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1.
  • Blissing, Björn, 1978-, et al. (författare)
  • Exploring the suitability of virtual reality for driving simulation
  • 2018
  • Ingår i: Proceedings of the Driving Simulation Conference 2018. - Antibes, France. - 9782857827344 ; , s. 163-166, s. 163-166
  • Konferensbidrag (refereegranskat)abstract
    • Head mounted displays (HMDs) is an emerging technology and the availability of affordable systems is growing fast. Replacing projector and large screen solutions with head mounted displays may appear as an appealing solution. However, inherent properties and technical limitations of these systems need to be understood and considered before making the leap to virtual reality.This paper outlines some of the most fundamental limitations of head mounted displays relevant to this context, both from a technical and human factors perspective. Desirable properties of scenarios and types of studies are deduced, based on these limitations. Finally, a meta analysis is performed on the feasibility of transferring simulator studies found in the literature to platforms with head mounted displays. The results suggest that a noticeable amount (40%) of the investigated simulator studies could likely have been performed with head mounted displays. This number could be increased further with technical advances in display resolution, display technology, reduction in latency, etc.
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2.
  • Bresin, Roberto, 1963-, et al. (författare)
  • Sonification of the self vs. sonification of the other : Differences in the sonification of performed vs. observed simple hand movements
  • 2020
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 144
  • Tidskriftsartikel (refereegranskat)abstract
    • Existing works on interactive sonification of movements, i.e., the translation of human movement qualities from the physical to the auditory domain, usually adopt a predetermined approach: the way in which movement features modulate the characteristics of sound is fixed. In our work we want to go one step further and demonstrate that the user role can influence the tuning of the mapping between movement cues and sound parameters. Here, we aim to verify if and how the mapping changes when the user is either the performer or the observer of a series of body movements (tracing a square or an infinite shape with the hand in the air). We asked participants to tune movement sonification while they were directly performing the sonified movement vs. while watching another person performing the movement and listening to its sonification. Results show that the tuning of the sonification chosen by participants is influenced by three variables: role of the user (performer vs observer), movement quality (the amount of Smoothness and Directness in the movement), and physical parameters of the movements (velocity and acceleration). Performers focused more on the quality of their movement, while observers focused more on the sonic rendering, making it more expressive and more connected to low-level physical features.
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3.
  • Brovelli, M.A., et al. (författare)
  • Citizen Science in Support of Digital Earth
  • 2020
  • Ingår i: Manual of Digital Earth. - Singapore : Springer Verlag.
  • Bokkapitel (refereegranskat)abstract
    • Citizen science can be thought of as a tremendous catalyst for making Digital Earth a participation model of our world. This chapter presents a wide overview of the concept and practice of citizen science in terms of the technologies and social impact. Definitions of citizen science and various existing approaches to citizen involvement are described, from simple contributions to projects proposed by someone else to the design and planning of science as a bottom-up process. To illustrate these concepts, the relevant example of OpenStreetMap is described in detail, and other examples are mentioned and briefly discussed. Social innovation connected with citizen science is focused on to highlight different levels of direct citizen contributions to scientific research and indirect effects on academia, and studies driven by new questions that may support responsible research and innovation (RRI), governments and public administration in making better informed decisions. Despite its growth and success in relatively few years, citizen science has not fully overcome a number of persistent challenges related to quality, equity, inclusion, and governance. These themes and related complex facets are discussed in detail in the last section of the chapter.
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4.
  • Díaz, C.M.C., et al. (författare)
  • More than Data Gatherers: Exploring Player Experience in a Citizen Science Game
  • 2020
  • Ingår i: Quality and User Experience. - : Springer Science and Business Media LLC. - 2366-0147 .- 2366-0139. ; 5:1
  • Tidskriftsartikel (refereegranskat)abstract
    • We present the results of an exploratory player experience study on the game Quantum Moves, a citizen science game where players move quantum particles to help create a quantum computer. Eight-hundred-and-seventeen players responded to a 13-question exploratory survey constructed to understand how players relate to the game, what are their motivations, and how could the game be improved. We analyzed the data using descriptive statistics and thematic analysis. Specifically, the thematic analysis helped to identify two cross-cutting themes amongst the players: (a) learning and (b) the opportunity to contribute to science. Results indicate that the opportunity to help science, along with game design, game elements, involvement of players with the scientific community, and players’ strategies influence the experience. Implications of the particular findings for the research on player experience on citizen science games and development of evaluation methods are discussed.
