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Sökning: WFRF:(Waern Annika)

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1.
  • Söderberg, Mia, 1977, et al. (författare)
  • Psychosocial work environment, job mobility and gender differences in turnover behaviour: a prospective study among the Swedish general population
  • 2014
  • Ingår i: BMC Public Health. - : Springer Science and Business Media LLC. - 1471-2458. ; 14
  • Tidskriftsartikel (refereegranskat)abstract
    • BACKGROUND: Throughout the literature, substantial evidence supports associations between poor psychosocial work characteristics and a variety of ill-health outcomes. Yet, few reports strategies workers carry out to improve detrimental work conditions and consequently their health, such as changing jobs. The aim of this study was to examine if adverse psychosocial work exposure, as measured with the job demand-control and effort-reward imbalance models, could predict job mobility over a 5 years observation period. METHOD: Participants were working men and women (n = 940; 54.3% women), aged 24-60 years from the population of Gothenburg and surrounding metropolitan area. Job demand-control and effort-reward variables were compared with independent t-tests and chi2-test in persons with and without job mobility. Multivariate logistic regression was used to analyse whether psychosocial factors could predict job mobility. All regression analyses were stratified by gender. RESULTS: Exposure to a combination of high demands-low control or high imbalance between effort and reward was related to increased odds of changing jobs (OR 1.63; CI 1.03-2.59 and OR 1.46; CI 1.13-1.89 respectively). When analysing men and women separately, men had a higher OR of changing jobs when exposed to either high demands-low control (OR 2.72; CI 1.24-5.98) or high effort-reward imbalance (OR 1.74; CI 1.11-2.72) compared to reference values. The only significant associations for women was slightly decreased odds for turnover in high reward jobs (OR 0.96; CI 0.92-0.99). CONCLUSIONS: The results indicate that workers will seek to improve poor work environment by changing jobs. There were notable gender differences, where men tended to engage in job mobility when exposed to adverse psychosocial factors, while women did not. The lack of measures for mechanisms driving job mobility was a limitation of this study, thus preventing conclusions regarding psychosocial factors as the primary source for job mobility.
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2.
  • Alvarado, Oscar, et al. (författare)
  • Towards Algorithmic Experience : Initial Efforts for Social Media Contexts
  • 2018
  • Ingår i: Proceedings of the 2018 chi conference on human factors in computing systems (CHI 2018). - New York, NY, USA : ASSOC COMPUTING MACHINERY.
  • Konferensbidrag (refereegranskat)abstract
    • Algorithms influence most of our daily activities, decisions, and they guide our behaviors. It has been argued that algorithms even have a direct impact on democratic societies. Human - Computer Interaction research needs to develop analytical tools for describing the interaction with, and experience of algorithms. Based on user participatory workshops focused on scrutinizing Facebook's newsfeed, an algorithm-influenced social media, we propose the concept of Algorithmic Experience (AX) as an analytic framing for making the interaction with and experience of algorithms explicit. Connecting it to design, we articulate five functional categories of AX that are particularly important to cater for in social media: profiling transparency and management, algorithmic awareness and control, and selective algorithmic memory.
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3.
  • Andersson, Christina, 1955, et al. (författare)
  • Drinking context and problematic alcohol consumption in young Swedish women : Drinking context and problematic alcohol consumption
  • 2013
  • Ingår i: Addiction Research and Theory. - : Informa UK Limited. - 1606-6359 .- 1476-7392. ; 21:6, s. 457-468
  • Tidskriftsartikel (refereegranskat)abstract
    • Previous research has indicated that a variety of contextual factors are involved in the development of drinking behavior. An integrated perspective can extend our understanding of the context and circumstances in which individuals drink. In this study, a person-oriented approach, cluster analysis, was used to identify drinking context clusters in a population of 20- and 25-year-old Swedish women. A further aim was to analyze how these clusters were associated with problematic alcohol consumption (high episodic drinking (HED) and alcohol use disorder (AUD)). A total of 760 respondents were interviewed, some in 1996 and some in 2001. Self-reported effects of drinking and situational factors associated with drinking alcohol were used in the cluster analysis procedure. Logistic regression models were used to analyze the associations with problematic alcohol consumption. The results revealed four distinct clusters of drinking patterns: coping drinkers, social drinkers, controlled drinkers, and moderate drinkers. Differences between clusters concerning problematic alcohol consumption were found. HED was significantly more common among the social drinkers and alcohol use disorder was more prevalent among the coping drinkers. Age differences and to a lesser extent secular trends in drinking pattern could be observed. The findings suggest that information on drinking context can help to explain differences in patterns of risky drinking and AUD. This highlights the importance of identifying groups of individuals with potentially harmful drinking patterns, which could be the target of specific preventive actions.
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4.
  • Andersson, Gerd, et al. (författare)
  • Classifying Mobile Services
  • 2004. - 1
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • A categorization of telecommunications services is presented, as a deliverable in a project commissioned by TeliaSonera.
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5.
  • Back, Jon, 1977-, et al. (författare)
  • Codename Heroes – Designing for Experience in Public Places in a Long Term Pervasive Game
  • 2014
  • Ingår i: Proceedings of the 9th International Conference on the Foundations of Digital Games. - 9780991398225
  • Konferensbidrag (refereegranskat)abstract
    • Codename Heroes is a persistent, multiplayer, crowd-sourced pervasive game that uses Bluetooth, GPS and the phone camera. It plays in the world around you and is always active. Players take the roles of secret superheroes, fighting for their rights and their beliefs. The game also makes use of physical objects and places in the environment.The game targets teenagers with a specific focus on young women. The purpose of the game is to engage and empower players. The design is informed by ethnographic studies of young women as well as by gender studies. The goal is to create an incitement for young people to appropriate spaces they do not usually move in, and try things they would not otherwise do.Codename Heroes is part of a project investigating pervasive games, games that are played in the physical world with the aid of mobile technology. The current research is focused at exploring large scale, long term, non-location-specific pervasive games, while still keeping the physical aspect of game-specific objects, to understand how this physicality affects the experience of the game.
