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  • 1.
    Ali, Viann
    Kristianstad University, Faculty of Business.
    Ett designförslag: en mobilapplikation som kan realtidsdiagnostisera patienter utanför sjukhuset och påskynda utryckning vid hjärtstillestånd2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Research shows that cardiac arrest is common outside hospitals and that they usually have a fatal outcome if they do not receive care as soon as possible. Many cardiac arrests occur in private settings where there is no pacemaker, family member or outsider who can help. The purpose of this study is to find out how a remote monitoring system with a user interface through an app can be designed to real-time diagnose patients with cardiovascular disease outside the hospital and accelerate emergency response. The study has been based on concept-driven design research with a qualitative approach and interviews with both open and closed questions. The individuals who have been interviewed are cardiologists who work in the cardiology department at Ryhov County Hospital in Jönköping. The chosen method has been combined with a literature search in healthcare technology and UX / UI design. The study results in a proposal for a user interface, through an app, which offers health overview and real-time diagnosis. Using these statistics, algorithms can notify the user in the app if their values are normal or abnormal. The algorithms can also warn the user through notifications in the event of serious health changes when the user needs urgent care. The app also offers site location and that SOS-alarm can be alerted directly in the event of serious health changes. Emergency response can then be accelerated by SOS-alarm sending an ambulance to the place where the patient is located immediately.

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    Kandidatuppsats_Informatik
  • 2.
    Andersson, Tobias
    et al.
    Kristianstad University, Faculty of Natural Sciences.
    Reinholdsson, Håkan
    Kristianstad University, Faculty of Natural Sciences.
    REST API vs GraphQL: A literature and experimental study2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study is to compare the two architectural techniques REST and GraphQL. This thesis will compare the two techniques and what defines them. A literature study and experimental study are carried out by the researchers. Four applications have been developed that include the ability to disable and to enable caching for both technologies to test the performance effect of caching. Earlier work has not covered the effects on caching related to these two frameworks. The literature study results point to that REST services are up to date and GraphQL is a technique with a shorter history, but that has declared growth in the industry and is a well suited choice for example when bandwidth matters in mobile phone applications. In the experimental study the tests showed slightly better results on average for REST API in terms of total response time (ms). Depending on the intended project there are many factors that need to be evaluated before making a decision on which framework to use. 

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    fulltext
  • 3.
    Bengtsson, Sandra
    Kristianstad University, School of Health and Society.
    “Utan sociala medier har jag varit supersocial”: En netnografisk studie av vad som sker när nätgenerationens aktiva användare av sociala medier går offline.2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Much of people's everyday communication is today digital, taking place in a virtual world in which people are often more present than in the actual world. This paper deals with the consequences of active users of the net generation going offline from social media for a week. The results in this paper are based on empirical data gathered through a netnographic study carried out by observing and following 12 participants' experiences on how they were affected by being without social media for a week. Data generated in this study is the result of the participants' personal diaries, 12 completed surveys and two interviews. The purpose of the study is to find out what happens when you go against the grain in today's society and log out: How you will be affected and how it is received by the suroundings. The study shows that the participants found it difficult to be without social media at the beginning, but that they, after the study, could see several positive effects with being offline. The majority of the respondents experienced some relief in not being constantly available online. The results of this study show that the use of social media is mostly a routine habit, which you can manage without. The participants of this study have lacked communication through social media in several job and school contexts, otherwise they don’t believe that they have missed something of greater value online during the time as offline. The result also shows that the majority of the participants felt better to be offline than online, and that they will be more observant of their social media use in the future and try to cut it down. The participants consider it to be much more worthwhile to be present in the real world than in the virtual world, that they has been more social without social media. This study is an important contribution of knowledge for designers in digital technology, as studies addressing non-use is a relatively unexplored area. Mapping this kind of the non-use can be a good method to help designers to design good and user-friendly design in the future. I see this study as a preliminary study for future research of non-use where the study is ongoing for a long time.

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    fulltext
  • 4.
    Bodell, Nicklas
    Kristianstad University, Faculty of Business.
    Effektiv webbdesign i e-handeln: Design som ökar slutförandet av köp i webbutiker2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Society is becoming increasingly more digitized and with this development e-commerce has seen continuous growth these past decades.  

    Within the growing e-commerce there is a however a big problem that has led to and continues to lead to significant monetary losses. According to current statistics over two thirds of customers online abandon their shopping carts without completing their purchases. In some cases, the reasons for this points to different emotions felt by customers which are created by how webshops are built and how they work.  

    Due to this problem this study has researched how one could apply design to increase the completion of purchases in online stores.  

    To answer this question a qualitative study was carried out in which interviews based on the research question and previous relevent research were conducted with people who frequently use online stores and who at some point have abandoned their shopping cart without completing their purchase.  

    The result of these interviews and the subsequent analysis was the finding of the two areas ”Navigation system” and ”Checkout and shopping cart” in which design can be used to increase the completion of purchases and design guidelines that are to be applied when designing these areas with the purpose of reducing shopping cart abandonment.   

    Lastly, design mockups where created to visualize these areas with the design guidelines applied.

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    effektiv_webbdesign_i_e-handeln
  • 5.
    Claesson, Rebecka
    et al.
    Kristianstad University, Faculty of Business.
    Elvirsson, Nelly
    Kristianstad University, Faculty of Business.
    Internet of Things och äldre: Digital hjälp med kosthållning för ett självständigare liv2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Internet of things har blivit mer och mer vanligt för att hjälpa äldre bo kvar hemma längre. Det har undersökts och tagits fram medicinpåminnare, fall-detektion med kameror och mycket mer, men få har fokuserat på äldres hälsa när det gäller mat och näring. Att kroppen får i sig rätt näring kan ofta vara det som förhindrar fall men det läggs det lite fokus på och dessutom anpassas inte koncepten efter den äldres behov och preferenser. Vi undersöker därför hur äldres aptit ser ut och hur ett IoT-koncept skulle kunna designas för att hjälpa äldre med deras kosthållning genom kvalitativa intervjuer. Fokus ligger på vilken interaktionsform som passar äldre bäst och vilket behov de har för ett funktionellt och användbart koncept. I uppsatsen skrivs det även huruvida sensorer antingen i hemmet eller som wearables kan uppfattas av den äldre och hur den reagerar på den typen av teknologi. Resultatet visar tydligt att röst-assistans är den form av interaktion de äldre tycker är mest användarvänlig och därför gör det även engagemanget större hos den äldre. Vidare ser vi att framtida forskning bör uppmärksammas på bland annat hur det går, med hjälp av IoT-system, stötta äldre att tillgodose det dagliga näringsintaget utefter den äldre individens behov och preferenser.

