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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, Anders-Petter
    Kristianstad University, School of Health and Society.
    Interaktiv musikkomposition2012Doctoral thesis, monograph (Other academic)
    Abstract [en]

    This dissertation, titled Interactive Music Composition, is a practice based Ph.D. thesis in the field of Musicology. The purpose is to explore if and how one can compose computer based interactive music, that is musically satisfying for an interacting audience, consisting of both laymen and skilled musicians. The text describes the design and reflection in two interactive music installations: Do-Be-DJ, open-air installation in a public park, and, Mufi, with modular and moveable interface. Based on methods and per­spectives in Musicology and Interaction Design, a composition model for interactive music is developed. The model investigates the experience di­mensions listen, explore, compose and collaborate. It also investigates the design dimensions of interaction, narrative structure, composition rule and sound node. The conceptual approach is to apply improvisation and composition methods from jazz, pop and groove based music on interactive music. It also uses the concepts of openess in musical structures and interpretation, musical mediation of actions and meaning and everyday use of music, when composing interactive music. The dissertation contributes to an understanding of how to create composition techniques for interactive music, such as: Direct, varied and shifting response. It reflects on the change in meaning of the musicological terms composition, improvisation, musical work, listener, musician and audience. And on the interaction design terms interaction, gameplay, system and user. The term co-creator is used to describe an actively, interacting and collaborating person, to complement traditional terms like audience, performer and user.

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    fulltext
  • 3.
    Andersson, Anders-Petter
    et al.
    The Oslo School of Architecture and Design.
    Cappelen, Birgitta
    The Oslo School of Architecture and Design.
    Designing empowering vocal and tangible interaction: 2013In: The International conference on new interfaces for musical expression / [ed] Kyogu Lee, Kaejeon, Korea: Seoul National University , 2013, p. 406-412Conference paper (Refereed)
    Abstract [en]

    Our voice and body are important parts of our self-experience, and our communication and relational possibilities. They gradually become more important for Interaction Design due to increased development of tangible interaction and mobile communication. In this paper we present and discuss our work with voice and tangible interaction in our ongoing research project RHYME. The goal is to improve health for families, adults and children with disabilities through use of collaborative, musical, tangible media. We build on the use of voice in Music Therapy and on a humanistic health approach. Our challenge is to design vocal and tangible interactive media that through use reduce isolation and passivity and increase empowerment for the users. We use sound recognition, generative sound synthesis, vibrations and cross-media techniques to create rhythms, melodies and harmonic chords to stimulate voice-body connections, positive emotions and structures for actions.

    Download full text (pdf)
    Designing Empowering Vocal and Tangible Interaction:
  • 4.
    Andersson, Anders-Petter
    et al.
    Institute of Design, The Oslo School of Architecture and Design.
    Cappelen, Birgitta
    Institute of Design, The Oslo School of Architecture and Design.
    Vocal and tangible interaction crossing borders2013In: Include Asia 2013 Proceedings: global challenges and local solutions in inclusive design, Conference on inclusive design / [ed] Jeremy Myerson, London: Helen Hamlyn Centre of Design, The Royal College of Art in London, The Hong Kong Design Centre , 2013Conference paper (Refereed)
    Abstract [en]

    Our voice and body are important parts of our self-expression and self-experience for all of us. They are also essential for our way to communicate and build relations cross borders such as abilities, ages, locations and backgrounds. Voice, body and tangibility gradually become more important for ICT, due to increased development of tangible interaction and mobile communication. The voice and tangible interaction therefore also become more important for the Universal Design field. In this paper we present and discuss our work with voice and tangible interaction in our ongoing research project RHYME. The goal is to improve health for families, adults and children with disabilities through use of collaborative, musical, tangible and sensorial media. We build on use of voice in Music Therapy, knowledge from multi-sensory stimulation and on a humanistic health approach. Our challenge is to design vocal and tangible interactive media that are sensorially stimulating. Interactive media that through use reduce isolation and passivity and increase empowerment for all the users. We use sound recognition, generative sound synthesis, vibrations and cross-media techniques, to create rhythms, melodies and harmonic chords to stimulate voice-body connections, positive emotions and structures for actions.

    Download full text (pdf)
    Vocal and Tangible Interaction Crossing Borders
  • 5.
    Andersson, Anders-Petter
    et al.
    Kristianstad University, School of Health and Society, Avdelningen för Hälsovetenskap II. Kristianstad University, Research Platform for Collaboration for Health.
    Cappelen, Birgitta
    Oslo School of Architecture and Design.
    Vocal and tangible interaction in RHYME2014In: Music, Health, Technology and Design / [ed] Stensæth, Karette, Oslo: Norwegian Academy of Music , 2014, p. 21-38Chapter in book (Refereed)
    Abstract [en]

    Our voice and body are important parts of our self-expression and self-experience for all of us. They are also essential for our way to communicate and build relations cross borders such as abilities, ages, locations and backgrounds. Voice, body and tangibility gradually become more important for Information and Communication Technology (ICT), due to increased development of tangible interaction and mobile communication. The voice and tangible interaction therefore also become more important for the fields of Assistive Technology, Health Technology and Universal Design. In this paper we present and discuss our work with voice and tangible interaction in our on-going research project RHYME. The goal is to improve health for families, adults and children with disabilities through use of collaborative, musical, tangible and sensorial media. We build on use of voice in Music Therapy, knowledge from multi-sensory stimulation and on a humanistic health approach. Our challenge is to design vocal and tangible interactive media that are sensorially stimulating. Interactive media that through use, can reduce isolation and passivity and increase empowerment for all the users. We use sound recognition, generative sound synthesis, vibrations and cross-media techniques, to create rhythms, melodies and harmonic chords to stimulate voice-body connections, positive emotions and structures for actions.

