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Sökning: WFRF:(Juhlin Oskar Professor)

  • Resultat 1-11 av 11
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1.
  • Cano-Viktorsson, Carlos, 1977- (författare)
  • From Vision to Transition : Exploring the Potential for Public Information Services to Facilitate Sustainable Urban Transport
  • 2014
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Background: Policy initiatives to promote sustainable travel through the use of Internet based public information systems have increased during the last decade. Stockholm, in being one of the first cities in Europe to implement an Internet based service for facilitating sustainable travel is believed to be a good candidate for an analysis of key issues for developing sustainable travel planning services to the public.Aim: This thesis investigates the past development of two Stockholm based public information systems and their services in order to draw lessons on how to better provide for a public information service geared towards facilitating  environmentally sustainable travel planning through information and communications technology. The overall goal of the thesis is to contribute to an understanding on how to better design and manage current and future attempts at facilitating sustainable travel planning services based on historical case studies.Approach: The thesis draws ideas from the concept of organizational responsiveness – an organization’s ability to listen, understand and respond to demands put to it by its internal and external stakeholders – in order to depict how well or not the two public information systems and their owners have adapted to established norms and values of their surroundings.Results: Overall, the findings from the historical case studies suggest that organizations attempting to provide sustainable travel planning to the public need to design and manage their systems in such a way that it responds to shifting demands on how to provide for information. Implementing and embedding new technologies involves complex processes of change both at the micro level – for users and practitioners of the service – and at the meso level for the involved public service organizations themselves. This condition requires a contextualist framework to analyze and understand organizational, contextual and cultural issues involved in the adoption of new technologies and procedures.Conclusions: The thesis concludes with a discussion on how the findings from the historical case studies may provide lessons for both current and future attempts at providing public information systems geared towards facilitating environmentally sustainable travel planning to the public. Historical examples and issues concerning collective intelligence and peer to peer based forms of designing, producing and supervising public information services identified throughout the study are looked upon and discussed in terms of their possible role in increasing the potential for public information services to facilitate sustainable urban transport.
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3.
  • Swenberg, Thorbjörn, 1968- (författare)
  • Postproduction Agents : Audiovisual Design and Contemporary Constraints for Creativity
  • 2012
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Moving images and sounds are processed creatively after they have been recorded or computer generated. These processes consists of design activities carried out by workers that hold ‘agency’ through the crafts they exercise, because these crafts are defined by the Moving Image Industry and are employed in practically the same way regardless of company. This thesis explores what material constraints there are for such creativity in contemporary Swedish professional moving image postproduction. The central aspects concern digital material, workflow and design work as distributed activities. These aspects are coupled to production quality and efficiency at the postproduction companies where production takes place. The central concept developed in this thesis is ‘creative space’ which links quality and efficiency in moving image production to time for creativity, capacity of computer tools, user skills and constitution of digital moving image material. Creative spaces are inhabited by design agents, and might expand or shrink due to material factors. Those changes are coupled to parallel changes in quality and efficiency.
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4.
  • Wang, Jinyi, 1985- (författare)
  • Crafting Movement : Moving Image Collections for Interaction Design
  • 2018
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis conceptualises, investigates, and reflects on the moving image design space in Human-Computer Interaction (HCI). Motivated by the increasing number of videos, films, and animations produced in the field, the thesis recognizes moving image making as a designerly way of inquiry across research and practice, and argues for the importance of moving image as a research topic in interaction design. The first contribution of this thesis is the conceptualization of the moving image design space. The growing body of moving images, varying in forms and purposes, can be held together to establish a foundation of knowledge that informs and generates new research and practice. We identify four collections of existing works and their different roles, namely moving image as design technique, design element, design exhibit, and design promotion. The second contribution is the manifestation of moving image making through concrete design studies. These exemplars empirically demonstrate how they investigate, enrich, and challenge the four established collections, and ultimately expand the moving image design space. These contributions not only provide new knowledge on moving images for better understanding their various roles in interaction design and making works that respond to emerging design opportunities, but also foreground the discussion on the mediation aspect of moving image in HCI.
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5.
  • Zhang, Yanqing, 1984- (författare)
  • Tech Fashion : Fashion Institutionalization in Digital Technology
  • 2016
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis explores aesthetization in general and fashion in particular in digital technology design and how we can design digital technology to account for the extended influences of fashion. The thesis applies a combination of methods to explore the new design space at the intersection of fashion and technology. First, it contributes to theoretical understandings of aesthetization and fashion institutionalization that influence digital technology design. We show that there is an unstable aesthetization in mobile design and the increased aesthetization is closely related to the fashion industry. Fashion emerged through shared institutional activities, which are usually in the form of action nets in the design of digital devices. “Tech Fashion” is proposed to interpret such dynamic action nets of institutional arrangements that make digital technology fashionable and desirable. Second, through associative design research, we have designed and developed two prototypes that account for institutionalized fashion values, such as the concept “outfit-centric accessory.” We call for a more extensive collaboration between fashion design and interaction design.