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5.
  • Dong, Chuanwen, 1981, et al. (författare)
  • The impact of emerging technologies on freight transportation in the digital era: trends, themes, and research opportunities
  • 2019
  • Ingår i: Annual NOFOMA Conference Proceedings. ; , s. 62-90
  • Konferensbidrag (refereegranskat)abstract
    • Purpose With various challenges in the digital era, stakeholders are expressing growing interests in understanding the impact of the emerging technologies on freight transportation. The purpose of this paper is to fill the existing research gap by exploring the current merging technologies taking place in the logistics industry and analyze their impact on freight transportation. Design/methodology/approach Six representative recent articles from academic, industrial, and governmental perspectives are investigated to elect nine emerging technologies, which are then used as keywords to conduct a systematic literature review covering the literature in the past ten years. Findings 3D Printing, Artificial Intelligence, Automated Robots, Autonomous Vehicles, Big Data Analytics, Blockchain, Drones, Electric Vehicles, and Internet of Things are identified as emerging technologies. The state-of-the-art of the current research and potential future opportunities are then analyzed. Research limitations/implications The research could support various stakeholders to better capture the current status of and the future opportunities in freight transportation. Original/value The paper fills a gap in the literature on the impacts of emerging technologies on freight transportation.
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6.
  • Ferwerda, Bruce, 1986-, et al. (författare)
  • Exploring Online Music Listening Behaviors of Musically Sophisticated Users
  • 2019
  • Ingår i: ACM UMAP 2019 Adjunct - Adjunct Publication of the 27th Conference on User Modeling, Adaptation and Personalization. - New York, NY, USA : ACM. - 9781450367110 ; , s. 33-37
  • Konferensbidrag (refereegranskat)abstract
    • Due to the rise of available online music, a lot of music consumption is moving from traditional offline media to online sources. Online music sources offer almost an unlimited music collection to its users. Hence, how music is consumed by users (e.g., experts) may differ from traditional offline sources. In this work we explored how musically sophisticated users (i.e. experts) consume online music in terms of diversity. To analyze this, we gathered data from two different sources: Last.fm and Spotify. As expertise is defined by the ubiquitousness of experiences, we calculated different diversity measurements to explore how ubiquitous (in terms of diversity) the listening behaviors of users are. We found that different musical sophistication levels correspond to applying diversity related to specific kind of musical characteristics (i.e., artist or genre). Our results can provide knowledge on how systems should be designed to provide better support to expert users.
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7.
  • Frennert, Susanne (författare)
  • Older People Meet Robots : Three Case Studies on the Domestication of Robots in Everyday Life
  • 2016
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis explores how older people construct meaning, use and make sense of three kinds of robots in their homes. The exploration is undertaken in empirical studies of an assistive robot, an eHealth system, and robotic vacuum cleaners. The research draws on data collected through interviews and observations of older people in relation to three robots. The results show that older people’s domestication of robots cannot be condensed into one universal formula that fits all older people and all robots. The domestication of a robot is a process of constant shaping through negotiations with other people, other technologies, everyday life practice, society, and in relation to and with the robot and ourselves. For robots to be meaningfully and seamlessly integrated into older people’s everyday lives they need to be easy to use and desirable. But they also need to fit into the participants’ home practices. These include older person’s household activities, hobbies, interests, network of people, and the technology cluster in which the older person is situated. The usage of a robot needs to make sense to the older person; she needs to feel that she is in control of the robot and that the level of maintenance is reasonable. If the usage of a robot makes sense to the older person she will be willing to alter stable practices and routines. An important insight that emerged is how stereotypes of older people as weak, ill and housebound are embodied in robots intended for older people. These stereotypes are also constructed or reinforced by society, developers and older people themselves. The research presented demonstrates how this understanding of older people is situated in the home trials and shaped and maintained through them, which has powerful implications for the future development of robots. The findings further demonstrate that there is a difference between what older people say and what they do. The constructed and socially pervasive image of older people as weak, ill and housebound is apparent in how the older participants talk about robots and their potential. They incorporated robots into their everyday lives (as well as other technologies) that made sense to them, but they were unable to do so with robots that did not make sense to them. Instead the “practice of trying out a robot at home” ran parallel with the practices of everyday life during the home trials and became an end in itself. The main finding is not the serious implications of the stereotypical image of older people per se, but rather an understanding of how this stereotype is situated, shaped and maintained in the development. The thesis argues that by recognising the form older people’s participation and influence takes in current robotic developments, we can gain an understanding of the aspects that need to be scrutinised in order to find alternatives to current robotic developments.
