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1.
  • Holmqvist, Malin, et al. (författare)
  • How older persons and health care professionals co-designed a medication plan prototype remotely to promote patient safety : Case study
  • 2023
  • Ingår i: JMIR Aging. - : JMIR Publications. - 2561-7605. ; 6
  • Tidskriftsartikel (refereegranskat)abstract
    • BACKGROUND: Harm from medications is a major patient safety challenge. Most adverse drug events arise when a medication is prescribed or reevaluated. Therefore, interventions in this area may improve patient safety. A medication plan, that is, a plan for continued treatment with medications, may support patient safety. Participation of patients in the design of health care products or services may improve patient safety. Co-design, as in the Double Diamond framework from the Design Council, England, can emphasize patient involvement. As the COVID-19 pandemic brought restrictions to face-to-face co-design approaches, interest in remote approaches increased. However, it is uncertain how best to perform remote co-design. Therefore, we explored a remote approach, which brought together older persons and health care professionals to co-design a medication plan prototype in the electronic health record, aiming to support patient safety.OBJECTIVE: This study aimed to describe how remote co-design was applied to create a medication plan prototype and to explore participants' experiences with this approach.METHODS: Within a case study design, we explored the experiences of a remote co-design initiative with 14 participants in a regional health care system in southern Sweden. Using descriptive statistics, quantitative data from questionnaires and web-based workshop timestamps were analyzed. A thematic analysis of the qualitative data gathered from workshops, interviews, and free-text responses to the survey questions was performed. Qualitative and quantitative data were compared side by side in the discussion.RESULTS: The analysis of the questionnaires revealed that the participants rated the experiences of the co-design initiative very high. In addition, the balance between how much involved persons expressed their wishes and were listened to was considered very good. Marked timestamps from audio recordings showed that the workshops proceeded according to the plan. The thematic analysis yielded the following main themes: Everyone's perspective matters, Learning by sharing, and Mastering a digital space. The themes encompassed what helped to establish a permissive environment that allowed the participants to be involved and share viewpoints. There was a dynamic process of learning and understanding, realizing that despite different backgrounds, there was consensus about the requirements for a medication plan. The remote co-design process seemed appealing, by balancing opportunities and challenges and building an inviting, creative, and tolerant environment.CONCLUSIONS: Participants experienced that the remote co-design initiative was inclusive of their perspectives and facilitated learning by sharing experiences. The Double Diamond framework was applicable in a digital context and supported the co-design process of the medication plan prototype. Remote co-design is still novel, but with attentiveness to power relations between all involved, this approach may increase opportunities for older persons and health care professionals to collaboratively design products or services that can improve patient safety.
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2.
  • Holmqvist, Malin, et al. (författare)
  • Older persons' and health care professionals' design choices when co-designing a medication plan aiming to promote patient safety : Case study
  • 2023
  • Ingår i: JMIR Aging. - : JMIR Publications. - 2561-7605. ; 6
  • Tidskriftsartikel (refereegranskat)abstract
    • BACKGROUND: Harm from medications is a major patient safety challenge among older persons. Adverse drug events tend to arise when prescribing or evaluating medications; therefore, interventions targeting these may promote patient safety. Guidelines highlight the value of a joint plan for continued treatment. If such a plan includes medications, a medication plan promoting patient safety is advised. There is growing evidence for the benefits of including patients and health care professionals in initiatives for improving health care products and services through co-design.OBJECTIVE: This study aimed to identify participants' needs and requirements for a medication plan and explore their reasoning for different design choices.METHODS: Using a case study design, we collected and analyzed qualitative and quantitative data and compared them side by side. We explored the needs and requirements for a medication plan expressed by 14 participants (older persons, nurses, and physicians) during a co-design initiative in a regional health system in Sweden. We performed a directed content analysis of qualitative data gathered from co-design sessions and interviews. Descriptive statistics were used to analyze the quantitative data from survey answers.RESULTS: A medication plan must provide an added everyday value related to safety, effort, and engagement. The physicians addressed challenges in setting aside time to apply a medication plan, whereas the older persons raised the potential for increased patient involvement. According to the participants, a medication plan needs to support communication, continuity, and interaction. The nurses specifically addressed the need for a plan that was easy to gain an overview of. Important function requirements included providing instant access, automation, and attention. Content requirements included providing detailed information about the medication treatment. Having the plan linked to the medication list and instantly obtainable information was also requested.CONCLUSIONS: After discussing the needs and requirements for a medication plan, the participants agreed on an iteratively developed medication plan prototype linked to the medication list within the existing electronic health record. According to the participants, the medication plan prototype may promote patient safety and enable patient engagement, but concerns were raised about its use in daily clinical practice. The last step in the co-design framework is testing the intervention to explore how it works and connects with users. Therefore, testing the medication plan prototype in clinical practice would be a future step.