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    fulltext
  • 6.
    Dahlström, Anton
    et al.
    Kristianstad University, Faculty of Business.
    Sandino, Victor
    Kristianstad University, Faculty of Business.
    Battling misinformation with a graphic interface: exploring navigation through video to support digital vigilantists2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Digital vigilantism is a phenomenon that is growing and gaining more popularity (Chia, 2018; Yardley et al., 2016). This practice has in various occasions failed to correctly identify both victims and perpetrators in events surrounding socially undesirable acts(Trottier, 2016; Yardley et al., 2016). This study aims to use Concept driven design research (Stolterman & Wiberg, 2010) to develop a concept that will enhance the precision of the investigative research performed by digital vigilantists. The concept presented in this study is an interactive video player that allows users to navigate through video by interacting directly with objects in the video and enhancing the sense of position and direction. This study results in new insights of aspects to take in mind when creating a concept for this particular target group, this includes the complex ethical aspects that arises when dealing with socially undesirable acts and the public investigation of these. 

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    fulltext
  • 7.
    Embla, Stenström
    Kristianstad University, Faculty of Business.
    Konceptdriven designforskning för onlinedejting: En studie om att främja användarupplevelsen av matchningsprocessen på Tinder2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The amount of mobile dating applications are steadily rising and Tinder dominates as the most popular mobile dating application in Sweden. However, the matching process of Tinder has been criticized as the interface makes it very easy for the users to make mistakes.

    The purpose of this thesis is to investigate the matching process of the mobile dating application Tinder and create a new concept using the method Concept-driven design research. With the help of Concept-driven design research the new concept is being developed according to a methodological guide where the author is working to review criticism and set it against a research background to find solutions that improve usability. The author creates a design to show the concept in its entirety and test the concept against established Tinder users to evaluate the user experience of the new concept.

    As a result, the participants felt that the new concept was easy to understand, that it reduced the number of mistakes during the matching process and that the new concept was more useful than Tinder. The new concept keeps the backbone of Tinder but adjusts the application based on criticism to provide a better usability by basing all the changes on a scientific background with design principles and design guidelines for good usability. The conclusion presents a new concept based on a research background that promotes the user experience by offering an interface that is more useable than the interface offered by Tinder today.

    Download full text (pdf)
    Konceptdriven designforskning för onlinedejting
  • 8.
    Erlandsson, Vilma
    et al.
    Kristianstad University, Faculty of Business.
    Ivarson, Elsa
    Kristianstad University, Faculty of Business.
    Augmented reality and gamification in higher education: Designing mobile interaction to enhance students’ intrinsic motivation and learning2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The emergence of augmented reality (AR) and gamification in higher education has gained significant relevance by virtue of their demonstrated usefulness in learning spaces. Prior research has examined these technologies separately and shown promising results, but less is known about the impact of combining AR and gamification in higher education. This article aims to conceptualize, design, and evaluate the effects of AR and gamification on students’ intrinsic motivation and learning with physical course literature. The results from a web - based experiment involving 95 students demonstrate that using AR enhances students’ intrinsic motivation compared to conventional methods such as reading lecture notes. However, the combination of AR and gamification did not influence students’ intrinsic motivation or learning. The findings could serve as a basis to further gamification in higher education and may support authors in the design of AR in future course literature.

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    fulltext
  • 9. Faraon, Montathar
    Mobile tracking and privacy in the coronavirus pandemic2020In: Interactions, ISSN 1072-5520, Vol. 27, no 4, p. 50-51Article in journal (Refereed)
    Abstract [en]

    The worldwide pandemic of coronavirus disease (Covid-19) is testing societies, companies, and citizens. Life, health, and jobs are at stake. In this critical moment, the HCI community is working together to design, test, and execute ideas, prototypes, and solutions. HCI is working to strengthen our resistance with abilities, expertise, and methods to design intuitive solutions that are accessible, understandable, and usable. The coronavirus disease has had far-reaching consequences for public health, financial markets, and everyday life. With currently over 6 million infected and 370,000 deaths, the disease has left few people unaffected by its impact. Technological developments in transportation over the years have contributed to the rapid movement of people and, in turn, to the worldwide spread of the disease. Likewise, researchers, designers, and developers around the world are racing to understand, design, and develop digital technology to trace and mitigate the spread.

  • 10.
    Faraon, Montathar
    Kristianstad University, School of Health and Society, Avdelningen för Design och datavetenskap.
    Webbutveckling med PHP och MySQL2016 (ed. 2)Book (Other academic)
    Abstract [sv]

    PHP är ett av de ledande programmeringsspråken för webbutveckling. Det är ett flexibelt och enkelt språk som används för att skapa dynamiska webbplatser. Denna bok ger en tillgänglig introduktion till PHP och databashantering. Läsaren får den kunskap som krävs för att snabbt utveckla egna webbapplikationer.

    Boken förutsätter inga tidigare erfarenheter av webbprogrammering. Läsaren leds framåt genom ett rikt utbud av övningar som ger möjlighet att tillämpa innehållet.

    Denna andra utgåva av boken har reviderats och uppdaterats grundligt. Bland nyheterna finns PHP 7, databashantering med PHP Data Objects (PDO), fler helhetsexempel samt kodexempel i färg.

    Webbutveckling med PHP och MySQL är avsedd för universitets- och gymnasiestudier i webbprogrammering, men är även en handbok för yrkesverksamma webbutvecklare och programmerare.

  • 11.
    Faraon, Montathar
    et al.
    Kristianstad University, Faculty of Business, Department of Design.
    Jaff, Agnieszka
    Kristianstad University.
    Paschoalini Nepomuceno, Liegi
    Kristianstad University.
    Villavicencio, Victor
    Art-O-Matic AB.
    Fake news and aggregated credibility: conceptualizing a co-creative medium for evaluation of sources online2020In: International Journal of Ambient Computing and Intelligence (IJACI), ISSN 1941-6237, E-ISSN 1941-6245, Vol. 11, no 4, p. 1-25Article 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.

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    fakenews.pdf
  • 12.
    Faraon, Montathar
    et al.
    Södertörn University.
    Villavicencio, Victor
    Ramberg, Robert
    Stockholm University.
    Kaipainen, Mauri
    Södertörns högskola.
    From mobilization to consensus: innovating cross-media services to organize crowds into collaborative communities2013In: CeDEM13: Conference for E-Democracy and Open Government, Edition Donau-Universität Krems , 2013, p. 13-227Conference paper (Refereed)
    Abstract [en]

    The purpose of the current paper is to contribute to the field of e-participation by presenting a design concept for mediating technology that incorporates current information technology such as social and collaborative media designed for the purposes of civic engagement in society. Such technology could empower people to mobilize and engage themselves in proactive consensus-seeking and co-creation. Social media are broadly adopted in the reactive mobilization of citizen-initiated participatory activity in society such as protests like the London riots and the Occupy movements. In our view, there is a demand to organize mobilized crowds to collaborate in a consensus-seeking manner. For instance, there does not yet exist online applications that specifically serve the purposes of massive simultaneous co-editing of documents by citizens seeking consensus in societal issues. However, as we argue, there is no reason for such not to be integrated from existing technological components that are commonly accessible.