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6.
  • Back, Jon, 1977- (författare)
  • Designing Activity and Creating Experience : On People’s Play in Public places
  • 2013
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis deals with the design of play in public places; this can mean both pervasive games and other freer play activities. In these activities (as well as in many other game activities) the same game can spur many different ways to play it, and the same activity can be experienced differently by different players, and even differently on different occasions for the same player. An activity such as playing must be observed as a whole. The surrounding cul- ture, player preconceptions and the emergent mood within the group will affect the experience.By analysing previous frameworks, and using own design examples, a three level design framework is developed, functioning as a lens towards understanding the design of playful activities. The framework focuses on the player perspective, offering game design as an invitation and encouragement to engage in certain activities. The framework distinguishes between design at three levels:Designed construct (e.g. artefacts and rules)ActivityExperiencesBut it remains to be understood why people engage in the activities that lead to playful experiences. What encourages playful engagement? And why do people want to play one game, and not another?This question can be split into two parts:Engagement: starting to be interested in the activityCommitment: actually caring for the experienceThis issue is identified in the thesis, and examples show how convoluted this problem is, in particular in pervasive game settings. Challenges are pre- sented for future work.
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7.
  • Back, Jon, 1977-, et al. (författare)
  • Designing children's digital-physical play in natural outdoors settings
  • 2016
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : Association for Computing Machinery. ; , s. 1359-1366
  • Konferensbidrag (refereegranskat)abstract
    • Children's outdoor play is fluent and fluctuating, shaped by environmental features and conditions. The article reports on a project where interaction designers and landscape architects work together to develop solutions for integrating interactive play in outdoor environments. Here we report on a schoolyard trial, where interactive play technology was installed as an integral part of the schoolyard environment, and discuss the interplay between technology and the environment. We highlight in particular how the interactive technology contributed to the versatility of play activities, but also how the nature setting and the availability of natural materials contributed to the play activities around the interactive artefacts. 
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8.
  • Back, Jon, 1977-, et al. (författare)
  • Designing for Children's Outdoor Play
  • 2016
  • Ingår i: Proceedings Of The 2016 ACM Conference On Designing Interactive Systems. - New York, NY, USA : ACM. - 9781450340311 ; , s. 28-38
  • Konferensbidrag (refereegranskat)abstract
    • Children's outdoor play is fluent and fluctuating, shaped by environmental features and conditions. The article reports on a project where interaction designers and landscape architects work together to fuse their knowledge into working solutions for integrating interactive play in outdoor environments. We report on a schoolyard trial, where interactive play technology was installed as an integral part of a schoolyard environment, and discuss the interplay between technology and the environment that was partly natural forest and partly constructed playground. We highlight in particular the importance of the adaptability of the natural environment, how the combination of interactive technology and natural environment can contribute to the versatility of play activities, and how the interactive technology can both be useful for presenting invitations to play in such adaptable places, and enhance the adaptability for play in otherwise impoverished places.
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9.
  • Back, Jon, 1977-, et al. (författare)
  • Designing for Transformative Play
  • 2017
  • Ingår i: ACM Transactions on Computer-Human Interaction. - : Association for Computing Machinery (ACM). - 1073-0516 .- 1557-7325. ; 24:3
  • Tidskriftsartikel (refereegranskat)abstract
    • Numerous studies have foregrounded how play is only partially shaped by the artifacts that their designers design. The play activity can change the structures framing it, turning players into co-designers through the mere act of playing. This article contributes to our understanding of how we can design for play taking into account that play has this transformative power. We describe four ways that players can engage with framing structures, which we classify in terms of whether players conform to explore, transgress, or (re)create them. Through the examples of three case studies, we illustrate how this model has been useful in design: as an analytical tool for deconstructing player behavior, to articulate design goals and support specific design choices, and for shaping the design process.
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10.
  • Back, Jon, 1977- (författare)
  • Designing Public Play : Playful Engagement, Constructed Activity, and Player Experience
  • 2016
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis sets out to explore why people engage in, and how to design for, play in a public setting. It does this by separating design for play from design of games, describing play as a socially and mentally understood activity, and a playful approach to engaging in that activity. It emphasises that while play is voluntary, design can help shape the players’ mode of engagement.The thesis uses a qualitative and inductive approach to research, with an understanding of knowledge as being constructed in the individual. The research is grounded in human computer interaction and interaction design, and closely related to game studies and design science.The research question concerns how design can influence the player activity in order to create a desired player experience in public, by harnessing playful engagement. It’s foundation is a theory of play which describes play as a framed, or hedged-off, activity with a fragile border; where knowledge and feelings can leak both in and out of the activity, and affect the play as well as what is around it. The theory of enjoyment of play is discussed, and the problem of treating this as ‘fun’ is addressed, concluding in a presentation of how playful engagement can be harnessed through design.The theory is applied in five design cases: I’m Your Body, a locative storytelling app; Codename Heroes, a pervasive game of personal empowerment; Passing On, a slow-paced game about communication; Busking Studies, which involves observing street performers and their shows; and DigiFys, an architectural design exploration of playgrounds and play paths.Finally, three concepts, or design tools, are presented, which address: 1) a structure for understanding a design through three layers, constructs designed by the designer, inspiring play activity with the player, leading to experience; 2) an approach to designing invitations to play; and finally 3), a four faceted structure for understanding play engagement when players engage in non intended ways.
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