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3.
  • Holmqvist, Malin, et al. (författare)
  • What can co-design teach us about involving patients in patient safety work?
  • 2022
  • Konferensbidrag (refereegranskat)abstract
    • Medication Without Harm is according to WHO the third Global Patient Safety Challenge and affects everyone of us. But how can we make medication management safer and what is our role in this improvement process as a person using medications, next-of-kin, physician, nurse, quality improvement leader etc.? How do we all get involved and what are our input and responsibilities?
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4.
  • Hylving, Lena, 1974-, et al. (författare)
  • Game design as a pedagogical tool for learning and reflection : The case of the ethics experience
  • 2022
  • Ingår i: Design, Learning, and Innovation. - Cham : Springer. - 9783031066757 - 9783031066740 ; , s. 86-96
  • Konferensbidrag (refereegranskat)abstract
    • This paper sets out to present an ongoing pedagogical project where game design is used to let students both learn and reflect upon different perspectives of ethics relevant to the master program they are enrolled in. The paper explains the underlying logic behind the pedagogical process where students develop their own game and at the same time learn about different perspectives of ethics in relation to courses that they are currently taking. With an open and iterative method, we let the students explore, discuss and design a game that can be used by future students. By letting the students decide and lead the development we democratize the learning-process and engage them in a learning experience. More so, this approach to game design as a pedagogical tool to engage and democratize the learning experience is new and increasingly relevant for both students that play games on an everyday basis, but also students that are new to games. Also, it is a constant and dynamic process for both students and teachers. © 2022, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.
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5.
  • Hylving, Lena, 1974-, et al. (författare)
  • Turtles and Ethics : Experiential Learning through Game-making
  • 2023
  • Ingår i: Proceedings of the Annual Hawaii International Conference on System Sciences. - : IEEE Computer Society. - 9780998133164 ; , s. 4671-4680
  • Konferensbidrag (refereegranskat)abstract
    • Teaching and exploring the ethical issues brought about by digitalization is an important challenge in current higher education programs. Experiential learning through games is becoming increasingly relevant as games exert an enormous influence on the imaginarium of newer generations. This paper details how a class of international graduate students engaged in a year-long exploration of ethics, gender, and sustainability issues by playing, remixing, and designing games using an original Design Games Framework. Using a qualitative approach based on participatory observations that followed the student's entire game-making process and a series of final semi-structured interviews, the paper illustrates how game-making can enable higher education students to better understand the complex interplay of ethical issues and digitalization processes, as well as confirming that the Design Games Framework is a valid instrument for the exploration of ethics through the design of tabletop games in a higher education setting.
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6.
  • Lind, Jonas, et al. (författare)
  • Contact patterns and costs of multiple sclerosis in the Swedish healthcare system : A population-based quantitative study
  • 2022
  • Ingår i: Brain and Behavior. - : John Wiley & Sons. - 2162-3279 .- 2162-3279. ; 12:6
  • Tidskriftsartikel (refereegranskat)abstract
    • BACKGROUND: The burden of disease for persons with multiple sclerosis (MS) and society is changing due to new treatments. Knowledge about the total need for care is necessary in relation to changing needs and new service models.OBJECTIVE: The aim of this study was to describe the contact patterns for MS patients, calculate costs in health care, and create meaningful subgroups to analyze contact patterns.METHODS: All patients diagnosed with MS at Ryhov Hospital were included. All contacts in the region from January 1, 2018, until September 30, 2019, were retrieved from the hospital administrative system. Data about age, sex, contacts, and diagnosis were registered. The cost was calculated using case costing, and costs for prescriptions were calculated from medical files.RESULTS: During the 21-month period, patients (n = 305) had 9628 contacts and 7471 physical visits, with a total cost of $7,766,109. Seventeen percent of the patients accounted for 48% of the visits. The median annual cost was $7386 in the group with 10 or fewer visits, compared to $22,491 in patients with more than 50 visits.CONCLUSION: There are considerable differences in the utilization of care and cost between patients with MS in an unselected population, meaning that the care needs to be better customized to each patient's demands.
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7.
  • Lindenfalk, Bertil, et al. (författare)
  • Big design – designing at scale
  • 2019
  • Ingår i: Conference Proceedings of the Academy for Design Innovation Management. - London : Design Research Society. - 9781912769025 ; , s. 1772-1774
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • Large-scale transformation projects have so far rather consistently embraced a dirigist, technicistic perspective. Their outcomes are on the other hand meant to be experienced by communities in a direct, engaged manner that is embodied, spatial and temporal. For processes meant to radically transform the lived experience of people, they have so far been strategically unconcerned with any human-centric view.
