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  • Gullberg, Cecilia (creator_code:aut_t)
  • Puzzle or Mosaic? : On Managerial Information Patterns
  • 2011
  • swepub:Mat_licentiatethesis_t (swepub:level_scientificother_t)abstract
    • Managers and information are key components in most management control literature, and a range of tools and concepts have been developed to better accommodate the information needs of managers so as to ensure efficient action and intelligent decisions. At the same time, the managerial work is often described as highly fragmented, unstructured and interpersonal, with little time for planning and isolated reflection. It is therefore relevant to explore how and to what extent new technologies come into play in managerial information patterns. Furthermore, new management concepts and tools could potentially give rise to new control practices, resulting from e.g. novel relations between managers and other actors, new influential roles, and alternative forms of information flows.These issues are addressed in three papers. The first paper examines the portfolio of information that managers use in their daily work, thereby putting formal information systems into the context of less formal sources. The study is based on interviews with a variety of managers in different organisations. The second paper discusses the interplay between formally designed information-based practices, and the individual perceptions and habits that emerge in relation to the formalised. People at different levels in two public-sector organisations form the basis of the second paper. The third paper explores how various control practices operate together in a government agency, thereby providing new perspectives on how management control is exercised in a knowledge-intensive organisation.It is suggested that managerial information patterns evolve slowly compared to the technological development. Obtaining an overview of one’s area of responsibility is mainly achieved through dialogue and interaction with others. However, new technologies have influenced the more routine exchange of information, thereby causing increased dispersion among users and creating new roles. Subordinates constitute a vital influence on the managerial role and on how managers reason concerning their use of information. This people-oriented type of management results in the use of a multitude of pieces of information that is sometimes very subtle and retrieved in spontaneous interaction. The multidimensional and emerging nature of information provides insight into both the strengths and the limitations of formalising managerial information patterns. Furthermore, various information patterns are interrelated, e.g., they complement each other, substitute each other, or serve different purposes at different times. In total, managerial information patterns resemble a mosaic rather than a puzzle that can be solved by specific pieces. Management information should therefore be viewed from a broader perspective in order to better understand managers’ information needs, how control practices emerge and how information systems come into play.
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  • Gustafsson Gillbrand, Patrik (creator_code:aut_t)
  • Stenbruk : Stenartefakter, råmaterial och mobilitet i östra Mellansverige under tidig- och mellanmesolitikum
  • 2018
  • swepub:Mat_licentiatethesis_t (swepub:level_scientificother_t)abstract
    • This thesis examines artefacts, raw materials and lithic technology between c. 9200–6200 cal BC in Eastern Central Sweden. The overall purpose of this study is to investigate when people first came to Eastern Central Sweden and where they came from. More precisely, it provides a typological, geo­graphical and chronological survey of artefacts and the use of different raw materials. The study deals with assemblages with artefacts from more than thirty archaeologically excavated sites and loose finds in Eastern Central Sweden. The objects consist of chubby pecked axes, core axes, flake axes, shaft hole picks, microliths and micro burins, points, burins, rulers, uni­facial blade core, conical cores, micro blade cores, blades, drills, re­touched blades and micro blades. The artefacts have been compared with established typologies and chronologies for the rest of the Nordic countries and to some extent Russia and the Baltic States. An analysis of different raw mater­ials present at Early and Middle Mesolithic sites in Eastern Central Sweden was also carried out. The materials are put into a chronological and geo­graphical context. The raw materials included in the study are the non-local rocks flint and Cambrian flint, as well as local raw materials such as quartz, greenstone, local vulcanite, mylonite and red porphyry. From 9200 cal BC there is evidence of the first groups of people in the area, just shortly after that the Weichselian ice cap had withdrawn. Throughout the period studied the artefacts as well as the non-local raw materials exhibit great similarities to those found in the western part of Sweden. The study also shows, regar­ding the use of different raw materials and presence of certain artefacts, that some major events took place, suggesting a new chronological time frame for the Early- and Middle Mesolithic periods. In addition, a discussion re­gar­­ding mobility and migration in Eastern Central Sweden during Early Post Glacial time is carried out.
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  • Hagen, Ulf, 1951- (creator_code:aut_t)
  • Lodestars for Player Experience : Ideation in Videogame design
  • 2012
  • swepub:Mat_licentiatethesis_t (swepub:level_scientificother_t)abstract
    • The design and development of commercial AAA videogames is a difficult and complex endeavor. It involves large development teams that together aim to create high quality, entertaining games that sell well. Up to now, very few scholars have documented or problematized this practice. This thesis presents a study of the design practices in big game development studios that make commercial AAA videogames. The study focuses on the so called ideation part of videogame development, in which the design ideas are generated, developed and communicated in the work team. The primary data comes from interviews conducted with seven Swedish game developers, but a large quantity of secondary data has also been used. The study shows that the design practice in many studios is to focus on the player experience instead of game features. To secure the intended player experience, the studios have moved away from "big design up front" in the form of classical game design documents, and are instead using a variety of verbal, visual and audial tools to articulate and communicate their vision of the game-to-be. In the thesis, I coin the term lodestars to denote these articulations of the main game concept and the intended player experience. I then move on to describe, exemplify and categorize them. The main purpose of lodestars is to allow everyone in the development team to make design choices in line with a commonly shared design vision in order to create a unified player experience.
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  • Hamrén, Ellinor (creator_code:aut_t)
  • A Nationalism of Good Intentions : Dilemmas of inclusion and exclusion
  • 2021
  • swepub:Mat_licentiatethesis_t (swepub:level_scientificother_t)abstract
    • The dissertation analyses ethical aspects of nationalism and criticizes the nation-state paradigm. Based on theories that concern various forms of 'benign' nationalism, the dissertation explores fantasies of inclusion with the help of various 'positions'. The question is: How are national identities, which are able to include ethnic minorities, constructed to be ethically justifiable, and what do the fantasies that sustain these ideas look like? Empirically I have worked with media material and have conducted focus groups with various ethno-political activists in Sweden and Finland. These minority groups are discussed based on the positions they hold in relation to the idea of the nation, and also the positions they would hypothetically end up in if their ethno-political struggle were successful. The dissertation is based on a discourse theoretical approach, with specifically the concept of fantasy being utilised from the discourse theoretical framework. My conclusion is that what I call the 'Fantasy of Inclusion', that is, a fantasy that the discourse of nations has taught us to desire, is based on ignoring the ethnic character of different groups in cases where it becomes "uncomfortable" in order to maintain the idea of inclusion as 'benign'.
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  • Henriksson, Mikael (creator_code:aut_t)
  • Arkeologiska förväntningar i mötet med ett landskap : Stenålderns Blekinge ur ett kunskapsperspektiv
  • 2019
  • swepub:Mat_licentiatethesis_t (swepub:level_scientificother_t)abstract
    • This study is about archaeological knowledge production. It is also about what kind of impact such knowledge may have on an antiquarian/archaeological practice as well as on society as a whole. The work focuses broadly on Stone Age archaeology and specifically on the middle-Mesolithic Age in the county of Blekinge in the South East of Sweden.Until the late 1990’s, large-scale archaeological excavations in this region were rare. In particular, there were significant gaps in early- and middle-Mesolithic archaeology of other regions. In particular, the study brings up the relationship with the defined Kongemose culture's settlements in Southern Scandinavia. From a knowledge perspective the study discusses how different kinds of methodological practices are important for both archaeology and society, to be able to see and understand a more complete historical picture. Based on this, the focus shifts the role of museums within regional archaeology. The study here argues for a more strategically executed dissemination and presentation of archaeological knowledge towards different stakeholders.
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