  • 6.
    Andersson, Anders-Petter
    et al.
    Kristianstad University, School of Health and Society. Kristianstad University, Research Platform for Collaboration for Health.
    Cappelen, Birgitta
    The Oslo School of Architecture and Design.
    Vocal and tangible technology for music and health2013In: Book of abstracts: setting the tone: cultures of relating and reflecting in music therapy / [ed] Gro Trondalen, Oslo: The Norwegian Academy of Music , 2013, p. 24-24Conference paper (Refereed)
    Abstract [en]

    Our voice and body are important parts of our self-expression and self-experience. They are also essential for our way to communicate and build relations cross borders like abilities, ages, locations, backgrounds and cultures. Voice and tangibility gradually become more important when developing new music technology for the Music Therapy and the Music and Health fields, due to new technology possibilities that have recently arisen. For example smartphones, computer games and networked, social media services like Skype. In this paper we present and discuss our work with voice and tangible interaction in our ongoing research project. The goal is to improve health for families, adults and children with severe disabilities through use of collaborative, musical, tangible sensorial media. We build on use of voice in Music Therapy and studies by Lisa Sokolov, Diane Austin, Kenneth Bruscia and Joanne Loewy. Further we build on knowledge from Multi-sensory stimulation and on a humanistic health approach. Our challenge is to design vocal and tangible, sensorially stimulating interactive media, that through use reduce isolation and passivity and increase empowerment for all the users. We use sound recognition, generative sound synthesis, vibrations and cross- media techniques, to create rhythms, melodies and harmonic chords to stimulate body- voice connections, positive emotions and structures for actions. The reflections in this paper build on action research methods, video observations and research-by-design methods. We reflect on observations of families and close others with children with severe disabilities, interacting in three vocal and tangible installations.

  • 7.
    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
  • 8.
    Boström Andersson, Jesper
    et al.
    Kristianstad University, Faculty of Business.
    Nygren, Jonas
    Kristianstad University, Faculty of Business.
    Security Theater i digitala applikationer: En illusion för att förstärka känslan av säkerhet2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Computer power and speed have increased exponentially in recent years, but our expectations and mental models of what computer systems are capable of have not kept up. In cases where people do not believe that the system can perform the requested task as quickly as they do, an artificial wait can be applied to closer match the reality. The purpose of this study is to investigate whether security theater works in the context of banking applications and what happens with the users trust if the illusion of security fails. Through this paper we have found that security theater is a phenomenon that works and adds value to the user. However, the context in question must be carefully evaluated, as security theater in the wrong context can be seen as a disturbing element. We came to the conclusion that the majority of our test subjects are not negatively affected, and instead sees the value in security theater even after the illusion have been revealed.

    Download full text (pdf)
    Security Theater i Digitala Applikationer
  • 9.
    Brännström, Sanne
    et al.
    Kristianstad University, Faculty of Business.
    Lunnerhag, Miranda
    Kristianstad University, Faculty of Business.
    Infografik för alla (IFA): design av information för individer med synvariationer2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Infographics has become a popular method for displaying information in the digital society. Previous research have mainly focused on how people with normal visual ability perceive infographics on the web, but there is a certain need to examine infographics from a perspective that focuses on accessibility to include people with visual impairment. This paper presents the design concept “IFA”, which stands for “Infographics For All”. The concept was developed with the aim of finding out how a design concept for infographics for the visually impaired can be designed, and was developed by concept-driven design research. The design concept presents a color contribution, the color violet, which the authors have not encountered in the research field of the subject before. Previously recommended colors such as turquoise and magenta were tested and proved inaccessible to the target group. The research of the design concept also confirmed existing theories, such as the importance of high contrast between text and background and fairly large font sizes. Suggestions for future research may contain to test the concept, “IFA”, in a real-life user context, as well as to develop a version of the concept that is based on the opposite of what is recommended in this thesis, to compare the effects of the concepts in a real-life user context.

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    fulltext
  • 10.
    Cappelen, Birgitta
    et al.
    Oslo School of Architecture and Design.
    Andersson, Anders-Petter
    Kristianstad University, School of Health and Society, Avdelningen för Hälsovetenskap II. Kristianstad University, Research Platform for Collaboration for Health.
    Designing four generations of 'Musicking Tangibles'2014In: Music, Health, Technology and Design / [ed] Stensæth, Karette, Oslo: Norwegian Academy of Music , 2014, p. 1-20Chapter in book (Refereed)
    Abstract [en]

    n this article we present a novel approach for the understanding and the design of interactive health improving music technology, what we call Musicking Tangibles. The Musicking Tangibles approach represents an alternative approach to the traditional instrument, interface and switch-oriented music technology perspective. Our approach combines a humanistic, resource and empowerment oriented health approach with an aesthetic and culture based design approach towards music technology. We present four empowering and health improving qualities for the Musicking Tangibles. These qualities emphasize to: 1) Continually evoke interest and positive emotions relevant to diverse users’ interpretation of the tangibles and the situation; 2) Dynamically offer the users many roles to take, many musicking actions to make and many ways to express themselves; 3) Offer the users aesthetically consistent responses and build relevant cross-media expectations and challenges over time and space, consistent with their character; 4) Offer the users many relations to make: to people, things, experiences, events and places. Further we present and argue for some design solutions of the Musicking Tangibles ORFI, WAVE, REFLECT, and the POLLY World from the RHYME-project. In developing POLLY we have tried to put together as many design qualities as possible, to exemplify our view and current understanding.