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8.
  • Lindenfalk, Bertil, et al. (författare)
  • Digitally mediated schizophrenia care – A Swedish case of translating, designing and expert evaluation of Dialog
  • 2022
  • Ingår i: MEDINFO 2021. - Amsterdam : IOS Press. - 9781643682648 - 9781643682655 ; , s. 882-886
  • Konferensbidrag (refereegranskat)abstract
    • This work presents initial results of translation, design, development and expert testing of a digitally mediated dialogue based tool for schizophrenia care in Sweden. Dialog+ is a conversational methodology that has been shown to empower patients, promote co-produced and more cost-effective care. Dialog+ was translated and the digital application was redesigned to fit with the local context using human-centered design principles. Initial results of expert user testing, using heuristic evaluations and cognitive walkthroughs, shows promise for the method to work well also in Swedish settings. Initial testing with patients shows promising results. This work exemplifies how care patterns can be improved by considering the information layer of the interaction and creating shared and collaborative working spaces during treatment sessions can help to both empower patients and facilitate a more co-produced treatment plan.
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9.
  • Lindenfalk, Bertil, et al. (författare)
  • Guidance Through Use : Value as a Pathfinder in e-Health Services Implementation
  • 2017
  • Ingår i: MEDINFO 2017: PRECISION HEALTHCARE THROUGH INFORMATICS. - : IOS Press. - 9781614998303 - 9781614998297 ; , s. 151-155
  • Konferensbidrag (refereegranskat)abstract
    • The lack of awareness and confidence in eHealth solutions among certain stakeholders creates a barrier for the implementation of e-Health services. The aim of this paper is to explore issues that promote the development and implementation of patient-centered care services for the elderly. An exploratory case study approach is applied to a e-Health monitoring service that was developed and piloted in 38 homes for the elderly in Sweden and the Netherlands. The unit of analysis, concept of 'value-in-use', was used in order to determine how pilot participants felt about a service of this kind benefiting them the most. The findings were then translated into actionable considerations for implementing organizations. The results indicate a need for active participation, technical support infrastructure, mobility demands, and an extension of the concept of trust in e-Health services. The knowledge presented in the study is important for decisions makers, public organization strategists, and policy writers.
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11.
  • Lindenfalk, Bertil, et al. (författare)
  • Mapping an ambient assisted living service as a seamful cross-channel ecosystem
  • 2019
  • Ingår i: Service design and service thinking in healthcare and hospital management. - Cham : Springer. - 9783030007485 - 9783030007492 ; , s. 289-314
  • Bokkapitel (refereegranskat)abstract
    • In this chapter we detail a spatial method to map cross-channel ecosystems based on systems thinking and the framing of cross-channel ecosystems as defined in information architecture. The spatial mapping tool is applied on a specific case in the ambient assisted living domain with the goal of exploring how such an approach might further the current understanding of service journeys and their connection to environmental, organizational, and actor-related aspects represented through information flows. Specifically, we discuss how organizations and care institutions could use such an approach to better understand the larger ecosystems in which they are to act in the future. Findings include the strategic role that seams present in the ecosystem map where a thorough design of seams allows to capture possible logical fallacies plaguing the ecosystem. Additionally, seams allow an organization to understand what part of the ecosystem they have influence over and when actors make the organization’s touchpoints an integral part of the activities they intend to perform. Specifically for the services mapped in this chapter, the ecosystem map shows the interplay between tablet and the oven and hob and to which users adhered to the most during service processes.
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12.
  • Lindenfalk, Bertil, et al. (författare)
  • Narratives of value co-creation : Elderly's understanding of their own role in the value co-creation process
  • 2020
  • Ingår i: 27th European Conference on Information Systems - Information Systems for a Sharing Society, ECIS 2019. - : Association for Information Systems. - 9781733632508
  • Konferensbidrag (refereegranskat)abstract
    • The purpose of this study is to investigate the value (co-)creation processes initiated by the users of a home-based monitoring service. We adopt a narrative approach to analyze a series of interviews to investigate these processes. Our results show three narratives - Value for the present- and the future-self, Service use and resource integrators and users as initiators, and Conditions for meaningful use - that the participants expressed. Through these narratives, the role of the user, the service and the service ecosystem (or system) is identified. The paper contributes to further understanding of the dynamics underpinning value (co-)creation processes by providing an empirically grounded investigation of value initiation practices amongst the elderly.