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    fulltext
  • 13.
    Göransson, Julia
    et al.
    Kristianstad University, Faculty of Business.
    Zetterling, Caroline
    Kristianstad University, Faculty of Business.
    Att använda eller att inte använda?: en studie om vilka designaspekter som motiverar elever i lågstadiet till att vilja använda digitala utbildningsspel för matematik2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of the thesis is to examine what motivates students in primary school to use serious games designed for teaching mathematics. From a societal perspective mathematics is important and students need to have knowledge in the subject in order to be able to take part in society after they have graduated. However, studies show that many high school students lack the pre-knowledge that they should have learned in primary school. Previous studies also show that using serious games in mathematics education in school can have a positive impact on the students’ learning outcomes, for example they can learn the pre-knowledge. But it requires that students want to use the serious games. To be able to examine what motivates the students a qualitative approach was chosen. The qualitative approach consisted of a pre-study, a study of four existing serious games, qualitative semi-structured interviews and unstructured observations. During the pre-study, eight key words could be distinguished and highlighted from eleven design principles formulated by Presser et al (2013a), which were used as a theoretical basis for the other methods. The four existing serious games were: King of Math, Nomp, Tiokompisar and IQ Safari Math. The games were chosen because they are all in the puzzle-category and are designed for teaching mathematics at primary level, also three of them are used in mathematics education at primary schools in Sweden today. The results of the study show that to motivate the students to want to use the serious games designers need to take six design aspects into account. The six design aspects are: Instructions, Difficulty, Speed, Goal, Learning and Appearance.

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    fulltext
  • 14.
    Hammoud, Mohammed
    Kristianstad University, School of Health and Society.
    Mobila enheter, webben och centrala designprinciper2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    It has become increasingly common that we now use our mobile devices to visit the web. This thesis examines the central design principles a designer should strive for when it is intended to simplify the use of a website in a static and variable situation trough a mobile device. The thesis includes a literature review, interviews on two occasions and a prototype development. The first interviews identified the fundamental design principles which then became the basis for the prototype. The second interviews were conducted towards the prototype with the same individuals. It examined if the fundamental design principles simplified the use of a website trough the mobile device. A comparison of the two interviews was conducted to compile the central design principles.

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    fulltext
  • 15.
    Helge, Isak
    et al.
    Kristianstad University, Faculty of Business.
    Larsson, Christoffer
    Kristianstad University, Faculty of Business.
    Konceptdriven designforskning för dynamisk applikationsanvändning: En studie för att främja användarupplevelsen av dynamiska applikationsförslag baserat på plats och tid2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The mobile usage has increased considerably in the last ten years and the smartphone has become an important part of many people's everyday lives. Applications are used in our everyday life and the use of these can reflect our everyday lives, however, the interface on the smartphone is static and does not change depending on what context the user are in. The purpose of this study is to investigate whether the user experience can be favoured by a dynamic home screen on a smartphone based on the user's location and time. This was accomplished with the help of concept-driven design research driven by the following research question: "How can a design concept of a dynamic home screen on a smartphone be theoretically anchored and conceptualized based on the user's place and time in order to favour the user experience? The concept is based on previous research and the result was a concept for dynamic application suggestions that were met seven participants who participated in the study. According to the participants, the concept has the potential to reduce stress as navigation to the right application is facilitated. The concept was also easy to understand but the question of integrity and security shared the participants. In the result, the design concept is presented, which is based on previous research and the criticism from the study's participants. The concept has great potential and can be explored further from many different perspectives.

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    fulltext
  • 16.
    Hernandez, Cherstin
    et al.
    Kristianstad University, Faculty of Business.
    Kronman, Maya
    Kristianstad University, Faculty of Business.
    Feedback på din hemmaträning: En analys av designförslag för ett korrigerande verktyg via projektion2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In this paper, design for visual corrective feedback through projection in at-home-exercising environments is compared to see what design and what design combinations would be usable and most understandable. With the Covid 19 pandemic it has become more actual to start exercising from home instead of going to gyms and increase the infection risk of the virus. However, with most homes not having all the helpful tools that the gyms might have (eg. mirrors and instructors), leads to practitioners not exercising the correct way which in turn might lead to the practitioners receiving injuries rather than the desired results. Early on in the research on digital tools for at home exercising, a knowledge gap came to view. Research and drafts do exist but solutions for at home exercising were rare to nonexistent. With the help of previous research and course literature as a base for design, three proposals were made. Those proposals were used in qualitative interviews to judge and critique the presented proposals. After the interviews, the presented design proposals were reevaluated to give a usable and understandable design proposal of visual corrective feedback through projection.

  • 17.
    Häggman, Jonas
    et al.
    Kristianstad University, Faculty of Business.
    Fältby, Laila
    Kristianstad University, Faculty of Business.
    Design kan få morfar att bli mer social på Facebook: en undersökning om hur gränssnittsdesign kan gynna seniorers sociala samhörighet i ett digitaliserat samhälle2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Ett digitaliserat samhälle bidrar till att fler digitala tjänster utvecklas. Detta innebär att det idag ställs större krav på individer att vara tekniskt kompetenta för att kunna ta del av de möjligheter som erbjuds via digitaliseringen. Med allt fler digitala tjänster kan möjlighet till fysiska möten även minska, vilket kan påverka den sociala samhörigheten negativt vid lägre digital kompetens. Trots att äldre länge ansetts ha en lägre digital kompetens, i jämförelse med yngre åldersgrupper, håller dessa skillnader idag på att planas ut. Forskning visar att äldre som använder internet idag är mindre deprimerade och socialt isolerade, där sociala medier såsom Facebook kan bistå som ett viktigt verktyg att bevara och vårda sociala relationer. Denna studie belyser hur seniorers intention, attityd och tekniska kompetens kan påverka acceptans och användning av digital teknik och sociala medier, samt hur gränssnittsdesign kan underlätta äldres användning av digital teknik. Utifrån befintlig forskning, kvantitativ och kvalitativ undersökning formas möjliga designförslag över hur gränssnittsdesign kan påverka den sociala samhörigheten genom användning av Facebook. Designförslag utvärderas sedan för att se potential till att gynna och upprätthålla seniorers sociala samhörighet i ett digitaliserat samhälle. Resultat indikerar att presenterade designförslag kan skapa ökade förutsättningar till att Facebooks användargränssnitt kan gynna seniorers sociala samhörighet.

