1946-3022Article in journal (Refereed)
    Abstract [en]

    This article presents a case study of a student-teacher’s change in classroom interactional practices as she engages in video-enhanced reflections and collaborative feedback encounters during her practicum in Sweden. We specifically focus on an interactional practice that can be observed in many classrooms: teachers’ use of (overt) negative evaluation (i.e. ‘No!’) that immediately follows learners’ incorrect answers. Using discursive timeline analysis (DTA), which is a combination of Conversation Analysis and Interactional Ethnography, we track the use of the focal interactional phenomenon across (1) video-recorded classroom interactions, (2) audio-recorded triadic post observation conferences, (3) student-teacher portfolios, and (4) interviews. We demonstrate that after getting video-based feedback with a video-tagging tool (i.e. VEO) and reflecting on her overuse of (overt) negative evaluation, the focal student-teacher avoids this interactional practice in her future teaching. As the analysis illustrates, this change of practice is possible thanks to data-led reflections and the evidence-based feedback that the student-teacher received. Our analysis therefore shows that reflection and feedback with a mobile video-tagging tool can facilitate increased awareness of classroom interactional practices. We argue that digitally enhanced, video-based reflections can promote teacher-learning in teacher education programmes and that using discursive timeline analysis can provide rich insights into these processes.

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  • 35.
    Sitompul, Taufik Akbar
    Mälardalen University, School of Innovation, Design and Engineering, Embedded Systems.
    Information Visualization Using Transparent Displays in Mobile Cranes and Excavators2022Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    Operating heavy machinery, such as mobile cranes and excavators, is a complex task. While driving the machine, operators are also performing industrial tasks, e.g. lifting or digging, monitoring the machine’s status, and observing the surroundings. Modern heavy machinery is increasingly equipped with information systems that present supportive information to operators, so that they could perform their work safely and productively. Supportive information in heavy machinery is generally presented visually using head-down displays, which are placed in lower positions inside the cabin in order to avoid obstructing operators’ view. However, this placement makes visual information presented using head-down displays tend to be overlooked by operators, as the information is presented outside their field of view.

    This dissertation investigates the possible use of transparent mediums for presenting visual information on the windshield of mobile cranes and excavators. By presenting information on the windshield, operators are expected to acquire visual information without diverting their attention away from the operational area. The design process includes (1) observing heavy machinery operators in natural settings through available videos on the Internet, (2) conducting an empirical study on the impact of different information placements, (3) reviewing the state of the art of display technologies that could be used to visualize information around the windshield of heavy machinery, (4) reviewing relevant safety guidelines to determine what kinds of critical information that operators should know, (5) conducting design workshops to generate visualization designs that represent critical information in operations of mobile cranes and excavators, (6) involving professional operators to evaluate and improve the proposed visualization designs, and (7) developing a functioning transparent display prototype that visualizes one kind of critical information that professional operators considered as the most important one.

    The main finding from the observation using online videos suggested that heavy machinery operators spent considerable amount of time looking through the front windshield, and thus the front windshield could be used as a potential space for presenting visual information. The main finding of the empirical study also indicated that presenting information closer to the line of sight produced higher information acquisition and lower workload, compared to when information was presented farther from the line of sight. Based on the evaluation with professional operators, there seemed to be a good match between the proposed visualization designs and the operators' way of thinking, since the operators were able to understand and use the proposed visualization designs with little explanations. On the basis of the three most important findings above, there is a strong indication that placing the developed transparent display on the front windscreen of heavy machinery would make it easier for operators to perceive and process the presented information.

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  • 36.
    Sundström, Andreas
    Mälardalen University, School of Innovation, Design and Engineering, Innovation and Product Realisation.
    Puckar, Passion & Interaktion: En kvalitativ studie om hur relationen mellan klubb och supportrar påverkas av det kommunikativa arbetet på sociala medier2024Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This theses in the field of Information Design, with a focus on Interaction Design, has been conducted in collaboration with AIK Hockey with the aim of exploring how a mobile application can be designed to effectively meet the information needs of supporters of the club, improve communication between AIK Hockey and its supporters, and simultaneously adhere to good practice in interaction design.  

    Through a review of relevant literature and the collection and analysis of empirical data from users and stakeholders, this study seeks to contribute insights into how design principles can be applied to create a user-friendly and engaging mobile application suitable for a sports club. With a focus on strengthening the bonds between the club and its supporters, this work aims to explore the role these identities play for each other and how they can be used as guidance for the design process. 