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13.
  • Lindenfalk, Bertil, et al. (författare)
  • Shared Endeavours : Exploring Elinor Ostrom's Principles for Collaborative Group Working from a Contemporary Design Perspective
  • 2022
  • Ingår i: The ACM International Conference Proceeding Series. - New York, NY, USA : Association for Computing Machinery. - 9781450396813 ; , s. 251-254
  • Konferensbidrag (refereegranskat)abstract
    • This workshop invites participatory design practitioners and researchers to explore how Ostrom's 8 principles for collaborative group working can aid designers during the design process. It is proposed that the principles could help to address questions such as how to scale up and sustain co-design approaches in equitable, inclusive, efficient, and effective ways and to normalise such ways of working in wider systems. The workshop follows previous work conducted in a co-design and quality improvement context [7] where the relationships between the principles were highlighted. This relationship will be experientially explored during the workshop. The outcome of the workshop will be a set of design tools that can be applied by designers within the community that wish to explore equity and inclusion in a participatory way, the aim is to disseminate these tools with the community.
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14.
  • Lindenfalk, Bertil, et al. (författare)
  • The dialectic between system space and design space
  • 2022
  • Ingår i: Design, user experience, and usability. - Cham : Springer. - 9783031059056 - 9783031059063 ; , s. 33-48
  • Konferensbidrag (refereegranskat)abstract
    • System space is introduced as a conceptual design space and as a distinct space from that traditionally addressed by most design processes. The paper intends to address the increasing complexity deriving from the ongoing blend of physical and digital in a postdigital culture and contribute to the current understanding of the effect of “systemic” ways of thinking in design disciplines. We argue that a systemic perspective cannot simply be “added” to the design process and that addressing postdigital complexity, that is, producing solutions to contemporary design problems, requires instead its own conceptualization, in its own space, to be acknowledged, practiced, and formalized as a different way of thinking. We propose that system space lives in a dialectical relationship with design space within the space of the experience and that it provides a way to escape the cognitive traps in design space. We posit that the relationships between system space and design space can be apprehended by means of an exo-process adapted from systems thinking, and that the exo-process provides a supporting structure for the intentional and necessary movement between the different spaces, scales, and modes of thinking required by contemporary design work. We then illustrate such a dialectical relationship through the analysis of three different cases and draw final considerations.
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15.
  • Lindenfalk, Bertil, et al. (författare)
  • The Dialectic Between System Space and Design Space : A Systems Thinking Approach to Addressing Complexity in the Design Process
  • 2022
  • Ingår i: Design, User Experience, and Usability: Design Thinking and Practice in Contemporary and Emerging Technologies. - Cham : Springer. - 9783031059056 - 9783031059063 ; , s. 33-48
  • Konferensbidrag (refereegranskat)abstract
    • System space is introduced as a conceptual design space and as a distinct space from that traditionally addressed by most design processes. The paper intends to address the increasing complexity deriving from the ongoing blend of physical and digital in a postdigital culture and contribute to the current understanding of the effect of “systemic” ways of thinking in design disciplines. We argue that a systemic perspective cannot simply be “added” to the design process and that addressing postdigital complexity, that is, producing solutions to contemporary design problems, requires instead its own conceptualization, in its own space, to be acknowledged, practiced, and formalized as a different way of thinking. We propose that system space lives in a dialectical relationship with design space within the space of the experience and that it provides a way to escape the cognitive traps in design space. We posit that the relationships between system space and design space can be apprehended by means of an exo-process adapted from systems thinking, and that the exo-process provides a supporting structure for the intentional and necessary movement between the different spaces, scales, and modes of thinking required by contemporary design work. We then illustrate such a dialectical relationship through the analysis of three different cases and draw final considerations. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.
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16.
  • Lindenfalk, Bertil, et al. (författare)
  • Understanding Through Use: Elderlys Value Identification in a Service Experience
  • 2017
  • Ingår i: CONTEXT SENSITIVE HEALTH INFORMATICS: REDESIGNING HEALTHCARE WORK. - : IOS PRESS. - 9781614997948 - 9781614997931 ; , s. 103-108
  • Konferensbidrag (refereegranskat)abstract
    • This paper uses a qualitative approach, specifically; narrative analysis, to contextualize users formulation of an understanding of a personalized meal planning service within the ambient assisted living domain. By focusing on how users, in this case elderly over 65, formed an understanding of a service, and, what they thought valuable in using the service, based on their understanding. The results indicate how users compare their initial understanding to their experienced understanding, formed during usage, and how this affects their value formulation of specific service aspects. The paper gives not only provides valuable insight into contextualizing aspects of health and wellness services, but to aspects of importance for implementation, by showing how value aspects of services from a user perspective are important to consider during these processes.