  • 11.
    Cappelen, Birgitta
    et al.
    Oslo School of Architecture and Design.
    Andersson, Anders-Petter
    Institute of Design, The Oslo School of Architecture and Design.
    The empowering potential of re-staging2012In: Leonardo Electronic Almanac, ISSN 1071-4391, E-ISSN 1071-4391, ISSN 1071-4391, Vol. 18, no 3, p. 132-140Article in journal (Refereed)
    Abstract [en]

    In this paper we present and discuss the empowering potential of restaging interactive art installations. We build on an approach, where wedivide the staging process into four levels of staging (potential, strategic,tactical, dynamic), and in Umberto Eco’s sense open, to four categories ofchoices (genre, temporal, spatial, actorial) to perform on each staging level. We present and discuss how we staged one of our interactive installations at a museum of modern art and a rehabilitation centre for people with severe disabilities. We discuss our staging experience in relation to empowering qualities like; possibilities for self-expression, vitalization, ability to act, co-create, participation and mutual relation building. Our experience was that re-staging art at a radically different place became a provocation that re-vitalized us as creative individuals.

  • 12.
    Cappelen, Birgitta
    et al.
    Institute of Design, The Oslo School of Architecture and Design.
    Andersson, Anders-Petter
    Institute of Design, The Oslo School of Architecture and Design.
    Towards an empowering tangible interaction design for diversity2013In: Include Asia 2013 Proceedings: global challenges and local solutions in inclusive design, Conference on inclusive design / [ed] Jeremy Myerson, London: The Helen Hamlyn Centre for Design, The ROyal College of Art in London, Hong Kong Desing Centre , 2013Conference paper (Refereed)
    Abstract [en]

    The seven principles of Universal Design, such as ”4. Perceptible Information” and ”5. Tolerance for errors”, are formulated from the design’s or system’s perspective. The principles focus on the qualities of the system or design, not on the value of use, the long time experience and use by many different people. Nor do the principles embrace a cultural and social understanding of the value of things, designs and situations. In this paper we argue for the necessity to broaden this narrow system or product design perspective, when designing to empower diverse users. Our field of study is musical and cross-media Tangible Interaction Design, where multimedia computer capabilities are included in everyday objects. Our goal is to motivate social and musical co-creation for families with disabled children to improve their health and quality of life. To extend our design thinking, practice and understanding of a design’s value, meaning and empowering potential, we build on a humanistic health approach, resource-oriented thinking, Positive psychology and Empowerment philosophy. In the paper we present and discuss how we design cross-media, interactive, tangible and musical things to motivate and empower a variety of users in our on-going RHYME project.

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    Towards an Empowering Tangible Interaction Design for Diversity
  • 13.
    Hansson, Elin
    et al.
    Kristianstad University, Faculty of Business.
    Emilia, Gustavsson
    Kristianstad University, Faculty of Business.
    Situationsanpassad digital krisinformation: design för beteendeförändring under Covid-192020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The global Corona crisis is a fact. Individuals should follow the government's recommendations to reduce the spread of the virus in society. The Swedish strategy, which still remains at the date of 14th of May, means that public places, as well as restaurants and shops, are kept open (Krisinformation.se 2020). The strategy according to the Public Health Authority (Folkhälsomyndigheten 2020) is to flatten the curve so that healthcare can manage to take care of individuals in need of intensive care. In order to reduce the spread of the virus, it is important that individuals are following the recommendations on keeping distance, washing hands and avoiding necessarily contact with elderly over 70 years (Public Health Authority; Folkhälsomyndigheten 2020). Previous research in ICT science indicates that this form of information and communication should be used long term. Research in ICT points out that this form of crisis information should be used also in other channels than Social media (Soden & Palen 2018). According to the scientists Carbal et al (2019), nudging has played an important role for motivating individuals to change behaviour in a particular situation. Qualitative interviews, as well as observational studies, indicate that there is a need to motivate and remind individuals to follow the restrictions even outdoors. This essay aims to motivate individuals to follow the recommendations of the Public Health Authority (Folkhälsomyndigheten 2020). This essay suggests a situation-based design that passes ordinary digital crisis information placed in public parks during the Corona Pandemic. The concept involves nuding individuals to keep their distance in parks, and reduce the spread of the virus in the society. The design takes into account previous research in ICT, nudging and Narrative visualization. Furthermore, this essay aims to represent a new method for how Digital Crisis Information can be disseminated during pandemics.

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    fulltext
  • 14.
    Hedström, Marita
    et al.
    Kristianstad University, Faculty of Business, Avdelningen för design.
    Åkerlund, Linda
    Kristianstad University, Faculty of Business, Avdelningen för design.
    Att skapa användarupplevelser genom digitalisering med AI: en studie av faktorer för interaktion som påverkar användarupplevelser vid digitalisering med AI hos BUP2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

     I den här studien har vi undersökt vilka faktorer för interaktion som påverkar användarupplevelser vid digitalisering med AI (Artificiell Intelligens). Det vår analys och slutsats pekar på är faktorer som: otydlighet, inkonsekvens i interaktioner, brist på feedback och information men även personliga samtal och väntetider. Våra empiriska undersökningar visar på att dessa faktorer påverkar upplevelserna på olika sätt, både negativt och positivt. Genom att beakta dessa faktorer samt även möjligheterna som digitalisering med AI ger, kan detta bidra till att skapa önskvärda användarupplevelser. Våra studier har resulterat i ett designförslag där vi föreslår att AI används för rutinuppgifter, bedömningar och för att stödja dokumentation.