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8.
  • Frid, Emma, 1988-, et al. (författare)
  • Music Creation by Example
  • 2020
  • Ingår i: Proceedings CHI '20: CHI Conference on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 1-13
  • Konferensbidrag (refereegranskat)abstract
    • Short online videos have become the dominating media on social platforms. However, finding suitable music to accompany videos can be a challenging task to some video creators, due to copyright constraints, limitations in search engines, and required audio-editing expertise. One possible solution to these problems is to use AI music generation. In this paper we present a user interface (UI) paradigm that allows users to input a song to an AI engine and then interactively regenerate and mix AI-generated music. To arrive at this design, we conducted user studies with a total of 104 video creators at several stages of our design and development process. User studies supported the effectiveness of our approach and provided valuable insights about human-AI interaction as well as the design and evaluation of mixedinitiative interfaces in creative practice.
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9.
  • Gkouskos, Dimitrios, Assistant Professor, 1983-, et al. (författare)
  • What Drivers Really Want : Investigating Dimensions in Automobile User Needs
  • 2014
  • Ingår i: International Journal of Design. - Taiwan : National Taiwan University of Science and Technology. - 1991-3761 .- 1994-036X. ; 8:1, s. 59-71
  • Tidskriftsartikel (refereegranskat)abstract
    • Understanding what users need, as opposed to what they say they need, can be a challenge. In order to better address users' true needs, two consecutive methods were used in this study: Future Workshops and Repertory Grid Technique. The Future Workshops-where 21 participants designed for two different future scenarios-opened up for inscribing need expressions and possibilities into five futuristic automobile concepts. These concepts were used as a basis for the Repertory Grid, a technique where users compare objects, describing properties that they find to be important or significant. In this study, 78 participants provided 390 constructs of properties, which were refined to 19 dimensions relevant to user needs. Two study measures, Evaluative Ability and Descriptive Richness, indicate which methods to use when exploring the need dimensions further. Finally, the analysis of the constructs and dimensions point towards how three aspects of vehicles and driving are emerging: how novel technology should, or should not, support driving; how the automobile can be seen as something else than just a means of transportation, and how an automobile could be a part of a greater collective of vehicles. © 2014 Gkouskos, Normark & Lundgren.
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10.
  • Herlin, Anders Henrik (författare)
  • Utmaningar med digitalt förändringsarbete – erfarenheter från introduktion av ett nytt enhetligt rapporteringssystem i mjölk- och köttproduktionen
  • 2021
  • Ingår i: LTV-fakultetens faktablad.
  • Annan publikation (populärvet., debatt m.m.)abstract
    • Digitalisering är inget självändamål utan måste leda till vinster som tidsvinster och förenklingar i arbetet, säkrare datarapportering och att användningen av data är lätt och meningsfull. När detta fungerar bra, har man inom sin verksamhet fått en digital transformering, då man drar den fulla nyttan av digitaliseringen. Rapportering av data från händelser hos djuren för bearbetning och lagring i digitala system har skett sen 1960-talet. System har kommit och gått och det har tillkommit system som inneburit att samma datahändelser ofta behöver registreras i flera system. Otympligheten av detta har uppmärksammats på senare år. Det har därför introducerats nya system för inrapportering och hantering av data hos mjölkoch nötköttsproducenter som skall klara av att förenkla för och vara nyttiga för brukarna. I detta faktablad rapporteras en utvärdering om det system som Skånesemin och Rådgivarna i Sjuhärad infört, TopCow.
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11.
  • Houel, Malcolm, et al. (författare)
  • Perception of Emotions in Knocking Sounds : an Evaluation Study
  • 2020
  • Ingår i: Proceedings of the Sound and Music Computing Conferences.