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17.
  • Lindenfalk, Bertil, et al. (författare)
  • Use of causal loop diagrams to improve service processes
  • 2022
  • Ingår i: Service design practices for healthcare innovation. - Cham : Springer. - 9783030872724 - 9783030872731 ; , s. 295-313
  • Bokkapitel (refereegranskat)abstract
    • Causal loop diagrams are used to map relationships between nodes in a system. They can either contain reinforcing loops, where an action produces a result which influences more of the same action, resulting in growth or decline or balancing loops attempting to move some current state to a desired state through some action. Service design as a practice has focused on the experience of a service journey and on improving said experiences. At the same time, service design has claimed to have systemic impact. Company X, name withheld, is a European health start–up that locates medical specialist for the treatment of serious and life-threatening conditions for patients and their individual health problems.  Company X uses a data–driven approach based on the aggregated matching of qualitative data from the healthcare system together with the company’s own analysis  of patient cases, relating diagnosis with the outcome of procedures to draw patterns that help find the most suitable medical specialists for the case at hand. In this chapter, we discuss how company X combines service design practices and causal loop diagrams in order to innovate within the health market. The process will be described within the chapter as well as the business case and the lessons learnt from applying a more systemic approach to the innovation process.
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18.
  • Lindenfalk, Bertil, et al. (författare)
  • “We need an internet connection” – Early exploration of physical/digital spaces for digital transformation
  • 2019
  • Ingår i: Conference proceedings of the Academy for Design Innovation Management. - : Academy for Design Innovation Management. - 9781912769018 ; , s. 1555-1562
  • Konferensbidrag (refereegranskat)abstract
    • The case details the application of a systemic, actor-centered design approach to a strategic process of digital transformation in support of industry/research collaboration in one of the administrative regions of southern Sweden. Project mainstays include regional development of “digital leadership”, the creation of a digital/physical competence center, and a larger plan to connect these mainstays to an already established, extremely successful computing- and entertainment-centered yearly event in the main city in the region. Structured around the initial problem space identification and formalization aspects, the case specifically discusses the competence center, what it should be and what activities it should facilitate. It describes the process followed and the results obtained in the divergent stages of the project by means of the early engagement of different stakeholder groups through workshop activities. Preliminary conclusions are drawn in respect to what challenges currently hinder big-scale processes for the design of complex digital/physical environments and the experiences they enable; the relative solidity of adaptive or transformative approaches versus blended space approaches for digital/physical environments; the role and relative weight of “digital” in the organizational context of digital transformation processes.
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19.
  • Mansour, Osama, et al. (författare)
  • A Review of SD-logic Resources in Information Systems
  • 2019
  • Ingår i: <em>MCIS 2019 Proceedings</em>.
  • Konferensbidrag (refereegranskat)abstract
    • The evolution from a Goods-dominant logic (GD-logic) into a Service-dominant logic (SD-logic) is marked by fundamental changes in how we leverage resources for innovation. The current paper offers a review of service-dominant logic (SD-logic) resources within the field of Information Systems (IS). It uses a scoping review method of papers from the senior scholars’ basket of journals and the two flagship IS conferences: ECIS and ICIS. The review is focused on examining the theoretical and empirical applications of SD-logic in order to develop a basic conceptual classification of resources within IS that contributes into understanding service innovation in market and society. Four main conceptualizations of resources were identified in the reviewed papers of which only two embrace resources as conceptualized in SD-logic. Also, the review suggests that the field of IS does not seem to have yet maturely embraced SD-logic and has not sufficiently made its way into dominant journals and conferences with the field.
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20.