    Download full text (pdf)
    fulltext
  • 18.
    Johansson, Michael
    Kristianstad University, Faculty of Business, Department of Design. Kina.
    The City of Abadyl2011In: Metaplasticity in Virtual Worlds: Aesthetics and Semantic Concepts / [ed] Gianluca Mura, IGI Global, 2011, p. 251-265Chapter in book (Other academic)
    Abstract [en]

    In the City of Abadyl we try to explore a complex digital space in a setting that invites to participation. We provide a detailed and complex, yet open world that can be utilized in order to generate scenarios for the temporary co-creators of Abadyl, who would then interact in an optional environment and in the end producing new artefacts. Abadyl is a database that contains all the gathered information in different file formats, it is a storage facility for all of the physical artefacts, it is a website used for communication and documentation, it is a map for navigating the City. This combination of interactive situations and artefactual production we called “fieldasy”. We are concentrated on developing collaboration in the production of new media and it´s artefacts. We try to produce artwork that actually incorporates surprising visual and technical proposals that are unusual, enriching and engaging. By building prototypes and iterate it over time and amongst the co-creators, it let us explore this area in a fruitful way, moving between artistic intentions/screen writing, artefacts and digital generated expressions and script/code writing. Here the virtual object can challenge the physical with qualities that is very hard to achieve in the physical world, and in that conflict, new expressions can be developed. Today Hybrid creations have become a method for working with cultural production not only with different elements of form, but as blending identities of the creators as well. In our prototype work we focus especially on interactive installations and stage design; we realize that the digital design process both demand new forms of conceptualization and prototyping activities to support the design of the expression of the final artwork itself – and maybe in the long run propose a updated and appropriate design theory in this field.

  • 19.
    johansson, michael
    et al.
    Do-Fi Malmö.
    Messeter, Jörn
    K3.
    Place-specific computing: conceptual design cases from urban contexts in four countries2008In: DIS '08: proceedings of the 7th ACM conference on designing interactive systems / [ed] Johann van der Schijff, Gary Marsden, New York: Association for Computing Machinery (ACM), 2008, p. 99-108Chapter in book (Other academic)
    Abstract [en]

    An increased interest in the notion of place has evolved in interaction design. Proliferation of wireless infrastructure, developments in digital media, and a 'spatial turn' in computing provides the base for place-specific computing as a suggested new genre of interaction design. In the REcult project place-specific computing is explored through design oriented research. This article reports six pilot studies where design students have designed concepts for place-specific computing in Berlin (Germany), Cape Town (South Africa), Rome (Italy) and Malmö (Sweden). Background and arguments for place-specific computing as a genre of interaction design are described. A total number of 36 design concepts designed for 16 designated zones in the four cities are presented. An analysis of the design concepts is presented indicating potentials, possibilities and problems as directions for future research.

  • 20.
    Johansson, Starfighter
    Kristianstad University, Faculty of Business.
    Färger och förtroende i e-handel2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The colours of a web page have the potential to directly affect the user's perception of said page, its credibility and the sense of trust. Users' perceptions of colour vary greatly depending on the context and also over time. The purpose of this thesis is to investigate in what way and why certain colour hues affect the trust of visitors of websites with focus on e-commerce and specifically around music, and in this way contribute to a future colour repertoire for webdesigners.This was investigated with the help of four colour-varied fictional websites, a smaller rating system and semi-structured qualitative interviews with six people between the ages of 30 and 45 living in Sweden. It turned out that a green colour could convey the desired feeling on a website intended for music sales and the participants described it as a good compromise between business acumen and enthusiasm. This underlines the importance of having a colour repertoire as a designer where colours are selected not only according to what looks good together but also is adapted to both context and target group. 

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  • 21.
    Johnsson, Alice
    et al.
    Kristianstad University, Faculty of Business.
    Wallin, Felicia
    Kristianstad University, Faculty of Business.
    Samhörighet mellan distansstudenter på lärplattformar: en studie kring hur lärplattformar kan berikas av sociala affordanser2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    As distance education is increasing in popularity more emphasis is placed on the wellbeing of distance students. However, distance education is currently conducted in a way that opposes students’ demand for social community, which creates a feeling of isolation. Enriching learning management platforms with social affordances and elements from social networking sites is an attempt to increase social presence on learning management platforms. This essay explores how to improve the relationship between distance students on learning management platforms and which affordances may enrich learning management platforms besides those that have already been researched. The study results in 2 elements (Privacy and Collaboration), 3 social affordances (Social connectivity, Social interactivity and Profile building) and 1 content affordance (Content sharing) that has been identified based on the respondents preferences in relation to social networking sites. The functionalities associated with these identified elements and affordances are presented through a sketch in the result. This is to clarify how a possible application on learning platforms can improve communication and the social presence between the students.

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  • 22.
    Karlsson Lindstedt, Julia
    et al.
    Kristianstad University, Faculty of Business.
    Lindqvist, Elin
    Kristianstad University, Faculty of Business.
    Felköning på sociala onlineplattformar: hur designriktlinjer kan utformas genom deltagande design för att inkludera transpersoner och/eller ickebinära online2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Mental illness among trangender people is a well-documented problem. Being addressed with the right name and pronoun is an important part in the health-promotion process. In this study, participatory design with transgender and/or nonbinary people was performed, in order to explore how social online platforms can be designed to address the problem of people being misgendered. In interviews, participants described their experiences, which then formed the foundation for a workshop during which potential design solutions were explored. The study resulted in three guidelines that can be used in the design of social online platforms: Selective pronoun visibility, Informative design elements and Community-based functions. 

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  • 23.
    Karlsson, Rasmus
    Kristianstad University, School of Health and Society.
    Spelares upplevelser i datorspel: grafikkvalitet kontra spelatmosfär2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Ett område inom digital design som börjat få mer uppmärksamhet är upplevelsedesign. Godanvändbar design är viktigt men människor har ett växande behov av att bli underhållna ochengagerade genom digitala medier. Det har blivit mer relevant på senare tid då datatekniskaprodukter och tjänster blir allt vanligare i samhället. Framförallt är det i hem- och fritidsmiljöersom det blivit vanligare. En naturlig följd av utvecklingen är att datorspelsbranschen växer. Den ärnu i samma storlek som filmindustrin och det har blivit lika vanligt att spela datorspel som att tittapå teve. Forskning om datorspel och spelupplevelse är därför intressant i närliggandeämnesområden såsom upplevelsedesign och interaktionsdesign. Det kan bland annat tillföra utökadkunskap om att på bättre sätt skapa engagemang och motivera handling.Något intressant med datorspel är fokuset på allt högre grafikkvalitet. Vi kommer kanske inom ensnart framtid ha mycket svårt att skilja mellan grafik och verklighet. Frågan är hur denna utvecklingska betraktas? En del menar att det är negativt eftersom att andra spelelement får mindre fokus ochprioritet. Ett sådant spelelement är spelatmosfär. Spelatmosfär är ett spelelement som på senare tidblivit allt mer universell och neutral för att passa en bredare spelardemografi.För att bedöma utvecklingen i datorspelsbranschen undersöktes hur spelupplevelsen påverkas avgrafikkvalitet och spelatmosfär. Resultaten tyder på att utvecklingen i datorspelsbranschen kanbedömas som förnuftig och logisk. Samtidigt tyder resultaten på att det finns alternativa vägar föratt skapa lika god spelupplevelse. Ett av dessa alternativ illustreras i slutet av arbetet i form av ett designförslag.

