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Träfflista för sökning "WFRF:(Holmlid Stefan) srt2:(2000-2004)"

Sökning: WFRF:(Holmlid Stefan) > (2000-2004)

  • Resultat 1-6 av 6
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1.
  • Arvola, Mattias, 1975-, et al. (författare)
  • IT-artefacts for socializing : Qualities-in-use and research framework
  • 2000
  • Ingår i: The 23rd Information Systems Research Seminar in Scandinavia. - Trollhättan : Laboratorium for Interaction Technology, University of Trollhättan Uddevalla. ; , s. 1293-1301
  • Konferensbidrag (refereegranskat)abstract
    • The role of computer artefacts in everyday social activities, is an unexplored research area. In this study, eight academics and university students were interviewed after playing a quiz game on interactive television. The methodology was interpretative to its nature. Four qualities-in-use are identified as means for design of IT-artefacts for socializing: ease of use, enchantment, entertainment, and togetherness. The qualities are placed in context of related research. In addition, the links between the qualities, and between the qualities and the theoretical concepts from the related research are examined. It is concluded that the relations between several of the concepts remain unclear and that IT-artefacts for socializing is a venture of opportunity for future research.
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2.
  • Holmlid, Stefan, et al. (författare)
  • A tentative model for Usability Procurement
  • 2004
  • Konferensbidrag (refereegranskat)abstract
    • In this paper a proposal for a system development model for procurers is presented. The model is aimed at increasing the usability of supplied systems. It is meant to be a supportive tool for any procurer, and is developed from experiences and documented problems in system development. The model is based on three field studies of procurement organizations and their role in the system development process. The model comprises planning, communication, monitoring and evaluation as parallel activities by procurers within any system development project
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3.
  • Holmlid, Stefan, 1968- (författare)
  • Adapting users : towards a theory of use quality
  • 2002
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The power of periods of learning and the knowledge of training professionals are underestimated and unexplored. The challenges posed in this dissertation to usability and hci deal with the transformation from usability to use quality, and learning as a means to promote use quality.The design of interactive artefacts today is mostly based on the assumption that the best design is achieved by formatively fitting properties of the artifact in an iterative process to specified users, with specified tasks in a specified context. As a contrast to that one current trend is to put a lot more emphasis on designing the actual use of the artefact. The assumption is that the best design is achieved through a design process where the artifact is given form in accordance to how it is put to use.We want to provide stakeholders of systems development with an increased sensitivity to what use quality is and how they might participate in focusing on use quality. Thus, we have asked ourselves what specific use qualities, and models thereof that we find and formulate when studying a set of systems in use at a bank, for the purpose of supporting learning environment designers.This thesis reports on the development of a theory of use quality based on theoretical investigations and empirical research of use qualities of interactive artifacts. Empirical studies were performed in close collaboration and intervention with learning environment developers in two development projects, focusing on use qualities and qualities of learning to use the artifact. The four studies comprised; 1] (learning to) use a word processor, 2] using experiences from that to formulate models of use quality as a design base for a learning environment for a teller system, 3] (learning to) use the teller system, and finally 4] assessment and modelling of the use of the teller system.The specific results are a set of models of use quality, encompassing a number of empirically derived use qualities. The most central of the latter are; surprise and confusion, the thin, but bendable, border between ready-to-hand and present-at-hand, an elasticity of breakdown; ante-use, that which precedes use; dynamicity and activity, the timebased qualities without which the interactive material can not be understood or designed. The general results are presented as a theory of use quality, represented through a set of models of use quality. These models are aimed at design for use, rather than focusing on, in a monocultural faschion, an artifact's properties, its usability, its presence or the user experience. 
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4.
  • Holmlid, Stefan, 1968-, et al. (författare)
  • Genres and design considerations of iTV cases
  • 2000
  • Ingår i: The First Nordic Conference on Human-Computer Interaction. - Stockholm : Stimdi. ; , s. 23-25
  • Konferensbidrag (refereegranskat)abstract
    • With the marriage between computers and television a combination of practices and theories from both human-computer interaction and mass communication is needed to consistently and efficiently produce and design interactive television, iTV. This paper relates use qualities to the mass communication concept of genres in the light of two iTV design cases.
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5.
  • Holmlid, Stefan, et al. (författare)
  • Shared Objectives
  • 2004
  • Rapport (refereegranskat)
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6.
  • Lundberg, Jonas, et al. (författare)
  • Genres, Use Qualities and Interactive Artifacts
  • 2003
  • Ingår i: People and Computers XVII - Proceedings of HCI 2003: Designing for Society. - Bristol : Research Press International on behalf of British HCI Group. - 1897851103 ; , s. 165-166
  • Konferensbidrag (refereegranskat)abstract
    • This workshop will deal with genre analysis and use-quality analysis in relation to interactive artifacts, as well as provide an opportunity to apply these concepts. Starting out with a wide look at genres of interactive artifacts, we continue into a focused discussion on a repertoire of genre elements. As a tool for design, such a repertoire is needed to be able to understand what experience one might expect from specific designs within a genre. Furthermore, the use qualities of interactive artifacts relate to the concept of genre, and to specific genres in complex ways. We wish to extend the ongoing discussion on the concept of genres in relation to interactive artifacts, as well as further develop tools and insights to advance the genre concept within our field of practice.
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  • Resultat 1-6 av 6

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