  • Konferensbidrag (refereegranskat)abstract
    • Knocking sounds are highly meaningful everyday sounds. There exist many ways of knocking, expressing important information about the state of the person knocking and their relationship with the other side of the door. In media production, knocking sounds are important storytelling devices: they allow transitions to new scenes and create expectations in the audience. Despite this important role, knocking sounds have rarely been the focus of research. In this study, we create a data set of knocking actions performed with different emotional intentions. We then verify, through a listening test, whether these emotional intentions are perceived through listening to sound alone. Finally, we perform an acoustic analysis of the experimental data set to identify whether emotion-specific acoustic patterns emerge. The results show that emotional intentions are correctly perceived for some emotions. Additionally, the emerging emotion-specific acoustic patterns confirm, at least in part, findings from previous research in speech and music performance.
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12.
  • Isaksson, Ola, 1969, et al. (författare)
  • Perspectives on innovation: The role of engineering design
  • 2019
  • Ingår i: Proceedings of the International Conference on Engineering Design, ICED. - : Cambridge University Press (CUP). - 2220-4334 .- 2220-4342. ; 2019-August, s. 1235-1244
  • Konferensbidrag (refereegranskat)abstract
    • The aim of the paper is to foster a discussion in the engineering design community about its understanding of the innovation phenomena and the unique contribution that comes from engineering design. The paper reports on the dialouge originating from a series of workshops with participants from different backgrounds in engineering design, systems engineering, industrial design psychology and business. Definitions of innovation are revisited as used in business, management and engineering design contexts. The role of innovation is then discussed related to product development from (i) the management perspective, (ii) a systems architecture perspective and (iii) in relation to sustainable development as one driver of innovation. It is argued that engineering design has a central role in how to realise the novelty aspect of innovation and often plays a critical role in maturing these into the valuable products, and there is a need to articulate the role of engineering design in innovation to better resonate with the business and management research.
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13.
  • Johansson, Mikael, 1987 (författare)
  • Understanding the Users’ Understanding of Automated Vehicles
  • 2019
  • Ingår i: ECCE 2019 - Proceedings of the 31st European Conference on Cognitive Ergonomics: ''Design for Cognition''. - New York, NY, USA : ACM. ; , s. 28-31
  • Konferensbidrag (refereegranskat)abstract
    • As vehicles get more automated it also becomes harder for the users to fully understand them. Previous research has shown that the users’ understanding affects acceptance and trust in automated vehicle systems. Furthermore, it has also been identified that the users’ conceptual model of automated vehicle systems did not match the designers’ conceptual model of the system. Therefore, it is important to understand the users’ understanding of automated vehicles in order to design the systems. This paper presents a PhD project with the aim to create further knowledge about the development of users’ mental models, and how the design of the interaction between users and vehicle affects this process. The paper first describes an initial experimental study, investigating users’ interpretation of an automated vehicle, and the initial results. Afterwards, the future directions and possible barriers are discussed.
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14.
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15.
  • Kontopoulos, E., et al. (författare)
  • Deliverable 4.5: Context-aware Content Interpretation
  • 2016
  • Rapport (refereegranskat)abstract
    • The current deliverable summarises the work conducted within task T4.5 of WP4, presenting our proposed approaches for contextualised content interpretation, aimed at gaining insightful contextualised views on content semantics. This is achieved through the adoption of appropriate context-aware semantic models developed within the project, and via enriching the semantic descriptions with background knowledge, deriving thus higher level contextualised content interpretations that are closer to human perception and appraisal needs. More specifically, the main contributions of the deliverable are the following: A theoretical framework using physics as a metaphor to develop different models of evolving semantic content. A set of proof-of-concept models for semantic drifts due to field dynamics, introducing two methods to identify quantum-like (QL) patterns in evolving information searching behaviour, and a QL model akin to particle-wave duality for semantic content classification. Integration of two specific tools, Somoclu for drift detection and Ncpol2spda for entanglement detection. An “energetic” hypothesis accounting for contextualized evolving semantic structures over time. A proposed semantic interpretation framework, integrating (a) an ontological inference scheme based on Description Logics (DL), (b) a rule-based reasoning layer built on SPARQL Inference Notation (SPIN), (c) an uncertainty management framework based on non-monotonic logics. A novel scheme for contextualized reasoning on semantic drift, based on LRM dependencies and OWL’s punning mechanism. An implementation of SPIN rules for policy and ecosystem change management, with the adoption of LRM preconditions and impacts. Specific use case scenarios demonstrate the context under development and the efficiency of the approach. Respective open-source implementations and experimental results that validate all the above.All these contributions are tightly interlinked with the other PERICLES work packages: WP2 supplies the use cases and sample datasets for validating our proposed approaches, WP3 provides the models (LRM and Digital Ecosystem models) that form the basis for our semantic representations of content and context, WP5 provides the practical application of the technologies developed to preservation processes, while the tools and algorithms presented in this deliverable can be deployed in combination with test scenarios, which will be part of the WP6 test beds.