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    Spelares upplevelser i datorspel: grafikkvalitet kontra spelatmosfär
  • 24.
    Kindbom, Hannah
    et al.
    Kristianstad University, Faculty of Business.
    Storm, Sara
    Kristianstad University, Faculty of Business.
    “Det är en brist på kontroll som gör en otrygg...”: En studie om att förebygga trakasserier och öka tryggheten för användare som registrerar sig som kvinna på plattformar för nätdejting.2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Media reports that women are exposed to harassment on platforms for online dating and surveys show that women to a greater extent experience harassment on platforms for online dating, more often are sexually harassed online and in a higher extent are upset when being harassed. The purpose of the study is to investigate what functions women believe can affect security and prevent harassment such as stalking and sexual harassment on platforms for online dating. In previous studies there are clear indications that women experience harassment on platforms on online dating and some of these studies resulted in design proposals. It is not clear whether users have been involved in the process of producing these proposals. With inspiration from participative design, where users and designers learn from each other, we wanted to involve female users to explore what they believe affects security and what functions they need in order to create security and prevent harassment.Through interviews and focus groups with women between the age 18-36, we discussed problems, functions, scenarios and solutions. We have been able to identify some elements which affect safety. The result shows, among other things, that some functions that are present in several platforms do not contribute to creating safety. We present findings that we believe can affect safety; trust, integrity and control, third-party verification and transparency. We also present design recommendations for designers and developers of platforms for online dating, which can contribute to increase safety and could prevent harassment on platforms for online dating.

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  • 25.
    Kristoffersson, Caroline
    et al.
    Kristianstad University, School of Health and Society.
    Rix, Tim
    Kristianstad University, School of Health and Society.
    Användbara och säkra mobila banktjänster: en studie med fokus på användaren2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The use of mobile Internet has increased dramatically in recent years and this phenomenon means that people have access to the Internet to a greater extent than before. Swedish banks have been taking advantage of this trend by developing mobile banking applications where they offer their customers the ability to perform banking transactions using their mobile phone. Although the benefits of this increased access are many, there are still some drawbacks. The most talked about drawback regarding banks’ mobile applications is the lack of security that could lead to privacy risks.

    Based on personal experience, we had concerns about the area usability and security for mobile banking applications and these thoughts are the basis of our work. Our aim is to examine usability and security of identification methods and the usability of processing transactions in the mobile bank application from a user perspective. To explore these areas we will review and get support from theories and previous research and in addition, we apply a number of methods. In conclusion, we’ve compiled guidelines based on the results of our study of how a bank’s mobile application should be designed to meet user needs and preferences.

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    Användbara och säkra mobila banktjänster
  • 26.
    Leijonhufvud, Carolina
    Kristianstad University, Faculty of Business.
    "Vad säger en size guide om hur tröjan kommer sitta på mig?": Design för att minska returer inom e-handel2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    E-commerce within the fashion industry has increased rapidly the last few years, and since the outbreak of the corona pandemic it has only continued growing. The online retailers are competing with each other by offering free deliveries and returns which has led to a behaviour where customers are intentionally ordering excess amounts of garments to try at home and then return. These returns have turned out to have a great negative impact on the environment, as they are transported across countries leaving huge carbon dioxide emissions. This study aims to explore the customers’ perspective on e-commerce and the environmental impact and how this can be prevented by designing tools for sizing and virtual dressing rooms that are easy to use and does not require advanced technology. The results show that all participants are well aware of the impact on the environment but they are also of the opinion that it is up to the retailers to prevent how big the impact will end up being. The main reason for the intentional returns turns out to be the fact that one cannot imagine the fit of the garment while shopping online combined with not wanting to measure oneself at home to use the provided size guides. The theoretical point of this study builds on previous studies of design of virtual dressing rooms and shows that the customers do not yet feel ready to use technology that is too advanced while shopping online. This study presents the design of a convenient tool to help customers to choose the right size and garments before ordering as a result of the qualitative interviews with the aim to fill the gap between intentional returns and future use of VR technology.

  • 27.
    Lesniak, Tim
    et al.
    Kristianstad University, Faculty of Business.
    Strandberg, Alexander
    Kristianstad University, Faculty of Business.
    ARCC - Ett förslag för kilskriftens digitala framtid2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In order to have an understanding of the past archaeologists need to be able to interpret archaeological finds (Why Is Archaeology Important?, 2018). One type of find is cuneiform. Ethical principles has been established to secure the conservation of this kind of find by prohibiting handling that could cause weathering ("Principles of Archaeological Ethics", 2018). Because of this, digital work methods has been established in conjunction with reconstruction of cuneiform in order to eliminate the risk of weathering through touch (Fisseler, Müller & Weichert, 2017). The problem is that this kind of work is found to be frustrating by the archaeologists since this way of work differs from their usual analog work method (Woolley et al., 2017). To solve this problem we have used a concept driven method. The digital concept ARCC has been developed which allows archaeologists to use their usual work method without touching the cuneiform. The concept ARCC is a combination of the technologies: augmented reality, magnetic tracking systems and 3D-printing. This concept is an example of the possibilities that exist regarding a practical and ethical work method regarding reconstruction of cunaiform. ARCC can be further developed to improve the concept, it could also act as an indicator of further possibilities within this area

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  • 28.
    Madejska, Annika
    et al.
    Kristianstad University, Faculty of Business.
    Persson, Alexander
    Kristianstad University, Faculty of Business.
    Menu anchor interactors in mobile website contexts: The perceived usability of menu navigation on three different types of websites2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In 2018, there were 3.6 billion mobile internet users worldwide, which shows that digital designers have to tackle navigational patterns and menu anchor interactors for smartphone-sized screens early in their projects. As user satisfaction is crucial for the success of a website, and as successful navigation through a menu system is imperative to user satisfaction, the menu system is a key component in the UI. This study concerned three types of menu anchor interactors in smartphone UIs (Transient, Top persistent, and Navigation hub), on three website types (Single service, Brand, and Service directory). The goal was to investigate what influence the website type has on the user’s preferences of menu anchor itneractors.

    The theoretical base is previous research on menu systems in graphical UIs. The study was done by a questionnaire where the participants were presented images of three different menu anchor interactors on three different website types, and asked to score the assumed helpfulness of the menu anchor interactor from one to seven on a Likert scale. In addition, they were asked to clarify their scoring in a qualitative response.

    The key findings are that users prefer menu anchor interactors that display several navigation links, and that there are indications that the Top persistent menu anchor interactor works best on the Service directory website type, while Single service and Brand website types seem to benefit from a Navigation hub. However, the results also show the importance of studying UI components in their full UI context, as the whole UI affects the perceived usability of the menu anchor interactor.