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6.
  • Aspling, Fredrik, 1980- (författare)
  • Unleashing Animal-Computer Interaction : A Theoretical Investigation of the “I” in ACI
  • 2020
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Non-human animals have had a long co-existence and relationship with human culture and society, and we interact with them in a number of ways, and for various reasons. Their involvement in technology can be traced back more than half a century, initially restricted to scientific contexts, for example, for the study of animal behavior, cognition, or language learning abilities. The advancement and growing ubiquity of technology has extended their interactions with technology beyond scientific settings to other domains and everyday contexts, and for a broader set of reasons. This development is also driven by the emerging research area of animal-computer interaction (ACI), in which scholars of human-computer interaction (HCI) are starting to explore the possibilities of designing interactive technology for and with animals. This requires engagement with the difficult task of understanding this new set of actors and the types of interactions and functionality they possibly would like to have with computing. This is a challenge even when it comes to humans, but the challenge escalates when considering other animals, and presents even more challenges. Animals live different lives to us, and include a broad and diverse category of species, with different ways of experiencing and being in the world, and we have difficulty understanding each other due to these interspecies differences. The shift from human to animal interaction is far from straightforward.This new and embryonic situation contests traditional notions of what a “user” is and can be, and how both digital technologies and other species, are being used. Consequently, it also challenges previous theoretical foundations and methods for understanding and designing user-computer interactions. The latter has received special attention, where user-centered design approaches and methods from the field of HCI and interaction design (IxD) has become a natural point of departure. As a complement, ACI needs a bolder and more creative way of progressing when it comes to building a theoretical framework to account for these new forms of interaction. There is a need to extend our thinking and the conventional ways of doing research and design, and to preserve curiosity and theoretical and methodological openness. As an alternative to many other design approaches, this thesis advocates the theoretical investigation of the “I” in ACI, aiming to extend the conventional notion of how interaction is conceptualized, a topic that has suffered from negligence. Drawing on ethnomethodological and ethnographic fieldwork – covering a maximum variation of extreme and deviant of cases – this thesis investigates the boundaries of the field and different theoretical perspectives and empirical insights, in order to increase our understanding of the emerging dynamics of multispecies-computer interactions, and also how these insights can excite the imagination and generate topics for zoocentric design and computing.
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7.
  • 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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8.
  • Engström, Arvid, 1979- (författare)
  • Going Live : Collaborative Video Production After Television
  • 2012
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis explores social and creative practices that emerge with new mobile video technology. The work frames a design space that spans across both the social and technical domains. It associates emerging collaborative practices online with new means for producing and broadcasting media in real time, over mobile networks and using low-cost consumer technology just as these technologies are becoming widely available in the world. As a premise, we sketch a scenario where groups of non-professional users, enabled by new technology available in their mobile phones, produce live media collaboratively. We use detailed ethnographic inquiries into the practices of expert media producers to inform design and spur innovation of new technology. Over the course of the design research process, we have designed and developed two functional prototype systems and produced a number of theoretical contributions to the understanding of the collaborative mobile video space.
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9.
