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Träfflista för sökning "WFRF:(Wik Malin 1989 ) ;hsvcat:5"

Search: WFRF:(Wik Malin 1989 ) > Social Sciences

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1.
  • Wik, Malin, 1989-, et al. (author)
  • Behov av datorbaserade metoder och verktyg för krisövning : Intervjustudie i Inre Skandinavien
  • 2017
  • Reports (peer-reviewed)abstract
    • Inom ramen för projektet CriseIT (www.criseit.org) har en intervjustudie genomförts med norska och svenska krisberedskapsaktörer. 19 respondenter från totalt 16 aktörer intervjuades om deras syn på behovet av krisövning, vad som fungerar bra och dåligt med de övningsmetoder som vanligtvis används, och vilken nytta de kunde se med datorbaserade övningsverktyg. Svaren visar på ett stort behov av att öva mer, gärna i form av mindre och kortare övningar. Det finns en rörelse bort från scenariobaserade övningar till övningar där olika förmågor står i centrum. Flertalet aktörer anser att de planerar och genomför övningar med gott resultat men att det saknas en systematik i hur utvärderingar leds vidare i ett förbättringsarbete. Det finns intresse men också tveksamhet inför att involvera allmänheten i krisövning, men ett sätt att hantera bland annat säkerhetsaspekter vore att gå via frivilligorganisationer som kan bistå med organisering och viss utbildning.Respondenterna visar stort intresse för datorbaserade övningsverktyg som ett medel för att öka krismedvetenheten och kunskapen som stödjer den egna rollen. De kan också se potentiella problem, t ex att vissa personer har svårt att ta till sig ny teknik och att det kan finnas risk att resurser till andra övningsformer minskas. Bland de fördelar som nämndes var möjlighet att öva oftare, med fler aktörer, och att öva på olika platser vid olika tidpunkter. Man ser också förbättrade möjligheter att öva utdragna kriser. Den målgrupp som lyfts fram som särskild intressant fördatorbaserade övningsverktyg är krisledningsorganisationen, dvs. den strategiskan ivån. Flera nämner också behovet av bättre planeringsstöd för säkerhets-/beredskapssamordnarna.En slutsats vi dragit är att det är viktigt att digitala krisövningsverktyg är webbaserade och bygger på standarder. Detta för att möjliggöra att verktygen kan användas distribuerat, i samarbete mellan olika organisationer och inte kräver lokala installationer i de olika hårt styrda IT-miljöerna. Det bör också vara verktyg som fungerar på såväl smartphone som surfplatta och PC. I stort bör de system som används under verkliga kriser användas även under övning.
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2.
  • Wik, Malin, 1989-, et al. (author)
  • Exploring Mobile Co-design in the Context of Use Continuous Elicitation and Evaluation of Design Suggestions
  • 2022
  • In: Human-Computer Interaction. - Cham : Springer Science+Business Media B.V.. - 9783031053108 ; , s. 324-342
  • Conference paper (peer-reviewed)abstract
    • This study explores a method for the co-design of mobile applications in the context of use. In 36 sessions with future users, synchronous co-design of a mobile navigation application was conducted in the intended use environment – a hospital – using an interactive Wizard-of-Oz-controlled prototype. The results show that co-design in the intended use environment contributes to the elicitation of design suggestions. Concerning the co-design method, the results show that by using interactive prototyping the user is actively involved as a co-designer, which empowers the user and enables the continuous evaluation of design suggestions.
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3.
  • Wik, Malin, 1989- (author)
  • Prototyping with purpose : Increasing participatory design with malleable interactive prototypes
  • 2024
  • Doctoral thesis (other academic/artistic)abstract
    • This work emphasises the long-standing focus on democratisation in the participatory design field by analysing how participation can be achieved (the pragmatics of participation) and how participation can be increased (the politics of participation) through malleable interactive prototyping. Malleable interactive prototyping refers to the design of digital prototypes of IT systems that are open enough for a designer and a user to collaboratively design and re-design. The interactiveness allows the user to experience the interaction with the system and its design and also allows for redesign during the interaction.This type of prototyping is explored in the collaborative design of an IT system between a designer and citizens at a hospital, and in a short series of co-design workshops with young learners as designers within a component of their digital competence education in upper secondary school. Through a qualitative analysis, this work demonstrates that malleable interactive prototyping increases participation and participatory design. Four conclusions are proposed for the participatory design field: malleable interactive prototyping gives users an informed voice in the design process, allows users to collaboratively design an IT system with a designer, facilitates mutual learning between designer and user, and increases the ecological validity of the collaborative design. Furthermore, the explorations contribute to the education field by showing that malleable interactive prototyping can explicate future use and the user as well as the role of the user and the IT system for young learners, thus enabling young learners to experience democratic IT systems design processes. These conclusions suggest that school policy writers should consider including a socio-technical perspective in the computational-focused curriculum and that educators should contemplate the delivery of this education across all programmes.
