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Sökning: L773:9781450347631

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1.
  • Cajander, Åsa, et al. (författare)
  • Designing eHealth Services for Patients and Relatives : Critical Incidents and Lessons to Learn
  • 2016
  • Ingår i: PROCEEDINGS OF THE NORDICHI '16. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450347631
  • Konferensbidrag (refereegranskat)abstract
    • The number of eHealth services for patients and relatives is rapidly increasing as many countries are launching such services as a means to manage an ageing population, to increase efficiency in healthcare, and to empower patients. However, design and deployment of eHealth services for patients is challenging due to the complex setting and the multitude of affected stakeholders, which in turn make the task of eliciting and managing the needs and requirements equally challenging. Hence, this workshop(1) aims to make use of critical incident analysis as a method for collecting and jointly reflecting on practices, assumptions, and experiences in relation to the design, deployment, and use of eHealth services for patients and relatives. The goal of the workshop is to engage in joint reflection, and to find potential ways forward in relation to critical incidents as well as supporting the shaping and reshaping of eHealth design and development. This full day workshop invites researchers and practitioners to apply/provide their critical reflection in order to derive changed practices and theories about practice. We also especially invite the patients' perspective as this is crucial to achieve successful eHealth services. This workshop provides a venue for challenging the process of eHealth service design and development and is built around a concept of active participation, where the workshop participants will analyse and discuss the critical incidents together.
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2.
  • Chaudron, Michel, 1969, et al. (författare)
  • Interactive Surfaces for Collaborative Software Design
  • 2016
  • Ingår i: Proceedings of the Nordichi '16: The 9th Nordic Conference on Human-Computer Interaction - Game Changing Design. - New York, NY, USA : ACM. - 9781450347631 ; , s. Article number a143-
  • Konferensbidrag (refereegranskat)abstract
    • Large drawing boards have long been software engineers' tools of choice for collaborative software design. Recently, traditional design tools such as whiteboards and flip charts are being replaced by large interactive surfaces such as touch-sensitive wall-mounted displays or interactive tabletops. This workshop explores the novel opportunities that these interactive modeling tools offer for collaborative software engineering, as well as the technical and cognitive challenges that they introduce.
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3.
  • Corlu, D., et al. (författare)
  • Mediated Reality Mirror: Towards a Study with Autistic Users
  • 2016
  • Ingår i: 9th Nordic Conference on Human-Computer Interaction, NordiCHI 2016, Gothenburg, Sweden, 23-27 October 2016. - New York, NY, USA : ACM. - 9781450347631 ; 23-27-October-2016
  • Konferensbidrag (refereegranskat)abstract
    • Open offices, despite their tangible advantages, are challenging for autistic individuals due to continuous visual and social interruptions. In order to filter out these distractions and enhance autistics' attention and communication with their coworkers, here we introduce the mediated reality mirror (MRM) concept deriving from the inspiring developments in diminished and augmented reality. We conducted two bodystorming workshops and interviews with 14 non-autistic participants in order to inform the design process of MRM and our future studies with autistics which is a one shot opportunity. In this paper we present the outcomes of the workshops and the interviews as well as their contributions to our future studies with autistic users of MRM.
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4.
  • Dindler, Christian, 1979, et al. (författare)
  • A Large-Scale Design Thinking Project Seen from the Perspective of Participants
  • 2016
  • Ingår i: 9th Nordic Conference on Human-Computer Interaction, NordiCHI 2016, Gothenburg, Sweden, 23-27 October 2016. - New York, NY, USA : ACM. - 9781450347631 ; 23-27-October-2016
  • Konferensbidrag (refereegranskat)abstract
    • Design thinking is increasingly being used as an approach to facilitate participatory organizational change. However, we know little about how such processes are experienced by the people who participate in them. In this paper, we therefore present a case study of the participants' perspective in a large-scale design thinking project in a public library. The project embodies a series of issues that arise when design thinking approaches are applied to large-scale, IT-oriented design projects. The study is based on interviews and observations conducted before, during and after the project, and the findings from the study focus on how results from design thinking projects are (or are not) implemented in organizations, what it takes to be "a good participant", how vague project objectives can create both motivation and frustration, and how the potentially stressful experiences of working in organizations that undergo constant transformations affect project participants.
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5.
