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Sökning: WFRF:(Hakeröd Jesper)

  • Resultat 1-3 av 3
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1.
  • Svensson, Jesper, et al. (författare)
  • Design of navigational support for task oriented reading in e-newspapers
  • 2006
  • Ingår i: Proceedings of the 29th IRIS. ; , s. 21-
  • Konferensbidrag (refereegranskat)abstract
    • This paper aims to explore how the navigational support in an e-newspaper should be  designed to support the users task oriented reading behavior. An e-newspaper is a newspaper produced on e-paper, which combines the readability of paper, with the possibilities of digital media such as streaming updates, interactivity and multimedia. One advantage with the e-paper technology is its high contrast and readability; it uses no backlight and only consumes power when the pages are updated. This study is part of the European DigiNews project where three high fidelity e-newspaper prototypes has been produced in cooperation with readers and newspaper designers. These prototypes have been tested on 36 readers to examine how to design navigational support to aid task oriented reading. Six guidelines for have been generated from the results of the study which covers information structure, hyperlinks, feedback and visual cues.
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2.
  • Ihlström Eriksson, Carina, 1960-, et al. (författare)
  • Advertising in Ubiquitous Media Environments
  • 2007
  • Ingår i: Proceedings of the 30th Information Systems Research Seminar in Scandinavia, IRIS 30. Tampere, Finland. - Tampere, Finland : Department of Computer Sciences, University of Tampere, Finland. - 9789514470486 ; , s. 150-168
  • Konferensbidrag (refereegranskat)abstract
    • This paper address advertising in ubiquitous media environments by empirically discussing challenges suggested in previous research. We have performed 15 interviews, 4 workshops and 3 brainstorming sessions with publishers and advertisiers. Our findings agree with previous research but also point out several additional challeging issues. We conclude by suggesting that the publishers are well suited to take on the role as pervasive service providers and identify four specificchallenges related to that role: 1) How to develop models to produce and make use of consumer information dynamically over time in a ubiquitous media environment?; 2) How to adjust advertising to consumer preferences, i.e. advertising on consumer terms?; 3) In what ways can advertising be integrated with services/content adjusted to context? and 4) How to create an arena for building relations between consumers and advertisers as well as between advertisers?
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3.
  • Johansson, Lars-Olof, Universitetsadjunkt, 1961-, et al. (författare)
  • Digital Design and Learning Students Reflections on Learning-by-Doing
  • 2018
  • Ingår i: EDULEARN18. - Valenica : International Association for Technology, Education and Development. - 9788409027095 ; , s. 6494-6503
  • Konferensbidrag (refereegranskat)abstract
    • The research in this article has learning-by-doing during digital design as a foundation. The goal of digital design is to develop digital applications [1], such as apps on smartphones or web-applications. This article presents a teaching case, designed by the authors, in order to explore students' reflections on learning. The teaching case is called Bicycle Workshop (BW), where the general idea is that the students carry through a digital design project. At the end of the BW project, every student writes a reflection on what they have learned in BW. The research has been guided by the research question: How can students' reflections on learning in digital design support our understanding of learning-bydoing in higher education? The presented research complements earlier research on digital design and learning. The overall research approach in this article is inspired by interpretive and qualitative research. We have applied Myers framework for qualitative research where the underlying philosophy is interpretive. Presented in the article is a list of five findings relating to students reflections on learning. The research also contributes with an exemplification of how a synthesis of Blooms revised taxonomy, locus of control and self-efficacy have been applied in order to understand digital design and learning.
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