  • Ockander, Marlene, et al. (författare)
  • Djursdala : The winding road to a straightforward co-productive development and research process
  • 2021
  • Konferensbidrag (refereegranskat)abstract
    • In the national agenda for e-health, Sweden set the vision to be world-leading in applying e-health solutions to enable health and welfare by 2025. However, without clear governmental action plans, the fulfillment of Sweden’s e-health vision is largely dependent on local communities taking action for themselves. Solutions and services developed together with citizens are more likely to address local needs and therefore serve a useful function in communities and promote health. As access to wired internet (fiber) supports continued inclusion into society, the rural community of Djursdala in the South of Sweden decided to invest in fiber. When connected, they wanted to make the most of their new connectivity. This presentation explores the co-production of this digitalization in the form of a pre-study that was initiated by the inhabitants of Djursdala, and completed in close collaboration with researchers from Jönköping University.  The community and researchers formulated the purpose of the pre-study: to identify and lay the foundation for implementing digital solutions that promote the health and well-being of the population as well as the attractiveness of Djursdala. Our guiding research question was: “how can digital development in rural communities be co-productively pursued?”  This case study depicts the journey from initial contacts of various actors to the formulation of a shared mission and purpose that was formalized into a project proposal and funded by an EU LEADER fund. Today the Djursdala case study is part of the SAMSKAPA program (Kjellström et al., 2019) and is informed by Action Research methodologies facilitated by Service Design tools.  Kjellström, S., Areskoug-Josefsson, K., Andersson Gäre, B., Andersson, A.-C., Ockander, M., Käll, J., … Robert, G. (2019). Exploring, measuring and enhancing the coproduction of health and well-being at the national, regional and local levels through comparative case studies in Sweden and England: the ‘Samskapa’ research programme protocol. BMJ Open, 9(7), e029723. https://doi.org/10.1136/bmjopen-2019-029723  
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21.
  • Okeefe, Brian J., et al. (författare)
  • Designing Blended Experiences Workshop : Pedagogies across digital and physical spaces
  • 2024
  • Ingår i: DIS 2024. - New York, NY : Association for Computing Machinery (ACM). - 9798400706325 ; , s. 429-432
  • Konferensbidrag (refereegranskat)abstract
    • Digital transformation is increasingly blurring the line between what software is and what the physical world can be. This requires designers to harmoniously blend digital and physical products, services, and spaces to orchestrate meaningful experiences specifically aimed at the interweaving relationships between people, places, and things. As technologies and subsequent experiences rapidly become increasingly ubiquitous, it is essential to design pedagogy for these technologies at a human scale. The Pedagogies of Designing Blended Experiences workshop will discuss, present, ideate, and propose novel methods and techniques to develop pedagogies toward this need. The full-day workshop outcomes mainly revolve around a) Identifying key pedagogical problems and obstacles when designing across digital and physical spaces, b) Early ideation techniques for novel pedagogical approaches, and c) A three-phased speculative road-map to incorporate workshop outcomes in higher education learning. © 2024 ACM.
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22.
  • Persson, Sofia, et al. (författare)
  • Lived experience of persons with multiple sclerosis : A qualitative interview study.
  • 2023
  • Ingår i: Brain and Behavior. - : John Wiley & Sons. - 2162-3279 .- 2162-3279. ; 13:7
  • Tidskriftsartikel (refereegranskat)abstract
    • INTRODUCTION: Multiple sclerosis (MS) is a chronic autoimmune disease with a substantial impact on quality of life and functional capability. The prognosis of MS has changed over time due to the development of increasingly effective therapies. As the knowledge and perceptions of persons living with chronic conditions increasingly have been acknowledged, it has become important to understand lived experiences with a focus on everyday events and experiences as a way of knowing and interpreting the world. Exploring context-specific lived experiences as a source of knowledge about the disease and care may contribute to more precision in designing care services. The aim of this study was to explore the lived experience of persons living with MS in a Swedish context.MATERIALS AND METHODS: A qualitative interview study was conducted with both purposeful and random sampling strategies, resulting in 10 interviews. Data were analyzed using inductive thematic content analysis.RESULTS: The analysis generated 4 overarching themes with 12 subthemes, the 4 themes were: perspectives on life and health, influence on everyday life, relations with healthcare, and shared healthcare processes. The themes are concerned with the patients' own perspectives and context as well as medical and healthcare-related perspectives. Patterns of shared experiences were found, for example, in the diagnosis confirmation, future perspectives, and planning and coordination. More diverse experiences appeared concerning relations with others, one's individual requirements, symptoms and consequences, and knowledge building.CONCLUSION: The findings suggest a need for a more diverse and coproduced development of healthcare services to meet diverse needs in the population with greater acknowledgement of the person's lived experience, including consideration of the complexity of the disease, personal integrity, and different ways of knowing. Findings from this study will be further explored together with other quantitative and qualitative data.
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23.