  • Ekman, Fredrick, 1984, et al. (författare)
  • To See or Not To See – The Effect of Object Recognition on Users’ Trust for "Automated Vehicles"
  • 2016
  • Ingår i: Proceedings of the 9th Nordic Conference on Human-Computer Interaction – NordiCHI’16, Gothenburg, October 23-27, 2016. - New York, NY, USA : ACM. - 9781450347631 ; 23-27-October-2016
  • Konferensbidrag (refereegranskat)abstract
    • While automated vehicle technology progresses, potentially leading to a safer, more efficient traffic environment, many challenges remain within the area of human factors, such as user trust for Automated Driving (AD) vehicle systems. Previous research has focused on creating a guiding framework for implementing trust-related factors into the Human-Machine-Interaction (HMI) interface in automated vehicles. This paper presents the result of a first validation test of the trust framework. To test the factor “feedback” in the form of Object Recognition, three OR-concepts with different levels of system transparency were tested in a level 3 (NHTSA) Wizard of Oz vehicle. Results indicate that presenting feedback through OR can increase the level of trust for the system, and that users prefer moderation – neither too much nor too little feedback. The paper also demonstrates the framework’s usefulness in guiding HMI designers in the trust-based development process with the help of a well-defined design-space.
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6.
  • Eriksson, Elina, et al. (författare)
  • HCI and UN's Sustainable Development Goals : Responsibilities, Barriers and Opportunities
  • 2016
  • Ingår i: NordiCHI '16. - New York, NY, USA : ACM Digital Library. - 9781450347631
  • Konferensbidrag (refereegranskat)abstract
    • Despite increasing interest, Sustainable HCI has been critiqued for doing too little, and perhaps also at times for doing the wrong things. Still, a field like Human-Computer Interaction should aim at being part of transforming our society into a more sustainable one. But how do we do that, and, what are we aiming for?With this workshop, we propose that HCI should start working with the new global Sustainable Development Goals (SDG) that were formally adopted by the UN in September 2015. How can Sustainable HCI be inspired by, and contribute to these goals? What should we in the field of HCI do more of, and what should we perhaps do less of? In what areas should we form partnerships in order to reach the Sustainable Development Goals and with whom should we partner? 
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7.
  • Juhlin, Oskar, et al. (författare)
  • Fashionable Services for Wearables : Inventing and Investigating a New Design Path for Smart Watches
  • 2016
  • Ingår i: Proceedings of the 9th Nordic Conference on Human-Computer Interaction. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450347631
  • Konferensbidrag (refereegranskat)abstract
    • With the advent of wearable devices equipped with publicly visible screens, we argue for the need to apply fashion thinking in designing their visual expression. The screen provides endless variations of visual expression, beyond traditional clothing. The topic motivates us to investigate the potential of assembling “fashion thinking” with services generation, to create new forms of use that wearers will adore, as they do with clothes. Disregarding fashion thinking in wearable design might lead to user dissatisfaction and missed opportunities. In an explorative design study we triangulate three methods i.e. a small study on the use of smart watches in dressing practices; an invention and design of a service called “Watch for Figuracy”, with a watch face contextually dependent on the wearer’s dressed ensemble, and finally an initial user feedback study. Altogether they indicate the potential of fashion wearable hybrids and shortcomings in utilizing color theory for matching the watch face to the outfit.
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8.
  • Juul Sondergaard, Marie Louise, et al. (författare)
  • PeriodShare : A Bloody Design Fiction
  • 2016
  • Ingår i: Proceedings of the 9th Nordic Conference on Human-Computer Interaction. - New York, NY, USA : ACM Press. - 9781450347631 ; , s. a113-
  • Konferensbidrag (refereegranskat)abstract
    • In this paper we present PeriodShare, a speculative design proposing a wireless menstrual cup that automatically quantifies and shares menstrual data on social networks. We suggest that PeriodShare is a design fiction that uses both crowd-funding rhetoric and the form of a rather clumsy DIY project to create a particular fictional universe that (1) speculates on a potential near future of quantification of menstruation, and through this (2) encourages to reflection on the dynamics of contemporary technology paradigms like the politics and culture of self-tracking, sharing, and intimate data. As a research through design project and by using these communication threads, PeriodShare thus uses menstruation as a trope to investigate social, cultural and political issues of intimate technologies.
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9.
  • Lárusdóttir, Marta, et al. (författare)
  • Stakeholder Involvement in Agile Software Development
  • 2016
  • Ingår i: Proc. 9th Nordic Conference on Human-Computer Interaction. - New York : ACM Press. - 9781450347631
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)
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10.
  • Le, Khanh Duy, 1989, et al. (författare)
  • Towards Leaning Aware Interaction with Multi-touch Tabletops
  • 2016
  • Ingår i: 9th Nordic Conference on Human-Computer Interaction, NordiCHI 2016, Gothenburg, Sweden, 23-27 October 2016. - New York, NY, USA : ACM. - 9781450347631 ; 23-27-October-2016
  • Konferensbidrag (refereegranskat)abstract
    • Interactive tabletops allow direct touch manipulation and recognizing simultaneous touch events. Users sometimes lean on the touch surface creating unintended touch input. Our work demonstrates how this unintended input can be employed to enhance interaction. In a study we develop a posture set organized into four classes. We present a vision-based machine-learning algorithm using an active shape model to recognize the classes. The algorithm categorizes lean gestures into one of the classes for interaction purposes. In a second study, we evaluate the model and propose interaction scenarios that use lean detection.
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