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  • 29.
    Nasufovski, Harun
    Kristianstad University, Faculty of Business.
    Gamification och online mathandel: ett förslag för att handla mer frukt och grönt.2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Online grocery shopping is an ever-growing service in Sweden, as more people are starting to purchase their food online. Despite this, the Swedes do not eat well since over 51% of the population is overweight or obese, which can lead to serious diseases. The inclusion of fruits and vegetables in the daily diet has proven to be the optimal way to counteract obesity and diseases. Since year 2010, the term gamification has been formed and has meant that game elements have been used in different contexts outside of games. Studies have shown that the implementation of gamification and game elements such as points, badges and leaderboards in various services has had a positive impact on learning, teaching and, above all, motivation. The purpose of the study was to investigate how gamification could motivate people to purchase more fruit and vegetables via an online grocery shopping site. The study was conducted with a high-fidelity prototype containing the game elements badges, leaderboards, avatars, points, levels and feedback and was tested on six participants who had previously purchased food online. The qualitative methods of observation and interview were used to generate the result. The study resulted in the participants experiencing increased motivation to purchase more fruit and vegetables and showed that gamification could also be implemented in online grocery shopping services.

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  • 30.
    Nikic, Nikolina
    et al.
    Kristianstad University, Faculty of Business.
    Ingemarsson, Jennie
    Kristianstad University, Faculty of Business.
    Utgör nyhetsapplikationer i mobilen ett tillgänglighetsproblem för äldre?: en studie om hur WCAG 2.1 tillämpas2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    With our study we want to understand how older users with visual impairment experience the accessibility of mobile applications. The study examines how accessibility in news applications is adapted to older users with impaired vision. The study includes three news applications: Aftonbladet, Expressen and Svenska Dagbladet. This work intends to explore if accessibility guidelines WCAG 2.1 are adapted for mobile applications.

    To get answers to the question:  How adapted are the WCAG 2.1 accessibility guidelines for the mobile based on the context of news applications and older people with visual impairment?  a literature search was performed on previous research on accessibility in mobile applications, a questionnaire survey, an observation study with interview questions with four participants from the questionnaire survey, and an in-depth observation study with subsequent interview questions with the same participant. The survey and observational studies were conducted with participants with impaired vision in the age 65-75.

    We compared our results with WCAG 2.1 and scientific publications in the field of accessibility in mobile applications. Participants discovered 20 accessibility issues with the news application, of which four were not included in the WCAG 2.1. Three of the four problems discovered with the news applications were also found by the scientific publications. This strengthens our results and we can establish that WCAG 2.1 needs additional accessibility guidelines. Of the four problems discovered during the observation studies, there was one problem;  The size of the images is too small and difficult to see that was not found in any of the scientific studies examined. Since the scientific publications that were investigated did not cover this problem, more studies and user tests are needed to strengthen this point. The result shows that the news applications Aftonbladet, Expressen and Svenska Dagbladet need to be more accessible to older users with impaired vision.

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  • 31.
    Nyström, Elin
    Kristianstad University, Faculty of Business.
    Hur vår sinnesstämningen påverkas av ett förstärkt ljudlandskap: En konceptdriven undersökning av hur en användarupplevelse skulle kunna designas för att öka kontakten med vår nära omgivning2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Curiosity and a sense of connection with our everyday environment is important for our well-being. However, the combination of not being able to appreciate what is close to us and smartphones stealing our attention just makes a larger gap between us and everyday environments. By engaging people through sound to direct our focus towards our surroundings and away from the smartphone, you can bring your curiosity to life, and in that way get an enhanced connection to the everyday environment. This paper presents a design concept based on a study made with a Concept-Driven Design method. The purpose of the suggested design concept is that the insights and knowledge that is drawn from it can be used to help future research within the field. This paper examines how a user experience of an augmented soundscape could be designed for people to enhance their connection to their surroundings. In an empirical study, participants get to compare how their mood is affected by a natural soundscape compared to an augmented soundscape in an everyday environment. The result shows that all of the participants' mood was affected by the soundscape, however when it comes to enhanced connection to their surroundings only 40% of the participants said it did. A conclusion was made that the mood is affected differently depending on personal preferences and previous experience.

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  • 32. Ruse, Vidal
    et al.
    Faraon, Montathar
    Kristianstad University, Faculty of Business, Department of Design.
    Wetterstrand, Martin
    Kristianstad University, Faculty of Business, Department of Business.
    Hue combinations for the web: towards a repertoire of design guidelines for combining color hues based on cultural background2019In: ICCTA 2019 Proceedings of the 2019 5th International Conference on Computer and Technology Applications, New York, 2019, p. 63-70Conference paper (Refereed)
    Abstract [en]

    Existing research shows that users tend to assess the visual appeal of a web page within 50 ms and color is the first thing that is noticed on a screen. This directly influences the user's perception of a website, and a choice of appealing color combinations may, therefore, be crucial in successful web design. This article aims to identify, formulate, and evaluate design guidelines to support designers in the process of combining color hues for websites in the context of the Swedish and Thai cultures. A quantitative approach was used to evaluate the proposed design guidelines. The results show that culture plays a role in the evaluation of color hue combinations; Thai participants rated Thai designs significantly more highly than the Swedish participants, but the reverse was not true, and Thai designs were rated more highly than Swedish designs by all participants. The results may have implications for practitioners working in the field of web design and for the broader debate of cultural influence on color preference.

  • 33.
    Sandberg, Tanja
    Kristianstad University, Faculty of Business.
    Posture Positive: konceptdriven designforskning som undersöker spel som en möjlig lösning för ungdomars hållningsproblem2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    With the increased use of digital devices in society, we can see that more people are affected by posture related health issues. Adolescents are especially affected although in many cases they are unaware of it, but hardly any research focuses on this group and their needs. The research that has been done also does not agree on how to best solve the problem with posture. The purpose of this study is therefore to make young people more aware of their posture and to find out how digital design can be used in the best way to motivate young people to improve their posture. To find this out, the following question was formed: “How can a digital design solution be formed to create awareness about young people's posture and help improve their posture in an entertaining and non-disturbing way”. The study was carried out with the method Concept driven design research which includes the creation of a conceptual prototype grounded in previous research. The prototype consists of a portable sensor that measures posture and an application in the form of a game where the user can see their posture in real time and actively train their posture. The prototype was then evaluated through a digital survey. The results showed that the participants could consider using the design solution and that it helped to improve their posture as it made the user more aware of their posture. Many participants thought that the game could contribute with motivation and make posture training more entertaining, but that more gaming features are required to keep the user's interest for a longer period. The participants felt that the concept as a whole was not disruptive, but that more clear feedback is required to indicate good/bad posture. Based on this result, it can be concluded that the concept in theory can create awareness of young people's posture and help them to exercise it in an entertaining way that is not disturbing, but that further studies and design work is needed to come up with the best way to give the user feedback on their posture and to make the concept more attractive to use from a long-term perspective.