  • Resmini, Andrea, 1966-, et al. (författare)
  • A Danish Blend : The Copenhagen Walkshop
  • 2024
  • Ingår i: DIS 2024. - New York, NY : Association for Computing Machinery (ACM). - 9798400706325 ; , s. 392-395
  • Konferensbidrag (refereegranskat)abstract
    • The walkshop introduces participants to an embodied, structural approach to understand, conceptualize, and design experiences that blend physical and digital space to create a novel space of action, with its own sense of presence, its own affordances, and its very special challenges. It consists of an outdoors morning walking and exploratory session, and of an afternoon mapping and reflective session at the conference venue. During the morning session, participants directly experience the urban fabric of Copenhagen and engage in activities meant to explore and expose the way digital and physical space commingle and become a layered blended space. During the afternoon session, the participants turn notes and observations into maps with the help of methods and tools provided by the facilitators. Attention is paid to identifying friction between pace layers and to the structure, participating elements, and relationships that support the experience in either digital, physical, or blended space, and to reflect on how the structures of embodiment and spatiality shape experience and act as important, non-interface level grounding elements in the design of human activity in all types of space. The walkshop concludes with a plenary discussion of the deliverables created by participants, what insights were gained in the process, and possible developments to follow. © 2024 Owner/Author.
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24.
  • Resmini, Andrea, et al. (författare)
  • A Danish Blend : The Copenhagen Walkshop
  • 2024
  • Ingår i: DIS '24. - New York, NY : Association for Computing Machinery (ACM). - 9798400705830 ; , s. 392-395, s. 392-395
  • Konferensbidrag (refereegranskat)abstract
    • The walkshop introduces participants to an embodied, structural approach to understand, conceptualize, and design experiences that blend physical and digital space to create a novel space of action, with its own sense of presence, its own affordances, and its very special challenges. It consists of an outdoors morning walking and exploratory session, and of an afternoon mapping and reflective session at the conference venue. During the morning session, participants directly experience the urban fabric of Copenhagen and engage in activities meant to explore and expose the way digital and physical space commingle and become a layered blended space. During the afternoon session, the participants turn notes and observations into maps with the help of methods and tools provided by the facilitators. Attention is paid to identifying friction between pace layers and to the structure, participating elements, and relationships that support the experience in either digital, physical, or blended space, and to reflect on how the structures of embodiment and spatiality shape experience and act as important, non-interface level grounding elements in the design of human activity in all types of space. The walkshop concludes with a plenary discussion of the deliverables created by participants, what insights were gained in the process, and possible developments to follow.
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25.
  • Resmini, Andrea, 1966-, et al. (författare)
  • Mapping Experience Ecosystems as Emergent Actor-Created Spaces
  • 2021. - 1
  • Ingår i: Transactions on Large-Scale Data- and Knowledge-Centered Systems XLVII. - Berlin, Heidelberg : Springer. - 9783662629185 - 9783662629192 ; , s. 1-28
  • Bokkapitel (refereegranskat)abstract
    • The paper introduces a conceptualization of experience ecosystems as semantic blended spaces instantiated by the activities carried out by independent actors moving freely and at will between different products, services, devices, people, and locations in pursuit of individual goals. This conceptualization is anchored to three distinct cultural and socio-technical shifts that characterize the current postdigital condition: the displacement of postmodernism as the cultural dominant; the embodiment of digitality and the emergence of a blended space of action; the occurrence of a postdigital society. It contributes to ongoing conversations on ecosystem-level and systemic design from the point of view of information architecture and user experience in five distinct ways: by centering the discourse on the actor-driven individual experience made possible by the postdigital condition; by framing the problem space from an embodied, spatial and architectural perspective; by considering the environment systemically as a blend of digital and physical non-contiguous spaces; by recasting the object of design to be the semantic and spatial relationships that exist or could exist between the elements of the actor-centered ecosystem; by introducing a mapping methodology that can be used to capture and spatially describe the relational complexity of said ecosystems for further intervention. © Springer-Verlag GmbH Germany, part of Springer Nature 2021.
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26.
  • Resmini, Andrea, et al. (författare)
  • Read ahoy : A playful digital-physical viking experience to engage children in finding and reading books
  • 2020
  • Ingår i: Human-Computer Interaction. - Cham : Springer. - 9783030490645 - 9783030490652 ; , s. 307-325
  • Konferensbidrag (refereegranskat)abstract
    • A digital/physical installation part a series of pilots developed for Habo Municipality, Sweden, in the context of a public co-design effort aimed at creating a shared understanding of the possibilities offered by digital transformation and the development of a connected city framework, “Read Ahoy!” provides children with a simple game-like challenge: find books randomly distributed in a number of locations by matching conceptual, spatial, aural, and verbal clues. Built as an embodied experience for library spaces, “Read Ahoy!” is narratively centered on a Viking crew in need of help after they have lost much of their precious cargo of books in a storm, on their way back after a trade expedition. The story grounds the challenge in tropes familiar to Swedish culture and gives children a playful setup and well-defined goals as they search for books. “Read Ahoy!” explores how children entering the school system search and make sense of information in a blended space, structurally recreating the way they customarily mix action in digital and physical space. Theoretically anchored in Benyon’s conceptualization of blended spaces, in Bates’ information seeking theory and information search tactics, and in Resmini and Lacerda’s formalization of information-based experience ecosystems, “Read Ahoy!” was designed and implemented as a low-budget end-of-year project for the students in the Master’s in Information Architecture and Innovation at Jönköping International Business School, Jönköping, Sweden, under the supervision of the authors. It was framed to meet the UN SDG4’s sub-targets on “Early childhood development” and “Universal Youth Literacy” and installed in Habo Library from June through August 2019 where it was used extensively by local children under the supervision of librarians during the summer. A full description of the installation and preliminary post-mortem reflections are offered in the paper.