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16.
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17.
  • Lang, Victoria Ashley, 1994, et al. (författare)
  • Highly integrated bionic prostheses resolve the thermal asymmetry between residual amputated and contralateral limbs
  • 2023
  • Ingår i: Scientific Reports. - 2045-2322 .- 2045-2322. ; 13:1
  • Tidskriftsartikel (refereegranskat)abstract
    • Residual limbs after amputation present colder temperatures than unaffected contralateral limbs. This temperature asymmetry has been attributed to autonomic and cognitive factors, such as changes in body representation. An ideal limb replacement should restore the body representation and resolve the temperature asymmetry, but conventional prostheses, commonly characterized as disembodied, fail to do so. Neuromusculoskeletal prostheses are a new concept of artificial limbs that directly interface with the user's nerves, muscles, and skeleton, and are operated in daily life by bidirectionally transferring control and somatosensory information. Here, we show that the temperature asymmetry commonly found in people with amputations is resolved when using a neuromusculoskeletal prosthesis but reappears when it is removed. A potential explanation for this phenomenon might be the increased embodiment reported by users of neuromusculoskeletal prostheses, which in turn would suggest unconscious perceptual mechanisms mediating the temperature asymmetry commonly found between intact and residual limbs after amputation.
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18.
  • Maronidis, A., et al. (författare)
  • PERICLES Deliverable 4.3: Content Semantics and Use Context Analysis Techniques
  • 2016
  • Rapport (refereegranskat)abstract
    • The current deliverable summarises the work conducted within task T4.3 of WP4, focusing on the extraction and the subsequent analysis of semantic information from digital content, which is imperative for its preservability. More specifically, the deliverable defines content semantic information from a visual and textual perspective, explains how this information can be exploited in long-term digital preservation and proposes novel approaches for extracting this information in a scalable manner. Additionally, the deliverable discusses novel techniques for retrieving and analysing the context of use of digital objects. Although this topic has not been extensively studied by existing literature, we believe use context is vital in augmenting the semantic information and maintaining the usability and preservability of the digital objects, as well as their ability to be accurately interpreted as initially intended.
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19.
  • Moore, J. Harry, et al. (författare)
  • Icolos: a workflow manager for structure-based post-processing of de novo generated small molecules
  • 2022
  • Ingår i: Bioinformatics. - : Oxford University Press (OUP). - 1367-4803 .- 1367-4811. ; 38:21, s. 4951-4952
  • Tidskriftsartikel (refereegranskat)abstract
    • A Summary: We present Icolos, a workflow manager written in Python as a tool for automating complex structure-based workflows for drug design. Icolos can be used as a standalone tool, for example in virtual screening campaigns, or can be used in conjunction with deep learning-based molecular generation facilitated for example by REINVENT, a previously published molecular de novo design package. In this publication, we focus on the internal structure and general capabilities of Icolos, using molecular docking experiments as an illustrative example.
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20.
  • Myreen, Magnus, 1983 (författare)
  • A minimalistic verified bootstrapped compiler (proof pearl)
  • 2021
  • Ingår i: CPP 2021 - Proceedings of the 10th ACM SIGPLAN International Conference on Certified Programs and Proofs, co-located with POPL 2021. - New York, NY, USA : ACM. ; , s. 32-45
  • Konferensbidrag (refereegranskat)abstract
    • © 2021 ACM. This paper shows how a small verified bootstrapped compiler can be developed inside an interactive theorem prover (ITP). Throughout, emphasis is put on clarity and minimalism.
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21.