    In summary, this thesis addresses a complex topic regarding supporters’ identification with a sports club and offers insights into how these needs and behaviors can be addressed through the design of a mobile application. By integrating theoretical perspectives such as human-centered design, semiotics, and Norman’s seven fundamental design principles, along with insights from the collected empirical data through surveys and a semi-structured interview, this study aims to present a design proposal that addresses the needs and expectations surrounding a mobile application for AIK Hockey.

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  • 37.
    Tobiasson, Helena
    KTH, Människa-datorinteraktion, MDI (stängd 20111231).
    Fun and Joy of movement: powerful ingredient in rehabilitation2011In: ACE 2011 Digital Proceedings, ACM Digital Library, 2011Conference paper (Refereed)
    Abstract [en]

    In this position paper we discuss and problematize theexperience of conducting a participative design projectaiming at supporting people with dementia living in aspecial housing with fun and physically engagingrehabilitation activities.

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  • 38.
    Tobiasson, Helena
    KTH, Skolan för datavetenskap och kommunikation (CSC).
    Physical action gaming and fun as a tool within elderly care: Game over or play it again and again…2009In: Proceedings of the IEA 2009 conference. Beijing; 2009, 2009Conference paper (Refereed)
    Abstract [en]

    How can we support elderly living in special housing to be active and on the move?Around Europe and US there is a rapidly growing interest for use of computer games encouragingphysical motion, such as the Nintendo Wii, within healthcare and rehabilitation. We report a studywhere we introduced and used this game at a special housing for old people with severe dementia inOckelbo in Sweden. It was supposed to be a pilot-study during one month but the growing interestamong all involved, especially the players, led to an over six month long study. An example is 91-yearold Elsa saying “the motivation to win is still present”, “It is really exciting and fun – we have a matchevery day”. Examples of comments from the caregivers are “The ones I thought would never do thishas been the ones that liked it the most and has played a lot”, “This is not something especially for oldpeople, everyone does it”, “we need to change the repertoire of activities we propose for our elderly –me myself would get crazy if I when old were to be put in a room using potato-printing techniques ontable clothes”.Bridging the gap between differences in physical abilities to be able to play, compete or meet on anequal arena is tricky within elderly care. A conclusion is that Wii managed to bridge part of that gap,another that many of the elderly like to be more physically active, when the opportunities and thetechnologies are accessible for them.

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  • 39.
    Tobiasson, Helena
    et al.
    KTH, Medieteknik och interaktionsdesign, MID.
    Hedman, Anders
    KTH, Medieteknik och interaktionsdesign, MID.
    Yngve, Sundblad
    KTH, Medieteknik och interaktionsdesign, MID.
    Still at the Office: Designing for Physical Movement-Inclusion During Office Work2014Conference paper (Refereed)
    Abstract [en]

    In this paper we describe, analyse and reflect onexperiences and knowledge generated from designing forphysical movement integration during office work. Work intraditional modern office settings provides few physicallydemanding tasks. Evidence from research indicates thatsedentary life styles are increasing our risk for developing ahost of diseases and other medical complications.Together with students and through user-centered design,concepts for inviting the body “back to work” weredeveloped. The concepts inspired the design of threephysical movement probes that were explored by officeworkers. The participants were encouraging to the attemptto transform the sedentary nature of office work into morephysically sustainable work. They described their workenvironments as filled with stuff for enhancing physicalactivity but these were seldom used. Integrating physicalmovements in the design of future office work tools mayhave considerable positive effects on public health.

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  • 40.
    Vahlstedt, Robin
    Mälardalen University, School of Innovation, Design and Engineering.
    Design av en interaktiv tjänst för en bred målgrupp2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    When you as a designer is commissioned to design a system where there are several different groups of users a complex situation emerge that the designer must handle. In this report,such a situationis derivedfrom start to finish where I as a designer,with the help of the method mock up,createsa system to Fagersta Golfclub, where the reader can follow along and learn how people thought about the design and see step by step how I as a designer has interpreted the users' reflections to achieve a suitable design. Also, an empirical study has been carriedout,where the target groups which are used during the design processare defined. After doing several tests on people who may use the system, I can conclude that the design does not at all look like the design I myself thought out from the beginning. It was challenging that the different target groups had such different views on how the design will look and work, and that I as a designer had to customize the design according to everyone's needs. When thedesignerwork with respect to several target groups, there are severalexperiences that the designer must take into accountin order to make the design well-made and appropriatefrom many different angles. If I compare the user side to the administrative side, the administrative side was considerably easier to design,since it was only one much more uniform target group concerned. Finally, the report ends with the results I got frommy work,which I hope may be helpful forsomeone who will build a system where there are several target groups involved.