    Studien är relevant i och med att vi har identifierat att det finns luckor i tidigare forskning om just kopplingen mellan användarupplevelse, digitalisering och AI.

    Vi har använt kvalitativa metoder för de empiriska undersökningarna: observation och intervjuer. Vi har även genomfört en workshop för att undersöka det designförslag vi kommit fram till.

    Vi vill peka på att resultatet av våra undersökningar är relevant för de digitaliseringsprojekt som pågår idag, men vi ser även att det krävs vidare studier i form av att en utveckling av den föreslagna lösningen genomförs och testas, samt att man undersöker användarupplevelse vid digitalisering med AI vidare med flera fall.

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    fulltext
  • 15.
    Johansson, Michael
    Kristianstad University, School of Health and Society, Avdelningen för Design och datavetenskap.
    Bring the noise2013In: International Journal of Art, Culture and Design Technologies, ISSN 2155-4196, Vol. 3, no 1, p. 26-35, article id 3Article in journal (Refereed)
    Abstract [en]

    In this article the author will present how they developed different processes for collectively producing a seriesexplorative soundscapes and mechanical artefacts using specific constraints influenced by theories from artand architecture. The author will show how they worked with a design methodology that brought togetheran editor and the final expression of the artwork into one surface of interaction and execution using a virtualcityscape as an iterative ground for sound and music explorations, and give some examples of the differentprototypes and iterations. The author will also discuss how they tweaked/iterated with the parameters of the framework, the sounds and the final visual expression to match their artistic intention, and finally to bringsome noise into Abadyl. Also influencing the overall framework.

  • 16.
    Johansson, Michael
    Kristianstad University, School of Health and Society, Avdelningen för Design och datavetenskap.
    Soundscaping2018In: Enhancing art, culture, and design with technological integration / [ed] Mehdi Khosrow-Pour, Hershey, Pennsylvania 17033-1240, USA: IGI Global , 2018, p. 169-182Chapter in book (Other academic)
    Abstract [en]

    In this chapter, the author presents how he developed different processes for collectively producing a series explorative soundscapes through interface creation and mechanical artifacts using specific constraints influenced by theories of art, design, and architecture. He shows how he worked with a design methodology that brought together an editor and the final expression of the artwork into one surface of interaction and execution using a virtual cityscape as an iterative ground for sound and music explorations, and gives some examples of different prototypes and iterations. The author also discusses how he tweaked/iterated with the parameters of the framework, the sounds, and the final visual expression to match his artistic intention, and finally to bring some noise.

  • 17.
    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.

  • 18.
    Johansson, Michael
    Kristianstad University, School of Health and Society, Avdelningen för Design och datavetenskap.
    The people´s smart sculpture PS22016In: ISEA 2016: Journey to Abadyl / [ed] Martin Koplin, 2016Conference paper (Other (popular science, discussion, etc.))
    Abstract [en]

    The People’s Smart Sculpture (PS2) panel discusses future oriented approaches in smart media-art, developed, designed and exploited for artistic and public participation in the change and re-design of our living environment. The actual debate about a smart future is not taking into account any idea of media art as an instrument for to realize the social sculpture, mentioned by Beuys[1] or as social sculpture itself.

    The People’s Smart Sculpture is the only large scale Creative Europe media-art project (2014-2018) in this context. It fosters participative-art and collaborative media-art-processes. The artistic results and the open approaches of the project will be discussed by 5 panelists from 5 countries. The project itself is constituted by 12 project-partners in 8 European countries with more than 350 artists and creatives from 29 countries worlwide. The approach works on two levels: the implementation of cultural participation-projects by media-artists and the ongoing optimization of the art and participation aspects. PS2 integrates diverse groups of people to participate in the non-institutional set up of structures for the people´s re-design of their urban, societal and living environment. Artists, citizens, creatives with a new user's perception and new skills are able to „medialize“ the Cultural R>evolution of art, culture, society and science: into spaces of a new public.

  • 19.
    Johansson, Michael
    Kristianstad University, School of Health and Society, Avdelningen för Design och datavetenskap.
    Wanderlost2014In: Cyberworlds (CW), 2014 International Conference, 2014Conference paper (Refereed)
    Abstract [en]

    In this paper I will discuss a art and design project called wander lost, were we through co-creation try to populate a virtual world with people, objects and architecture. In this project we have developed a method for gathering input and inspiration for early stages in the design process designing virtual worlds. I will through some example of work show how worlds, real and virtual are as much made as found, and how they can be used to challenged each other into new forms of experiences and expressions, of both physical and virtual spaces. Where the virtual space transformed into maps & instructions can challenge the physical with qualities that is very hard to achieve in the physical world itself, and in that conflict new insights and expressions can revealed. 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, wander lost support that process. We show how we from the virtual settings of the city of Traora we have extracted a series of walks as instructions and invited different co-creators to explore these algorithmical walks in their everyday surrounding in order to be surprised by rediscovery, using a digital camera/smart phone to capture and later communicate their findings. Allowing the unfamiliar to co-exist with the comfortably familiar. To create a process where digital worlds challenge and inspire digital expressions, tools and models with physical play and exploration. Supporting our long-term aim with research in new media is to set up design methods that can be used in a creative and collaborative process. We show how these findings played a crucial role designing the virtual city Traora. The Traora Flaneur kit turns everyday walks into discoveries of both urban contexts as well as ideas for possible virtual worlds.

