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Sökning: LAR1:hh > Högskolan i Halmstad > Ihlström Eriksson Carina

  • Resultat 1-10 av 58
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1.
  • Bergquist, Magnus, 1960, et al. (författare)
  • Combining Actor Network Theory and Genre Theory to Understand the Evolution of Digital genres
  • 2008
  • Ingår i: Proceedings of the JAIS Theory Development Workshop. Sprouts Working Papers on Information Systems. - Amsterdam : Sprouts Alliance. ; 8:20, s. 36-
  • Tidskriftsartikel (refereegranskat)abstract
    • In this paper we argue that a combination of Actor-Network Theory (ANT) and Genre Theory can constitute a theoretical framework for understanding how digital genres evolve. Genre theory states that genres evolve over time through reciprocal interaction between institutionalized practices and individual action; that they develop from actors’ responses to recurrent situations, and are shaped around characteristics as content, form, functionality and purpose. Genres emerge out of practice and at the same time they shape that practice. While genre theory can describe the characteristics of a genre, it cannot handle the process of how a genre is formed and what powers and forces are involved in this shaping process. In order to address this problem, several authors have incorporated structuration theory into genre analysis. However, structuration theory can only catch these constitutional processes of genre in a very broad manner. As a genre is evolving and stabilizing over time in interplay with different actors, it goes beyond what is possible to explain only by means of structuration theory. Instead, ANT could work as a tool to capture the process of how a genre takes form in negotiations with different stakeholders. In this paper we discuss how genre theory and ANT can be combined in a framework for analyzing emerging genres. We apply this theoretical framework on an e-newspaper project that embodies a new genre in the making. We will here show how evolving genre characteristics are developed, formed and stabilized in a negotiation and struggle between the involved actors when they translate their interests in ways that finally are resulting in a new genre.
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2.
  • Bergvall-Kåreborn, Birgitta, et al. (författare)
  • A Milieu for Innovation : Defining Living Labs
  • 2009
  • Ingår i: Stimulating recovery. - New York : ISPIM. - 9789522148643 - 9522148644 ; , s. 12-
  • Konferensbidrag (refereegranskat)abstract
    • A new trend of user involvement in open innovation processes has emerged. Concurring with this trend the Living Lab concept has been re-vitalized. This concept has attracted attention lately, but there exist no coherent view. In this paper we discuss and define the concept and propose five key components and five key principles for Living Labs based on experiences from over 30 development and research projects within two Living Labs, Botnia Living Lab and Halmstad Living Lab. The key components are: ICT & Infrastructure; Management; Partners & Users; Research; and Approach. The key principles are: Openness; Influence; Realism; Value; and Sustainability. Our proposed definition of a Living Lab is: A Living Lab is a user-centric innovation milieu built on every-day practice and research, with an approach that facilitates user influence in open and distributed innovation processes engaging all relevant partners in real-life contexts, aiming to create sustainable values.
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3.
  • Bergvall-Kåreborn, Birgitta, et al. (författare)
  • A Model for Reflective Participatory Design : The Role of Participation, Voice and Space
  • 2015
  • Ingår i: 21st Americas Conference on Information Systems. - : Americas Conference on Information Systems. - 9780996683104
  • Konferensbidrag (refereegranskat)abstract
    • This paper aims to contribute to the participatory tradition in health informatics by presenting a model for reflective participatory design emerging from qualitative fieldwork in a participatory project aimed to improve the health and wellbeing of older people in the northern periphery regions of Europe, through new mobile services. The model brings together two established processes in novel ways: systems development and user participation. Within each process three concepts are presented to facilitate discussion and reflection at the concept level, the process level and the integrated process level.
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4.
  • Bergvall-Kåreborn, Birgitta, 1968-, et al. (författare)
  • Places and Spaces - Their Influence on Innovation Milieus and Innovation Processes
  • 2015
  • Ingår i: Proceedings of the 2015 ISPIM Conference in Budapest, June 14-17. - : International Society for Professional Innovation Management (ISPIM).
  • Konferensbidrag (refereegranskat)abstract
    • Intensified and matured use of internet-based technologies aimed to facilitate development and innovation are increasingly characterized by a mixture of physical and digital locations; commonly referred to as places and spaces. The aim of this paper was therefore to identify different types of places and spaces central for the innovation milieus and processes of Living Lab projects, illustrate their impact on both process and results, and develop guidelines for space that can be designed in order to facilitate value-driven and democratized innovation. Based on a literature review and a cross case analyses different aspects of space, relevant for Innovation and Living Lab studies, have been identified: 1) local-global; 2) physical and digital, and 3) private-public. In the paper we focus on these concepts as tools for understanding present day innovation and we examples of how digital technology has influenced placement and permeability in relation to place and space.
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5.
  • Bergvall-Kåreborn, Birgitta, et al. (författare)
  • Places and Spaces within Living Labs
  • 2015
  • Ingår i: Technology Innovation Management Review. - Ottawa, ON : Carleton University. - 1927-0321. ; 5:12, s. 37-47
  • Tidskriftsartikel (refereegranskat)abstract
    • In this article, we propose the concepts of places and spaces as conceptual tools to facilitate the organization of innovation activities within living labs. We have taken a pragmatic perspective on these concepts regarding how they are integrated in design situations, and how different types of places and spaces can facilitate or hinder innovation. We have found that, by applying openness, realism, and influence in the different spaces of our living lab milieus, they have transformed into many different places depending on the stakeholders involved, the methods chosen, and the facilitation of activities. Hence, by understanding this line of reasoning, living lab managers can make more informed decisions and plans for innovation activities.