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  • 41.
    von Axelson, Jens
    Mälardalen University, School of Innovation, Design and Engineering.
    Using concept modelling enables improvement system development2013In: Proceedings of the International Conference on Advanced Manufacturing Engineering and Technologies: Vol. 2 / [ed] Dr. Andreas Archenti & Dr. Antonio Maffei, 2013, p. 329-338Conference paper (Refereed)
    Abstract [en]

    Many enterprises adapt new approaches, methods and tools in their improvement

    and development processes in their improvement system as a response to the

    increasing global competition. A problem is that terms and concepts mean different

    things to different people and in different contexts. Concept models could here serve

    as shared mental models and facilitates understanding, development and later

    implementation of a new present state of an improvement system. The objective has

    been to explore the concept modelling method in an operations management context.

    This paper presents two different cases on how to use concept models in research

    and development activities for improvement method and improvement system

    development. It is concluded that concept modelling seems to be a fruitful method of

    support in an improvement system development context.

  • 42.
    Whitaker, Jonathan
    et al.
    University of Richmond, USA.
    Ekman, Peter
    Mälardalen University, School of Business, Society and Engineering, Industrial Economics and Organisation.
    Thompson, Steven
    University of Richmond, USA.
    How Multinational Corporations Use Information Technology to Manage Global Operations2017In: Journal of Computer Information Systems, ISSN 0887-4417, Vol. 57, no 2, p. 112-122Article in journal (Refereed)
    Abstract [en]

    Despite a generally acknowledged importance of information technology (IT) in enabling global strategy and a broad understanding of the manner in which IT enhances coordination and reduces cost, few studies have focused precisely on how multinational corporations (MNCs) use IT to facilitate globalization. To address this gap in the literature, we conduct a case study across four large MNCs, and use primary data to develop predictive propositions on the characteristics of products, processes, and customers that impact the ways in which MNCs use IT to manage their global operations.

  • 43.
    Zinger, Daniel
    Mälardalen University, School of Innovation, Design and Engineering, Innovation and Product Realisation.
    Interaktiva läsupplevelser: Förbättring av läsglädje för personer med läsnedsättningar2024Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The international study Progress in International Reading Literacy Study (PIRLS) revealed that reading proficiency has deteriorated among Swedish students between 2001 and 2021, and this has therefore become a priority area for the Swedish government (Regeringskansliet, 2023). There are various explanations for this change, but one aspect that has not been sufficiently considered is the effect of reading joy. Therefore, this study has chosen to focus on reading joy and individuals with reading disabilities. The focus of this study is accessibility and reading joy. These concepts are used to understand the problems that individuals with reading disabilities experience and how their reading joy is affected by these disabilities. In this project, a digital book adapted for individuals with reading disabilities was developed. A HumanCentered Design (HCD) process was followed, placing the participant's needs at the center with a focus on satisfying these needs through the design (Arvola, 2020, s. 12–13). Methods such as interviews and usability tests were used to gain insights from the users. The final design of the digital book included various elements to improve the reading experience. Colors, images, and an audiobook with ambient sounds were used to enhance immersion. Moving images within the text were also tested to reinforce the story and increase reading joy. In summary, an interactive and sensory reading experience was created to make reading more accessible and enjoyable for individuals with reading disabilities. The results of the entire project indicate that it is important to satisfy the needs of individuals with reading disabilities to create reading joy for them. The results also showed that increased modalities provide an enhanced experience that increases reading joy, and that reading joy is important for better understanding of the text.

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  • 44.
    Ålund, Lisa
    Mälardalen University, School of Innovation, Design and Engineering, Innovation and Product Realisation.
    God design i det tysta: En studie om hur design av navigationsstrukturer påverkar användarupplevelsen2024Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study was conducted in collaboration with Eskilstuna Strängnäs Energi och Miljö, which is in the process of developing an application for its customers. The study examined how user experience is affected by the design of navigation structures when switching between an application and a web solution for ordering one-time services. 

    A prototype of a design solution was developed based on insights from users in the primary target group. These individuals participated in usability tests and shared their thoughts and opinions, which were then compiled into an affinity diagram for further iteration. 

    By involving users in the design process, it is possible to ensure that their needs and requirements form the basis of the design solutions. One conclusion of the study is that well-designed navigation structures can create seamless experiences for users in their journey to achieve their goals.

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