  • 20.
    Johansson, Michael
    Kristianstad University, School of Health and Society, Avdelningen för Design och datavetenskap.
    Wanderlost2015In: Analyzing art, culture, and design in the digital age / [ed] Gianluca Mura, Hershey, Pensylvania: IGI Global, 2015, p. 71-78Chapter in book (Refereed)
    Abstract [en]

    In this chapter I will discuss a art and design project called wanderlost, were we through co-creation try to populate a virtual world with people, objects and architecture. In this project stages we have developed a method for gathering input and inspiration for early stages in the design process designing virtual worlds. I will through some example of work show how worlds, real and virtual are as much made as found, and how they can be used to challenged each other into new forms of experiences and expressions, of both physical and virtual spaces. Where the virtual space transformed into maps & instructions can challenge the physical with qualities that is very hard to achieve in the physical world itself, and in that conflict new insights and expressions can revealed. 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, wanderlost support that process. We show how we from the virtual settings of the city of Traora we have extracted a series of walks as instructions and invited different co-creators to explore these algorithmical walks in their everyday surrounding in order to be surprised by rediscovery, using a digital camera/smartphone to capture and later communicate their findings. Allowing the unfamiliar to co-exist with the comfortably familiar. To create a process where digital worlds challenge and inspire digital expressions, tools and models with physical play and exploration. Supporting our long-term aim with research in new media is to set up design methods that can be used in a creative and collaborative process. We show how these findings played a crucial role designing the virtual city Traora. The wanderlost method turns everyday walks into discoveries of both urban contexts as well as ideas for possible virtual worlds.

  • 21.
    Johansson, Michael
    et al.
    Kristianstad University, School of Health and Society, Avdelningen för Design och datavetenskap.
    Gehmann, Ulrich
    Tyskland.
    Ideal spaces: digital-cultural ecology and the medium-sized city2016In: Digital-cultural ecology and the medium-sized city / [ed] S. Sparke & G. Cairns, 2016, p. 5-Conference paper (Refereed)
    Abstract [en]

    In our working group Ideal Spaces we are concerned with mediated worlds: especially the one of ideal worlds reconstructed, mainly concentrating on a classical topic of a “mediated” city through history, namely that of a utopian ideal city. How these utopian places have to be conceived as being ‘ideal’ ones. How this has been mediated, in terms of their modes of presentation, but also in those of the ideas underlying them as regards the different audiences that were thought to be addressed by them?

    These historical conceptions of what an ‘ideal world’ should, or could be is a classical topic of our cultural sphere, and focuses upon one perspective of relevance, that of an ideal city. The latest since the onset of what has been called ‘modernity’, now providing the actual background of the actually built cities we all live in, as our environment of relevance.

    Such conceptions of ‘ideal’ relevant worlds can be compared, as a background folio, with the approaches towards an ‘ideal’ environment as they become evident in the concept of The City of Abadyl. That in itself is a proposed city, a fantasy, a set of codes and models, a library of artefacts and prototypes, and foremost, it is its co-creators. Since its inception in 1999 it has grown into a large database of materials interlinked through the shape of a city, regardless of their respective incompatibilities. Support and create a geatlt for inquary

    Our approach is to create an environment which facilitates artistic work practice in complex production environments such as those of digital media, supporting invited artists, researchers, companies, and students. We establish a ready-made, fictitious gravity that others can easily transfer their knowledge into. So How do we go about exploring this complex digital space? We could let people walk the streets of Abadyl in for example a game engine, but we have so far chosen to go in another direction. We have used the framework of Abadyl to stage different events in the form of written scenarios that provide detailed and specific background material. Our scenarios try to bring aspects of field study and fantasy together, to slowly create a discrete dynamic tension or displacement between persons, objects, time, places, and events that are not usually, if ever, associated into new and surprising conjunctions. Through this work we have developed several methods of worldmaking. The aspect of imagery is of particular importance here since comparisons can be made between traditional conceptions of pre-planned ideal worlds – e.g., the ideal of a functionalist city, of a typically ‘modern’ one, etc. – and imageries that evolve de novo and unplanned, as it is tried in the case of Abadyl.

    Moreover, such comparisons inform about a further aspect of imagery and hence, of being mediated. We have to take the notion of the ideal in both its connotations as a mental or inner image on the one hand (from the Greek eidos, or idea); and on the other, as a perfect state to be achieved and longed for (the ideal in its common terms of understanding). If we do so, then it becomes evident that even seemingly ‘new’ and ‘spontaneous’ outcomes like those in Abadyl are informed by mental or ‘inner’ images deeply rooted in what is called a cultural memory, that is, rest on a culture-specific substratum. And it is very interesting to see how these both layers of imagery, the “new” and the “old” one, are influencing each other in mutual terms. Which is a very important topic of mediated cities today since the assumption is that what is happening in Abadyl is also happening here.

  • 22.
    Johansson, Michael
    et al.
    Kristianstad University, School of Health and Society, Avdelningen för Design och datavetenskap. Kristianstad University, Faculty of Business, DARC research environment.
    Gehmann, Ulrich
    Ideal Spaces.
    Ideal spaces exhibition2018In: Interactivity, game creation, design, learning, and innovation: 6th International Conference, ArtsIT 2017, and Second International Conference, DLI 2017, Heraklion, Crete, Greece, October 30–31, 2017, Proceedings / [ed] Brooks, Anthony L., Brooks, Eva, Vidakis, Nikolas, Springer, 2018, p. 22-32Chapter in book (Other academic)
    Abstract [en]

    Through the years we have worked with  the idea of gestalt through artefact creation (including virtual objects and 3D-worlds) as one surface to explore, exploit, test and communicate our ideas and concepts, that are generative rather than produced, where we try  to grasp systematic insights through complex generated realities, in which an audience later is invited to interact.  In our Ideal spaces exhibition for the 2016 Biennale in Venice, we tried to explore this via a combination of presenting ideal city spaces, active participation of the visitors molding their own spaces, and symbolic representation. Ideal Spaces is also a high-tech project that uses diverse technologies in new ways, also new techniques and programming developed by us. In this paper, we show the theoretical and cultural background, and some lessons learned, regarding on what level of abstraction a visitor could interact with our exhibition to better understand how visitors created their own ideal spaces.