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6.
  • Crowston, Kevin, et al. (författare)
  • Introduction to genres in communication and digital documents minitrack
  • 2008
  • Ingår i: Proceedings of the Annual Hawaii International Conference on System Sciences. - Washington, DC : IEEE Computer Society. - 1530-1605.
  • Tidskriftsartikel (refereegranskat)abstract
    • Rhetoricians since Aristotle have attempted to classify communications into categories or "genres" with similar form, topic or purpose. Given a socially recognized need to communicate, individuals will typically express similar social motives, themes and topics in a communication with similar physical and linguistic characteristics, that is, they will communicate in a recognized genre.
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7.
  • Ebbesson, Esbjörn, 1979-, et al. (författare)
  • A User Driven Design Approach to Creating UGC Services – Challenging the Newspaper Industry
  • 2013
  • Ingår i: Human Interface and the Management of Information Information and Interaction Design. - Berlin : Springer Berlin/Heidelberg. - 9783642392085 - 9783642392092 ; , s. 187-196
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents a user driven approach to creating user generated content services together with newspaper representatives and researchers in a Living Lab setting. Two cases are discussed, one with creating city district blogs and one with creating a site for un-employed youth. In each case both situated and distributed design activities were conducted, and the paper discusses the challenges with this approach. As the newspaper industry traditionally designs their services in-house from their own ideas and thereafter tests them with their readers, a user driven approach by readers was very challenging. However, the newspaper representatives also found it rewarding to embrace their ideas. The participating readers were very active in the situated activities but only a few continued the same activity online. The paper concludes by proposing a model for how to view the changing role of a researcher or facilitator in these types of setting. © 2013 Springer-Verlag Berlin Heidelberg.
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8.
  • Ebbesson, Esbjörn, 1979-, et al. (författare)
  • Co-creating Innovative UGC Services with the Media Industry
  • 2013
  • Ingår i: Proceedings of the Annual Hawaii International Conference on System Sciences. - Piscataway : IEEE Press. - 9781467359337 - 9781509056460 - 9780769548920 - 9781467359337 ; , s. 3057-3066
  • Konferensbidrag (refereegranskat)abstract
    • In this paper, we identify challenges of involving different stakeholders in distributed co-creative open innovation processes and discuss how these challenges can be handled. In the LoCoMedia project, researchers, newspaper representatives and readers/users have co-created innovative user generated content (UGC) services. With a Living Lab approach with the user in focus in a real life setting, we have experimented with different ways of involving different stakeholders in nine experimental UGC projects. The study concludes that careful recruitment, face to face meetings as a compliment to online activities, heterogeneous participant groups, feedback and careful selection of a flexible online platform is important aspects for involving different stakeholders in co-creating innovative processes. © 2012 IEEE.
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9.
  • Ihlström Eriksson, Carina, et al. (författare)
  • A Genre Perspective on Online Newspaper Front Page Design
  • 2004
  • Ingår i: Journal of Web Engineering. - : Rinton Press, Princeton, New Jersey. - 1540-9589. ; 3:1, s. 50-74
  • Tidskriftsartikel (refereegranskat)abstract
    • Taking a genre perspective on design, this article proposes eight design recommendations for online newspapers. These recommendations are based on features that mediate a specific purpose and use between publisher and audience, which we describe as genre rules in terms of purpose, form, and positioning. They are also based on genre change regarding design, and the heritage from print regarding form and shared content elements. We have a) studied genre change through a web page analysis of nine Swedish online newspapers in 2001 and 2003, using the genre concepts content, form, functionality and positioning, and b) derived genre rules through publishers and audience understanding of the genre. We have interviewed managers, designers and editors-in-chief at the nine newspapers as well as 153 members of their audience. We show that in the design process for digital documents, it is useful to have genre awareness, i.e. to be aware of the genre characteristics, the producer's design purpose and the audience recognition and response.
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10.
  • Ihlström Eriksson, Carina, et al. (författare)
  • A User Centered Innovation Approach Identifying Key User Values for the E-newspaper
  • 2009
  • Ingår i: International Journal of E-Services and Mobile Applications. - Hershey, PA : IGI Global. - 1941-627X .- 1941-6288. ; 1:3, s. 38-78
  • Tidskriftsartikel (refereegranskat)abstract
    • We have studied the pre-adoption phase of the e-newspaper, i.e. a newspaper published with e-paper technology. The research question of this article is: In what way can a user centered innovation process contribute to identifying key values in mobile innovations? The aim of this article is threefold: firstly, to identify key values for the e-newspaper, and secondly, to examine the intention to adopt a new possible innovation and thirdly, to explore user centered design processes ability to capture user values early in the innovation process. We have identified seven key user values: mobility, availability, personalization, usability, interactivity, readability and environment. Furthermore, we found that surprisingly many would consider exchanging their traditional newspaper with an e-newspaper in the future, indicating that the e-newspaper have a fair chance of becoming an important innovation. Finally, we propose a four phase model for identifying user values in a pre-adoption phase of an innovation.
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