  • Normark, Carl Jörgen, PhD, et al. (författare)
  • Guidelines for a mobile tool to address human factors issues in aircraft maintenance
  • 2019
  • Ingår i: International Journal of Human Factors and Ergonomics. - : InderScience Publishers. - 2045-7804 .- 2045-7812. ; 6:3, s. 208-226
  • Tidskriftsartikel (refereegranskat)abstract
    • Highly specialised personnel are dependent on others and diverse systems to perform error-free aircraft maintenance. Research has shown that the maintenance process can be improved to reduce errors and increase usability by using a mobile tool. The goal of this project was to draw on theories of user-centred design to explore what human factors issues for maintenance personnel can be addressed by a mobile tool to make the most out of maintenance planning, execution, and follow-up. Military aircraft maintenance personnel at an air force unit were interviewed and observed. The following six problem areas that could be improved by the use of a mobile tool were identified: several information sources must constantly be consulted; information is constantly transferred between different locations and media types; technical documentation can be inconsistent and hard to access; there are strict hierarchies and certifications of personnel; the means of recording and transferring communicative information are insufficient; and there can be a long lag time for updates, error reporting and feedback of actions. A correctly designed mobile tool could solve these problems by combining all the information sources and recording relevant maintenance information.
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22.
  • Phaijit, Ornnalin, et al. (författare)
  • A Demonstration of the Taxonomy of Functional Augmented Reality for Human-Robot Interaction
  • 2022
  • Ingår i: ACM/IEEE International Conference on Human-Robot Interaction. - 2167-2148. ; 2022-March, s. 981-985
  • Konferensbidrag (refereegranskat)abstract
    • With the rising use of Augmented Reality (AR) technologies in Human-Robot Interaction (HRI), it is crucial that HRI research examines the role of AR in HRI to better define AR-HRI systems and identify potential areas for future research. A taxonomy for AR in HRI has recently been proposed for the field. However, it was limited to the definition of the framework, and exemplifying its use was missing. In this paper, we perform a demonstration of how the aforementioned taxonomy of AR in HRI can be used to analyse an existing AR-HRI system and come up with questions for alternative ways AR-HRI could be designed and further extended.
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23.
  • Romero, David, et al. (författare)
  • Digitalizing Occupational Health, Safety and Productivity for the Operator 4.0
  • 2018
  • Ingår i: IFIP Advances in Information and Communication Technology. - Cham : Springer International Publishing. - 1868-4238 .- 1868-422X. ; 536, s. 473-481
  • Konferensbidrag (refereegranskat)abstract
    • Industry 4.0 technologies, such as enterprise wearables, can foster better industrial hygiene to keep operators healthy, safe, and motivated within emerging cyber-physical production systems. This paper provides an optimistic perspective on opportunities evolving from wearable devices in an Industry 4.0 workplace environment to support occupational health, safety and productivity for the Operator 4.0. Examples of technical solutions, and their associated application scenarios, are presented showcasing how enterprise wearables may foster detection of situations that involve potential occupational risks before they actually occur at smart shopfloors.
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24.
  • Singh, Jasjit, et al. (författare)
  • Designing with action layers - A bottom-up approach to explore product interaction for intuitive use
  • 2018
  • Ingår i: Proceedings of the 20th International Conference on Engineering and Product Design Education, E and PDE 2018. - : The Design Society. - 9781912254026 ; , s. 104-109
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents a design teaching approach that aims to support students to shift their approach when exploring, prototyping and testing user interactions with physical products. This is conducted in a bottom-up, iterative manner to change the perspective from focusing on the opportunities of user-involvement during the form-giving process, rather than prematurely stressing the design outcome. Instead of emphasising on aesthetics and appearance, the design approach emphasises how users perceive, interact with and experience products. Through a series of workshops, a pedagogical approach was developed for exploring and designing user actions with physical products, based on the notion of ‘action layers’. Action layers offer a mindset of designing, which facilitates understanding of, and design for, intuitive and tangible interaction. The approach builds on product semantics and emphasises cognitive and action-based paradigms to create intuitive and embodied information-for-use. Action layers present product interaction as a sequence of four steps; invite, engage, enable, and confirm. In the workshops, students iteratively explored form, prototyped and tested interaction with users through sketching with physical models, starting with minimal surface and edge treatments, eventually ending up with functional cues and meaningful form for a certain product type and environment. Through testing and evaluation, students learn to understand user behaviour, relate to their own expectations and intent to the design situation, and iteratively improve the design. The outcomes suggest that students advance their insights on how users interpret, respond to and interact with products, which consequently extends their ability to design products better suited for use.
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