  • 23.
    Johansson, Michael
    et al.
    Kristianstad University, School of Health and Society, Avdelningen för Design och datavetenskap.
    Gehmann, Ulrich
    Tyskland.
    Reiche, Martin
    Tyskland.
    Gestalt2015Conference paper (Refereed)
    Abstract [en]

    Many disciplines have the culture and nurturing to explore, create, and tell stories about worlds. Therefore, our contribution is about the re-discovery of an idea that has been crucial in occidental thinking and which became underestimated: the notion of gestalt. To conceive real-world (and other) phenomena in terms of gestalt helps to gain a holistic understanding of them, and the aim of our paper therefore is to promote a method to rediscover the world in a less analytical fashion than it has been done in the last 400 years, after an analytical-based perception of reality gained ground with the scientific method developed in the 17th century and later. At the same time, a gestalt-approach helps to reframe (and better understand) recent technological developments as outcomes of an analytical way of thinking. Because analysis and the shaping of processes and entities according to functionalities is not the only or most suitable way to generate understanding, despite we got used to such a general state of mind.

    To conceive the world primarily in analytical terms or as a set of functions became culturally accepted. A gestalt-approach can be a promising complement to the prevalent analytical approaches, and the general benefit of such an approach lies in the use of comparative methods to create knowledge or design processes. Also borrowing ideas from Design Theory where Gestalt is analogous to a design process, we can view it as a process of knowledge acquisition and learning from the previously unknown.

    Gestalt perception as well as -conception helps to develop another kind of epistemology than the prevalent analytical/functional one, as for instance cybernetics, system theories and bioengineering already demonstrated. It transcends the border between real and virtual towards envisioning a complete reality, and out of that proves to be a method of working with unknown phenomena.

  • 24.
    Johansson, Michael
    et al.
    Kristianstad University, Faculty of Business, Department of Design. Kristianstad University, Faculty of Business, DARC research environment.
    Gehmann, Ulrich
    ISWG.
    Siess, Andreas
    Department of EMT at Bonn-Rhein-Sieg University of Applied Sciences, German.
    Abstraction and resilience: symbolics and space2021Conference paper (Other academic)
    Abstract [en]

    In our recent work on the topic ‘resilient communities’ for a workshop at the Venice Biennale 2021, Ideal Spaces Working Group investigates different aspects of spatial creation: the history of ideas, formats of representing space and tools of construction in historical, contemporary and built environments of the future. We address how abstract conceptions underlying assumptions, imagination and concrete views shape spatial construction and its representations, and how spatial creation tries to organize meaning and influence perception and understanding, shaping both the city and its inhabitants. With regard to the built environment, resilience depends on how a space is perceived by its inhabitants and how spaces designed for communities reflect this, especially their symbolic properties as ideal spaces for communal living. These properties are connected to the ways in which space is expressed via its overall shape as gestalt. In this respect, it is about how imagination operates via abstracting and symbolizing perception. In our work, we address why it is reasonable to depict representations of ideal places as symbolic spaces in a degree of abstraction that is far from photorealism, and to instead find other forms of representation. Furthermore, we explore how to avoid the uncanny valley that inevitably arises in virtual aesthetics when something is not quite right, and finally, how a readable yet intuitive formal language can be implemented. 

  • 25.
    johansson, michael
    et al.
    K3.
    Linde, Per
    K3.
    Fieldasy2004In: Fieldasy, Sheffield, UK, 2004Conference paper (Other academic)
    Abstract [en]

    Fieldasy is a process for engaging multiple perspectives in the creation of a world, and the mapping of its virtual space. While the final outcome lies ahead, the process has already produced a series of artistic expressions that drives the overall project forward. Fieldasy refers to the methods of field working and invoking imagination by using physical objects. The objects constitute a shared ground for collaborative creativity, serves as nodes in a complex narrative and as a basis for the creation of the world. In the paper, we describe the process, methods and the artifacts developed in this project. We also show how this approach can host and facilitate artistic development in a complex production environment such as the one of digital media, supported by invited artists, researchers (computer science) and students (interaction design), enabling diverse parties to transfer their knowledge into the project in an ongoing manner. Three aspects of the project are discussed: The Framework; the city of Abadyl, The Method; fieldasy and The Output; a series of artifacts eventually displayed in a series of exhibitions.

  • 26.
    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.