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  • 34.
    Siess, Andreas
    et al.
    Tyskland.
    Hepperle, Daniel
    Tyskland.
    Wölfel, Matthias
    Tyskland.
    Johansson, Michael
    Kristianstad University, Faculty of Business, Department of Design. Kristianstad University, Faculty of Business, DARC research environment.
    Worldmaking: designing for audience participation, immersion and interaction in virtual and real spaces2019In: Interactivity, game creation, design, learning, and innovation: 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24–26, 2018, Proceedings / [ed] Anthony L. Brooks & Eva Brooks & Cristina Sylla, Cham: Springer, 2019, p. 58-68Chapter in book (Other academic)
    Abstract [en]

    Artists often try to open up new experiences for people, challenging them to extend horizons and perception. This becomes particularly relevant when thinking about experiencing built environments: Here, technologies like Cave Automatic Virtual Environments (CAVE) or Head-Mounted Displays (HMD) can be used as a tool to offer richer experiences to the audience in both art installations and exhibitions. We have been developing several exhibitions tackling the challenges that come with exhibiting in (semi -) public spaces: how do we engage visitors in our exhibitions, what role do bystanders play and how can this be considered in the development and design process? The exhibitions were built in a chronological order (2015–2018) and increasing degree of immersion and interaction. For exhibition one (“step-in/Ideal Spaces”), we built a CAVE-like “tryptic” projection showing linear pre-rendered videos of seven different built environments. In exhibition two (“fly-over/Super Nubibus”) we build a replica of a hot-air-balloon and let people experience architecture from birds eye view using a HMD. Exhibition three (“cruise/Biketopia”) is also an immersive VR using a HMD, but from a very different angle. Here we use a bike to let people actively explore a space by regulating speed and direction of the bike. By using the discreet method of observation, we ensured that the visitors were not disturbed in their experience, which in turn would falsify our findings. So we are able to compare and discuss these three approaches in regards to the above mentioned criteria within this paper.

  • 35.
    Soneson, Thore
    et al.
    Kristianstad University, Faculty of Business, Avdelningen för design.
    Johansson, Michael
    Kristianstad University, Faculty of Business, Avdelningen för design.
    ‘Wanderlost’: a participatory art and design endeavor2018In: Mediterranean cities and island communities: smart, sustainable, inclusive and resilient / [ed] Anastasia Stratigea & Dimitris Kavroudakis, Cham: Springer, 2018, p. 135-160Chapter in book (Other academic)
    Abstract [en]

    Wanderlost’ addresses the growing complexity of life in today’s city spaces and the imminent challenges to the development of the urban environment. It delineates experiences gained from a project’s work, which incorporated workshops, artists’ collaborations, interactive participatory setups in public, theatre and performance spaces. It is a result of two public workshops in the end of the four-year-long period in the People Smart Sculpture (PS2) framework in the cities of Kristianstad and Copenhagen, with public events in April/May 2017 and October 2017. In this article we discuss how the project was prepared, set-up and implemented. We call this storyworld ‘Wanderlost’, developed from the project CubeX “The Journey to Abadyl”. We describe this work in the sections Collaboration, Research and Methods to show how we draw knowledge, methods and research from our work in the collaborative network PRAMnet in developing participatory concepts using a virtual city, the city of Abadyl as a backdrop. We put forward our models for engaging participation in a storyworld to imagine the world and our relations anew. We conclude that the ‘Wanderlost’ concept and project can be reused and re-situated in other contexts and environments; keeping the fundamental three formats with a digitally mediated tool, physical guides and explorative walks and a map of amusing and provoking artworks as a matrix.

  • 36.
    Stenström, Embla
    Kristianstad University, Faculty of Business.
    Hear the Centaur: A study on the possibilities to use auditory stimulation whilst horse riding in order to raise somatic awareness of the rider2021Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study is to explore the possibilities of using auditory stimulation in order to raise somatic awareness of horse riders while riding using Somaesthetic Appreciation Design as a method. In research of Somaesthetics and horse-human relations, a gap in Somaesthetics is being questioned, and a new dimension is suggested. Somaesthetics in the design of technology often surround the self of a user, and Somaesthetics as described by Shusterman is focused on self development, but many of our experiences are in union to other beings. The suggestion of a new dimension is called Centaur Somaesthetics, and it focuses on the relation and communication between two somas in order to understand and improve oneself. 

    One example of an experience where the self is dependent to another being is within equestrianism, where the rider is dependent on the horse. Riders, as well as their horses, use their bodies to communicate while riding, meaning that being aware of one's body as a tool for communication is crucial. When horse and rider find harmony within teamwork, the rider may experience a centaur feeling of being one with the horse. This centaur feeling relies on the rider's ability to support and direct the horse, but to do this we need to understand the horse. One of the basics in equestrianism is rhythm and tempo, where a correct rhythm and a consistent tempo in all gaits is desirable as it is a sign of good communication and a well-educated horse. By applying the Somaesthetics principle of raising somatic awareness to understand and improve oneself - this study has explored the possibilities of using audio in combination with the self-tracking application Equilab, using their technology of tracking motion data to determine rhythm and tempo. This has resulted in the concept of using rhythm-adaptive and tempo-flexible music to support the riders to be more aware of their bodies as a tool for communication. The music will present a correct rhythm of the ridden gait as well as it is being played at a consistent tempo of the horse’s natural tempi.

    While testing a design of the concept called Hear the Centaur, the conclusion of the music having great signs of a heightened somatic awareness was established. No objective data of a more consistent tempo or a more correct rhythm was found, but all riders who participated in the study articulated that they found a great support in the music. All riders found support in the area that they were currently struggling with, and all riders mentioned that the music helped them with their communication to their horse.

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    Hear the Centaur by Embla
  • 37. Svenningsson, Nina
    et al.
    Faraon, Montathar
    Kristianstad University, Faculty of Business, Department of Design.
    Artificial intelligence in conversational agents: a study of factors related to perceived humanness in chatbots2019In: Proceedings of 2019 2nd Artificial Intelligence and Cloud Computing Conference (AICCC 2019) and 2019 Asia Digital Image Processing Conference (ADIP 2019), New York: Association for Computing Machinery (ACM), 2019, p. 151-161Conference paper (Refereed)
    Abstract [en]

    Artiicial intelligence (AI) is gaining traction in service-oriented businesses in the form of chatbots. A chatbot is a popular type of social AI that uses natural language processing to communicate with users. Past studies have shown discrepancies in terms of whether or not a chatbot should communicate and behave like a human. This article aims to explore these discrepancies in order to provide a theoretical contribution of a list of factors related to perceived humanness in chatbots and how these may consequently lead to a positive user experience. The results suggest that a chatbot should have the following characteristics: avoiding small talk and maintaining a formal tone; identifying itself as a bot and asking how it can help; providing speciic information and articulating itself with sophisticated choices of words and well-constructed sentences; asking follow-up questions during decision-making processes and; providing an apology when the context is not comprehensible, followed by a question or a statement to dynamically move a conversation forward. These results may have implications for designers working in the eeld of AI as well as for the wider debates and the broader discourse around the adoption of AI in society.