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4.
  • Bellström, Peter, 1971-, et al. (author)
  • Canvas som plattform för digitala krisövningar : Några första resultat från en demonstrationsövning
  • 2020
  • In: Kursdesign i Canvas. - Karlstad : Karlstads universitet. - 9789178671540 - 9789178671588 ; , s. 11-42
  • Book chapter (other academic/artistic)abstract
    • Övning ger färdighet och det gäller inte bara i traditionell undervisning utan också vid krisledning. Krisledning kännetecknas av att medlemmarna i en krisledningsgrupp ska ansvara för sina respektive verksamhetsområden och genom snabb interaktion och samordning över verksamhetsgränserna mildra effekterna av krisen för organisationen eller samhället som helhet. Det innebär att rollmedvetenhet och kommunikationsförmåga måste tränas för den enskilde så väl som för gruppen som helhet. På gruppnivå är också samverkan och koordinering internt och externt viktigt att öva. Tidigare studier visar att organisationer är intresserade av möjligheten att öva mer via digitala verktyg (Wik et al., 2017). Inom ramen för det till och med 2021 pågående Interregprojektet CriseIT 2 utvecklar vi ett koncept för övningsstöd baserat på lärplattformar. Kapitlet beskriver genom en fallstudie hur en seminarieövning kan genomföras med stöd av lärplattformen Canvas. Data till studien har samlats in genom observationer, enkäter, storgruppsdiskussion och deltagarnas indata till Canvas. Erfarenheter från fallstudien sammanfattas i möjligheter, problem och förbättringsbehov kopplade till Canvas och övningsdesignen, och rekommendationer ges både för krisövning och för undervisning baserad på problematisering och dilemmaövningar i klassrummet.
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5.
  • Pettersson, John Sören, 1961-, et al. (author)
  • Perspectives on Ozlab in the cloud : A literature review of tools supporting Wizard-of-Oz experimentation, including an historical overview of 1971-2013 and notes on methodological issues and supporting generic tools
  • 2014
  • Reports (other academic/artistic)abstract
    • The Wizard-of-Oz method has been around for decades, allowing researchers and practitioners to conduct prototyping without programming. The extensive literature review in the field reported here, however, revealed that the re-usable tools supporting the method do not seem to last more than a few years. Generic systems started to appear around the turn of the millennium, but very few are still in use. New systems are designed nevertheless. The systems and issues presented here should be of interest to people in the field of prototyping interaction design.This review was inspired by the authors’ ongoing re-development of their own Wizard-of-Oz tool, the Ozlab, into a system based on web technology. The report takes stock of some key features of Ozlab as well as reviews and contrasts other re-usable Wizard-of-Oz tools with the ambition to list every generic tool.The introductory chapter compares and contrasts prototyping in general with Wizard-of-Oz prototyping and provides an historical overview of Wizard of Oz in the development of digital interactive systems, spanning the years 1971-2013. Chapter 2 briefly describes the operation of Ozlab, and Chapter 3 presents the literature review of generic WOz tools. Chapter 4 discusses how interaction is supported by WOz tools and Chapter 5 how platform dependency affects the longevity of generic tools, while Chapter 6 points to the limitations in the Wizard-of-Oz method itself from several perspectives. Chapter 7, finally, presents concluding remarks including a list of points for future methodological analysis and development.
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6.
  • Christiansson, Marie-Therese, 1966-, et al. (author)
  • A Process Oriented User Test on Public e-Services : The Swedish Municipality Case
  • 2014
  • In: Proceedings of The 8<sup>th</sup> European Conference on IS Management and Evaluation – ECIME 2014 held at the University of Ghent, Ghent, Belguim. - : Academic Conferences Limited. - 9781910309414 - 9781510602762 ; , s. 39-48
  • Conference paper (peer-reviewed)abstract
    • This paper elaborates on the potential to design and conduct process-oriented user tests on public e-Services. The purpose is to use key constructs of business process orientation (BPO) to develop a basis for design and communicating the value of user tests in a public e-Service context. Our hypotheses are that user tests can provide valuable results for all actors involved in e-Service development, not only in terms of how to conduct user tests per se, but also to provide incentives for a customer driven focus and highlighting the value derived from user tests. In the municipality case, actors and stakeholders are involved municipalities in an inter-organisational collaboration on e-Service development, i.e. different municipalities, locally and regionally, as well as the supplier.  Citizens partaking in a university course conduct the user tests with the eye tracking technology. In total 71 users performed in test sessions on 11 different e-Services in a standard platform provided by one supplier. In this paper, we elaborate on a BPO test design based on basic constructs in the approach compared with findings from reconstructing the test process design used with an implicit approach 2012 and an explicit BPO approach in 2013. Contributions include a generic test-process design for data collection, analysis and delivery to stakeholders in an overall e-Service development. Furthermore, findings from our test sessions and test process design will inspire and guide other universities to collaborate with practitioners. Beside the strength with a real case for the students, user test sessions in collaboration can be an eye-opener to not only for municipalities but also suppliers. Thus, the potential for impacts from test results to be applied in the further development of e-Services has thereby increased.  