  • Harr, Rikard, 1975- (författare)
  • Striking a balance : Managing collaborative multitasking in computer-supported cooperation
  • 2009
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis is a collection of six papers and a cover paper reporting an exploration of how to strike a balance between individual task execution and work articulation in Computer-supported Cooperative Work (CSCW). The interest in this theme is motivated by an increased reliance of IT-supported cooperative work arrangements in modern organizations, the fragmented layout of work for multitasking individuals and reports on various forms of overload, increased level of stress and anxiety experienced by workers active in these organizations. Modern organizations are increasingly reliant on IT-supported cooperative work arrangements for doing work. Cooperators are not only expected to execute assigned tasks, but also to engage in work articulation. This is a term used to describe the process of rich and frequent interaction needed for securing that the contributions of cooperators are executed in such a way that the overall goal is reached. As cooperators typically are involved in several work formations in parallel, they need to find a balance between individual work and work articulation in relation to several work formations. The challenge of finding a balance in cooperative work has only to a limited extent been addressed in CSCW and there are few successful designs available for this purpose. The scope of this thesis is to develop an understanding of the challenges faced and strategies deployed by cooperators and work formations for striking a balance in work. The purpose is therefore to explore how multitasking individuals manage to find a balance between task execution and articulation work in computer-supported cooperative work, what challenges they face in the process, and how IT should be designed to support them. To reach this purpose several instances of cooperative work in different contexts have been closely studied. The main conclusions of this thesis are that cooperators are constantly struggling for a balance in work through making frequent switches between work formations, individual task execution and work articulation, sometimes through making switches in the technology that is used. Strategies for finding this balance are developed in relation to the specific context of a cooperative activity as cooperators ‘design’ their use of IT, structures, procedures and norms. It is further concluded that for avoiding overloads of interaction, cooperators show and estimate availability through reliance on various sources of shared information, that social (e.g. interpersonal relation) and contextual factors (e.g. location) are considered when establishing interaction, that cooperators when searching for interaction with others are influenced by their estimated availability, competence and willingness to assist, but also by network maintenance efforts (i.e. an ambition to avoid overloading and underutilizing other cooperators). Finally, it is concluded that norms are important for finding a balance in work as they reduce the interaction needed for work articulation. The main contributions of this thesis are rich descriptions of four cooperative work formations, the challenges they face and the strategies they apply, redefined theoretical concepts (i.e. availability management, interruption, multitasking) and extended understanding of interaction search behavior and ways to achieve high levels of informal interaction across distance. This work also provides some practical contributions in the form of implications for designers of supportive IT and implications for cooperators active in modern organizations.
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10.
  • Håkansson, Maria, 1977- (författare)
  • Playing with Context : Explicit and Implicit Interaction in Mobile Media Applications
  • 2009
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis contributes with insights into how aspects of the surrounding physical and social context can be exploited in the design of mobile media applications for playful use. In this work, context refers to aspects of the immediate surroundings – outside of the device – that can be identified and measured by sensors; for instance environmental aspects like sound, and social aspects like co-located people. Two extensive case studies explore the interplay between users, mobile media, and aspects of context in different ways, and how it can invite playful use. The first case study, Context Photography, uses sensor-based information about the immediate physical surroundings to affect images in real time in a novel digital camera application for everyday creativity. The second, Push!Music, makes it possible to share music both manually and autonomously between co-located people, based on so-called media context, for spontaneous music sharing.The insights gained from the designs, prototypes, and user studies, point at the value of combining explicit and implicit interaction – essentially, the expected and unexpected – to open for playful use. The explicit interaction encouraged users to be active, exploratory, and creative. The implicit interaction let users embrace and exploit dynamic qualities of the surroundings, contributing to making the systems fun, exciting, magical, ‘live’, and real. This combination was facilitated through our approach to context, where sensor-based information was mostly open in use and interpretation, ambiguous, visible, and possible to override for users, and through giving the systems a degree of agency and autonomy. A key insight is that the combination of explicit and implicit interaction allowed both control and a sense of magic in the interaction with the mobile media applications, which together seems to encourage play and playfulness.
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11.
  • Mughal, Mudassar Ahmad, 1984- (författare)
  • Live Mobile Video Interaction : Inventing and investigating technology, formats and applications
  • 2015
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The convergence of inexpensive video-enabled mobile phones, high-speed mobile data networks and ubiquitous sensing devices opens up a new design space called “live mobile video interaction”. It gives rise to a new genre of applications concerning live mobile video production, which can be seen as an instance of the said space. In this work we are particularly interested to explore potential technical challenges and opportunities presented by “live mobile video interaction”. We started our investigation by studying two existing prototypes from the said genre i.e. the Instant Broadcasting System (IBS) and the Mobile Vision Mixer (MVM). We studied their applicability for amateur users of collaborative mobile video production tools and the problems caused by inherent communication delays in the Internet. We acquired initial user feedback and conducted technical tests on Instant Broadcasting System (IBS) and Mobile Vision Mixer (MVM). Our results indicate that lack of synchronisation among video streams causes problems for directors in such systems that were not present in professional systems. We also identified two distinct video production modes depending on visual access of the director to the event that is being filmed. Based on our study we proposed technical design suggestions and indications on how to solve the synchronisation problems in respective mixing modes. We also proposed an algorithm for frame-rate exclusive synchronisation management of live streams in a collaborative mobile production environment. We further probed the design space using the research through design method, which resulted in a fully functional prototype system called “Livenature” that would incite an emotional connection that exists between people and the places they cherish. Further investigation of Livenature allowed us to produce detailed studies about experiential and technical aspects of the system, thus revealing phenomenological and technical dimensions of the design space.
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