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  • 38.
    Tapani, Jenny
    et al.
    Kristianstad University, Faculty of Business.
    Rikardson, Milada
    Kristianstad University, Faculty of Business.
    Att anteckna minnen: Digitalt berättande för äldre användare2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The world's population is ageing and the number of elderly technology users increases. For this user group loneliness has become a public health concern which is likely to continue growing along with the rising digitalisation. Worsened mental and physical health in elderly users has also been attributed to loneliness. Measures aiming to reduce loneliness should focus on strengthening users’ existing social bonds; one way to achieve this is through intergenerational storytelling and reminiscing. This paper evaluates how a digital artefact could be designed for intergenerational storytelling, with a focus on the elderly users’ engagement. To fulfil this research objective, we created a prototype of a mobile application for intergenerational storytelling. The prototype was tested together with four elderly (74 – 92 years) users in a qualitative study of semi-structured interviews. The stepwise deductive-inductive approach was used to analyse the empirical data.  

    The most important findings of this study indicate that: storytelling of memories is a process; triggers should be designed together with both the elderly users and their audience; security and control are important; receiving an answer is motivating to the elderly users. 

    These conclusions can be used as a guide for design of digital services that aim to support elderly users in their intergenerational storytelling. 

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  • 39.
    Thorsén, Andreas
    Kristianstad University, Faculty of Business.
    Digital Design för att främja kommunikation i astmavård: Hur digitala tjänster genom individanpassad information kan komplettera och främja vårdmötet2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In Sweden, 800,000 persons are estimated to live with asthma. There is an ongoing digitization work in the country, to make healthcare more accessible to patients through the use of e-services. E-services intended for asthma care have shown difficulties in promoting communication between patients and the caregiver. E-services have not been considered able to replace the personal contact that a healthcare meeting between the patient and the caregiver offers. Lack of contact with the healthcare can lead to gradual deterioration of asthma symptoms not being detected. It can also lead to a patient-perceived lack of social support, which can lead to poorer mental health for the patient. To explore how e-services for asthma care can be designed in order to, through individualized information, promote and maintain communication between patient and the healthcare provider, in support of good care and patient health, a study divided into three steps has been carried out. The study began with a literature search, was followed by an interview study with open interviews and ended in a concept-driven design process. The interviews were analyzed against previous theories and used together with these as the basis for creating a design concept intended to promote and maintain communication between the patient and the caregiver in asthma care. The design concept, "Astmaportalen” (“The Asthma Portal"), was iteratively created through a concept-driven design method which involved asthma care personnel, asthma patients and informatics students. The concept was manifested in the form of a digital prototype. Evaluations with asthma care personnel and asthma patients demonstrated that the design concept could make a useful contribution to a symbiosis of healthcare meetings on site and digital solutions.

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  • 40.
    Uddfolk, Sofia
    et al.
    Kristianstad University, Faculty of Business.
    Eriksson, Rebecca
    Kristianstad University, Faculty of Business.
    Är du uppmärksam?: Hur mörka designmönster kan användas för att påverkahandlingar med gott syfte2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    As the COVID-19 pandemic carries into 2021, the Swedish public transportation system continues to take its passengers to their destination. Unlike most countries, the Swedish approach to the pandemic has been to put the individual in the driver’s seat and thereby making each citizen personally responsible for keeping the spread of infection down. Eitherthrough social distancing, ordering takeaway and if possible, work from home with fewertrips on public transportation (Ludvigsson 2020). In other words, it is up to each individual tomake responsible choices when it comes to their behavior in the public space. This includesthe use of public transportation. There are several ways in which companies can influence user behavior, one of which is the use of dark patterns. This approach to design is often used by big corporations to manipulate their consumers to act in favor of the company. By the implementation of specific design features, users are manipulated to act in a way that they would not otherwise have done. Although this method is often criticized as being unfair towards the user, dark patterns are undoubtedly effective in it’s objective to create a positive outcome for the company in question. This study aims to evaluate whether a design pattern such as this can be implemented in a way in which it could have a positive impact on people’s habits traveling with public transportation. By implementing dark patterns in a digital tool such as the Västtrafik app, this method can be used to influence choices in travel that contribute to better management of congestion throughout the Västra Götaland region. Selection of survey methods for this study is a qualitative method with six participants, three men and three women aged between 30 and 65 years and a literature review with the tool HKR Summon. The results of this study show that through certain handling of color, shape and contrast is perceived differently and can be made to contribute to different user experiences.

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  • 41.
    Åberg, Kristoffer
    et al.
    Kristianstad University, Faculty of Business, Avdelningen för design.
    Johansson, Michael
    Kristianstad University, Faculty of Business, Avdelningen för design. Kristianstad University, Faculty of Business, DARC research environment.
    Wetterstrand, Martin
    Kristianstad University, Faculty of Business, Avdelningen för design.
    Ådahl, Kerstin
    Kristianstad University, Faculty of Business, Avdelningen för design.
    Faraon, Montathar
    Kristianstad University, Faculty of Business, Avdelningen för design.
    Mello, Alexander
    Kristianstad University, Faculty of Business, Avdelningen för design.
    Rönkkö, Kari
    Kristianstad University, Faculty of Business, Avdelningen för design.
    Experiences from formative learning assessment supported by digital tools2020In: EDULEARN20 Proceedings / [ed] L. Gómez Chova, A. López Martínez, I. Candel Torres, 2020, p. 3161-3171Conference paper (Refereed)
    Abstract [en]

    Learning assessment constitutes an essential pedagogical ability in a teacher’s toolbox in order to further student learning and development and to adapt teaching to the needs of the students. To enable this, learning outcomes and grading criteria are used in the formative assessment of students’ performance to support the learning process, as well as in the summative assessment of the actual outcome for grading. Learning outcomes may be represented in various forms, typically scoring rubrics. Current research literature discusses the positive and negative merits of criterion-based scoring rubrics versus holistic assessment. There is also the matter of grading reliability among teachers and a shared understanding of student performance among teachers and students. Digitalization has become an essential part of higher education and distance learning, especially so in our field of digital design. A relevant issue in this context is how digital solutions may enhance formative learning assessment in particular. As is common practice within our field, within the study we designed, developed, and experimented with a digital tool in the form of a visual radar chart representation. The radar chart was based both on work done by teachers and a student thesis work and was used in several courses for teacher assessment as well as self- and peer assessment by students. This work provided the opportunity for reflection as well as analytical assessment, which in turn had the potential in guiding teachers to critically question and discuss the intended learning outcomes and grading criteria. The study has resulted in a variety of identified problems, reflections, and insights that teachers are continuously confronted with, but not necessarily always conscious about when using intended learning outcomes as a basis for communicating formative assessments to students. By visually and holistically communicating students’ strengths and areas for development over time, we found the potential to increase students’ shared awareness of their learning progress and also further the development of curricula. The study has implications for teacher and student awareness of student performance and learning, curriculum development, and digital assessment tools.

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