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7.
  • Christiansson, Marie-Therese, 1966-, et al. (author)
  • Testing Communicability in Municipality e-Services
  • 2014
  • Conference paper (peer-reviewed)abstract
    • This paper focuses on the ability to communicate public e-Services, as one part of e-Service evaluation. The purpose is to use and further develop the emerging concept of “communicability” to be used as a base in an evaluation tool in the context of public e-Services. The ability of citizens’ to find, understand and use the e-Services provided is return on investment for public sectors, governments and agencies. The point of departure in this paper is to elaborate on a test process design for data collection and analysis from an empirical driven approach. Empirical grounding is based on a Swedish municipality case with a pilot usability test with eye tracking in 2012 and a second further improved test sessions 2013 on e-Services with citizens partaking in a university course. The research contributions include a further defined concept together with a generic test process for data collection and analysis to be useful as an evaluation tool, in research as in practice. Our research design and experiences from test sessions might also work as an inspiration to other university courses. Further more, findings from our test sessions can be used as a point of departure in formulating guidelines in a handbook to improve communicability in public e-Services.
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8.
  • Christiansson, Marie-Therese, 1966-, et al. (author)
  • Testing Communicability in Public e-Services : Process and Outcomes
  • 2014
  • In: Electronic government and electronic participation. - : IOS Press. - 9781614994282 - 9781614994299 ; , s. 244-253
  • Conference paper (peer-reviewed)abstract
    • In this paper, a case of testing public e-Service communicability is analysed in terms of process as well as outcomes. Key elements in test processes are defined, together with the meaning of communicability identified in terms of information-oriented metrics. The purpose of our paper is to develop knowledge about how e-Service providers should improve their ability to communicate and support users in finding, understanding and using e-Services. The reconstructed test process design is based of an analysis of gaze replays in citizen test sessions by means of eyetracking technology. Empirical findings on communicability metrics are further grounded in theory. Our main contribution to the research community and the field of practice, are a test process and a communicability framework to support the assessing of e-Service information. The use of wireframes for the e-Service five layers, together with a multifunctional template for data collection, analysis and presentation are introduced.
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9.
  • Magnusson, Monika, 1965-, et al. (author)
  • Information Systems for Disaster Management Training : Investigating User Needs with a Design Science Research Approach
  • 2018
  • In: Proceedings of the 15th International Conference on Information Systems for Crisis Response and Management ISCRAM2018. - : ISCRAM. - 9780692127605 ; , s. 841-850
  • Conference paper (peer-reviewed)abstract
    • Societal threats such as global warming and terror attacks make crisis preparedness and crisis training a major priority in governments worldwide. Unfortunately, training is limited, partly due to complex and resource-demanding planning of traditional exercises. Several crisis training software have been developed as a complement. However, reports in research on their usage are rare, which indicates that the diffusion is limited. A potential explanation is that the systems fail to meet important needs in the organizations and/or sound information systems (IS) design principles. This paper describes the first phase of a design science research (DSR) project aiming at developing information systems for disaster management (ISDM) training, and accompanying training methods in local and regional governments. The purpose of this paper is to investigate perceived problems in current crisis training and identify opportunities for ISDM training in the application domain. Another purpose is to outline expected artifacts in the project.
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10.
  • Pettersson, John Sören, 1961-, et al. (author)
  • GUI interaction interviews in the evolving map of design research
  • 2018
  • In: Advances in Information Systems Development. - Cham : Springer. ; , s. 149-167
  • Book chapter (peer-reviewed)abstract
    • This chapter presents GUI-ii, Graphical User Interface interaction interview, a method used to remotely discuss, develop and test GUI prototypes with users and stakeholders. Examples of such sessions are presented to demonstrate that the main benefit of GUI-ii is that this way of co-designing allows for interaction-informed discussions around functions and user interfaces, where re-design and hands-on experience can be integrated and efficiently carried out remotely. Using a facilitation tool to enact GUI layout and responses allows participation and evaluation to be mixed in participatory design sessions in a productive way. This form of participatory design is discussed along the dimensions found in Sanders’ Map of Design Research. The discussion concludes that GUI-ii facilitates participation by relaxing demands for physical presence and by allowing people to participate from their own work environment while still making it easy for them to directly influence contents, structure and interaction.
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