  • 27.
    Johansson, Michael
    et al.
    Kristianstad University, School of Health and Society, Avdelningen för Design och datavetenskap.
    Åberg, Kristoffer
    Against the self-evident2014In: Real virtuality: about deconstruction and multiplication of world / [ed] Ulrich Gehmann, Martin Rieche, Berlin: Transcript Verlag, 2014, p. 419-441Chapter in book (Refereed)
  • 28.
    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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  • 29.
    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
  • 30.
    Koplin, M.
    et al.
    Tyskland.
    Vistica, O.
    Kroatien..
    Johansson, Michael
    Kristianstad University, School of Health and Society, Avdelningen för Design och datavetenskap.
    Nedelkovski, I.
    Makedonien.
    Salo, K.
    Finland.
    Eirund, H.
    Tyskland.
    Schrank, C.
    Tyskland.
    Blau, L.
    Tyskland.
    SOCIAL ART IN EUROPEAN SPACES - AN APPROACH TO PARTICIPATION METHODOLOGIES WITHIN PS22016In: INTED 2016: 10TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE / [ed] Chova, LG Martinez, AL Torres, IC, 2016, p. 1690-1699Conference paper (Refereed)
    Abstract [en]

    The People's Smart Sculpture PS2 - Social Art in European Spaces is a creative research and innovation project about the cultural evolution of the European city of the future. It addresses the growing complexity of life in today's city spaces and imminent challenges to the development of the urban environment. The People's Smart Sculpture PS2 explores the possibilities of participation that will become a smart culture technique as a result of the ongoing digitalization of society. 12 partners including universities, educational institutions, museums, galleries, theatres and research institutes in 8 European countries will organize 11 connected open labs integrating new art, design thinking, science, smart technologies and user culture for the participatory re-design of urbanity. The project has a budget of 2 million Euros and is funded by the European Commission within the Creative Europe programme for 3.5 years. 11 creative experiments in participatory art and design for the city of the future: The 12 project partners implement 11 experimental sub-projects and a European study about new forms of participation. While some PS2 sub-projects shed light on the ways we perceive our city space, or create speculative city environments, others will analyse problems, identify challenges and explore interdisciplinary solutions with citizens. The variety of approaches will reflect the diversity of people, skills, urban art, social processes and urban development. Renowned artists and designers from 29 countries will participate in the sub-projects. PS2 will explore and document new strategies for involving digital media and ICT in the development of user-centred culture. Development of new forms of participation for Smart Cities: Scientists from media-labs, computer science, cultural science, art history, sociology, architecture, design and urban planning will engage with the creative processes. Digital technologies will not only play an important role in the PS2 project art activities themselves, but directly support the innovation process by offering new opportunities for empowerment and societal integration of people of all social groups. The project will connect people and foster the exchange of ideas about and for smart cities. It is the base for cutting-edge communication between science and art, creatives, artists, media designers and citizens, and between the people and their governments. At the same time it will motivate the broad dissemination of new skills, design expertise and social knowledge relevant to urban re-design. Citizen participation in urban development and re-design has a long cultural tradition in Europe. But the rising complexity out of social issues, critical and creative ideas, green development, and at the same time a high level of demands towards a post-modernistic cultural evolution evoke the need of improved cooperation between all stakeholders in town: governmental entities, creative, and social cultural activists, experts and citizens. The participation processes needed for future activities in the field of urban-social sustainability requires an enhanced approach to citizen participation and user-friendly creative articulation. It is required to access the full potential of the new capabilities of communication, networking, social media, creativity, microcomputers, and new e-skills through the design of new participation methodologies. Art and media art prototype the next step concepts and methodologies for participation. This paper describes concepts and approaches of participation and reflects on participative art within examples of 6 PS2 sub-projects.

  • 31. Koplin, Martin
    et al.
    Siegert, Stephan
    Eirund, Helmut
    Ruzin, Irena
    Nedelkovski, Igor
    Johansson, Michael
    Kristianstad University, Faculty of Business, Avdelningen för design. Kristianstad University, Faculty of Business, DARC research environment.
    Callesen, Jörgen
    Geiger, Christian
    Culén, Alma Leora
    Coughlin, Katie
    Wroblewska, Marta
    Salo, Kari
    Druzetic, Ivana
    The people's smart sculpture PS2: best practice study 2014-20182018Report (Other academic)
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  • 32.
    Källström, Lisa
    et al.
    Kristianstad University, Faculty of Business, Research environment Governance, Regulation, Internationalization and Performance (GRIP. Kristianstad University, Faculty of Business, Department of Business. Kristianstad University, Research Platform for Collaboration for Business.
    Siljeklint, Per
    Kristianstad University, Faculty of Business, Department of Business. Kristianstad University, Research Platform for Collaboration for Business.
    “My green heart”: an inclusive place branding process facilitated by design thinking2021In: Place Branding and Public Diplomacy, ISSN 1751-8040, E-ISSN 1751-8059Article in journal (Refereed)
    Abstract [en]

    Today it is commonly known that the most effective place branding initiatives are those involving a wide range of place stakeholders. However, few empirical studies show how this can be carried out in practice and little is known about how residents experience participating in place branding initiatives. Design Thinking uses divergent and convergent thinking, creativity, visualization and prototyping to develop ideas and solutions. Inspired by participatory action research, the current study develops and evaluates a framework inspired by Design Thinking for how stakeholders can be involved in a place branding process and value the outcome of such an approach. Observations are complemented by qualitative questionnaires capturing the stakeholders’ perceptions and interviews with public officials. The study shows that Design Thinking facilitates an inclusive place branding process, as the framework developed, titled “The Inclusive Place Diamond”, encourages inclusion and strengthens the sense of meaning making at the same time as it reinforces a broad sense of ownership. Still, conflicting images complicate the process and some resistance towards losing power is observed. One of the key insights is that a process inspired by Design Thinking entails that the implementation of the place brand starts already when stakeholders are invited to the process and continues as a key feature of the evolving process.

  • 33.
    Nilsson, Jens
    Kristianstad University, Faculty of Business.
    Digitalisering för alla: En studie om design av parkeringsappar för äldre vuxna2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Digitization of parking meters is a fact and more and more of those are exchanged for payment via apps. At the same time, older adults feel worried about their ability to use apps to pay for parking. Statistics show that the number of older adults over the age of 65 increases in Sweden every year. In addition, there is an increase in both the use of smartphones and driving license holdings in the relevant group. This can lead to more older adults that must be able to adapt to the digitized parking system. However, previous research shows that app developers do not customize their apps for older adults, although the measures to streamline the usage of apps are usually uncomplicated. Research also shows that more studies investigating solutions to how the design should be formed for a better universal design are needed. Therefore, the purpose of this thesis is to investigate how parking apps can be visually adapted to facilitate use for older adults between the ages of 65 and 75 in Sweden, in accordance with previous research and empirical data. Thus, the question was formulated "how can parking apps be designed for older adults between 65 and 75 years of age for good usability?" which should be answered using the study. To investigate this, the study focused on the EasyPark parking app. The study began with a feasibility study that included the methods of observation and interview. With data from the feasibility study and design guidelines in the field of informatics, a design proposal was designed which was evaluated with user test and interview. The result of the study shows four main visual measures: adaptation of text size, design, navigation and colour contrast plus a functional measure which is a guide that shows how the app works.

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  • 34.
    Soneson, Thore
    et al.
    Kristianstad University, Faculty of Business, Department of Design.
    Johansson, Michael
    Kristianstad University, Faculty of Business, DARC research environment. Kristianstad University, Faculty of Business, Department of Design.
    Ahlqvist, Kerstin
    Kristianstad University, Faculty of Education, Department of Educational Sciences specializing in Primary and Secondary School, and Special Needs Education.
    Bruce, Barbro
    Kristianstad University, Faculty of Education, Department of Educational Sciences specializing in Primary and Secondary School, and Special Needs Education.
    Siotis Ekberg, Camilla
    Kristianstad University, Faculty of Health Science, Research Environment Children's and Young People's Health in Social Context (CYPHiSCO). Kristianstad University, Faculty of Education, Department of Educational Sciences specializing in Primary and Secondary School, and Special Needs Education.
    VR situated simulations2020In: Interactivity, Game Creation, Design, Learning, and Innovation: 8th EAI International Conference, ArtsIT 2019, and 4th EAI International Conference, DLI 2019, Aalborg, Denmark, November 6–8, 2019, Proceedings / [ed] Brooks, Anthony, Brooks, Eva Irene, Cham: Springer, 2020, p. 730-738Chapter in book (Other academic)
    Abstract [en]

    The paper is authored by Michael Johansson, Thore Soneson, Kerstin Ahlqvist, Barbro Bruce, and Camilla Siotis Ekberg and titled VR Situated Simulations. Here, the authors discusses experiences from developing mediated learning situations in a VR-filmedcontext. They argue for how such productions require approaches based on co-designand innovative team constellations including knowledge and skills from different areasto join forces for adequate VR solutions. In the chapter, the authors describe the processof developing VR learning situations by being inspired by related studies in the fieldof collaborative design, where various stakeholders were engaged in different parts ofthe production; from scriptwriting for interactive media, to creating and editing specificcase studies in an interactive VR format, and, also, gathering students’ experiences ofthe scripts and case studies. Based on this, the authors argue that 3D environments forreflection and discussion can be combined to form a common knowledge base in differentfields of application, e.g. in the areas of education and Human Resources. Further, it isemphasised that simulations of authentic and real situations have an immersive potentialto create pedagogical innovations

  • 35.
    Sundén, Karin
    Kristianstad University, Learning Resource Centre.
    Textile printing at Rorke's Drift - design and cultural interaction2006In: Design and evolution: proceedings of Design History Society conference 2006 / [ed] De Rijk, Timo & Drukker, J. W., Delft: Delft University of Technology , 2006Conference paper (Other academic)
    Abstract [en]

    The development of screen printed cloth at the Swedish Evangelical Lutheran Church Art and Craft Centre at Shiyane in KwaZulu enterprise that was intended to improve the lot of rural African women by developing their creative capacities. One aspect of the venture included the development of printed cloth. The intention was to produce a product that was marketable both nationally and internationally. In the process the cloth both absorbed the Swedish predilections of the Konstfack trained tutors, as well as embracing indigenous propensities and taste. The product of this cultural interface interaction resulted in a remarkable product that indigenised both exoticism in the Nordic regions as much as it implanted Nordic taste in South Africa. This paper scrutinises the product, its history, its inter-cultural roots and its reception.

  • 36.
    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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  • 37.
    Welin, Anna
    et al.
    Kristianstad University, Faculty of Business.
    Melms, Sandra
    Kristianstad University, Faculty of Business.
    HealthLab: Konceptdriven designforskning om hanteringen av hälsodata: en studie om hur enskilda individer kan använda hälsodata i ett meningsfullare syfte för att optimera sin träning2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    People are increasingly using digital health platforms, which means that lots of health data is generated from users' digital activities. The purpose of this paper is to develop a design concept to manage this large amount of health data, with the help of concept-driven design research. The goal of the concept is to create an opportunity for individuals to manage and access their generated health data, in order to use it for something meaningful. 

    With the aid of a methodological guide, the concept has been developed, to create theoretically anchored qualities and to compile them into a concept in the form of a model. To get external criticism of the concept, ten users were involved, which in turn led to revision and contextualisation of HealthLab. In the result, a final concept model is presented of HealthLab. The concept will serve as a multiplatform whose purpose is to collect external health data so that users can get several aspects of their training, which in turn will contribute to a better training experience. The final result of HealthLab is intended to be a vision for the future to guide and awaken new ways of thinking among researchers and designers.

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