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27.
  • Resmini, Andrea, et al. (författare)
  • The Myth that is Service
  • 2016
  • Ingår i: Service Design Geographies. Proceedings of the ServDes.2016 Conference. - 9789176857380
  • Konferensbidrag (refereegranskat)
  •  
28.
  • Resmini, Andrea, 1966-, et al. (författare)
  • Using PLR Syntax to Map Experience-Based Digital/Physical Ecosystems for Strategic Systemic Change
  • 2021
  • Ingår i: International Conference on Human-Computer Interaction (2021). - Cham : Springer. - 9783030786441 - 9783030786458 ; , s. 513-520
  • Konferensbidrag (refereegranskat)abstract
    • PLR (Personal-Local-Remote) is a spatially-oriented syntax for mapping digital/physical experiences as a system of relationships structuring an actor-centered information architecture that is surveyed, explored, and described by means of a set of simple rules. These rules represent the cognitive load, the relationships, and the relative importance of any element in the experience through spatial primitives such as position, proximity, and size. We here present and discuss a case centering on the mobility system in the city of Augsburg, Germany, where the PLR syntax was applied to gain a strategic understanding of Mobil-Flat, a transport service offered by Stadtwerke Augsburg, to map the local mobility experience ecosystem and identify possible leverage points for change.
  •  
29.
  • Robert, Glenn, et al. (författare)
  • Applying Elinor Ostrom’s Design Principles to Guide Co-Design in Health(care) Improvement : A Case Study with Citizens Returning to the Community from Jail in Los Angeles County
  • 2021
  • Ingår i: International Journal of Integrated Care. - : Ubiquity Press. - 1568-4156. ; 21:1, s. 1-15
  • Tidskriftsartikel (refereegranskat)abstract
    • Introduction: Increased interest in collaborative and inclusive approaches to healthcare improvement makes revisiting Elinor Ostrom’s ‘design principles’ for enabling collective management of common pool resources (CPR) in polycentric systems a timely endeavour.Theory and method: Ostrom proposed a generalisable set of eight core design principles for the efficacy of groups. To consider the utility of Ostrom’s principles for the planning, delivery, and evaluation of future health(care) improvement we retrospectively apply them to a recent co-design project.Results: Three distinct aspects of co-design were identified through consideration of the principles. These related to: (1) understanding and mapping the system (2) upholding democratic values and (3) regulating participation. Within these aspects four of Ostrom’s eight principles were inherently observed. Consideration of the remaining four principles could have enhanced the systemic impact of the co-design process.Discussion: Reconceptualising co-design through the lens of CPR offers new insights into the successful system-wide application of such approaches for the purpose of health(care) improvement.Conclusion: The eight design principles – and the relationships between them – form a heuristic that can support the planning, delivery, and evaluation of future healthcare improvement projects adopting co-design. They may help to address questions of how to scale up and embed such approaches as self-sustaining in wider systems.
  •  
30.
  • Williams, Oli, et al. (författare)
  • New development : Mitigating and negotiating the co-creation of dis/value—Elinor Ostrom’s design principles and co-creating public value
  • 2023
  • Ingår i: Public Money & Management. - : Taylor & Francis. - 0954-0962 .- 1467-9302. ; 43:1, s. 45-50
  • Tidskriftsartikel (refereegranskat)abstract
    • Although Elinor Ostrom’s principles for collaborative group working could promote effective and equitable collaborative endeavours among diverse actors/stakeholders, they are largely untested in public service design and delivery. This article demonstrates how Ostrom’s principles could help to mitigate the potential for co-creating dis/value and instead support all involved to co-create systemic public value. The authors develop Ostrom’s work by proposing: an original, systemically-informed re-classification of Ostrom’s principles; that co-creation endeavours can be reconceptualized as a novel way of creating a ‘common pool resource’ and; that failure to adequately address the potential to co-create dis/value can lead to ‘tragedies of co-design’.IMPACTThis article provides a way to promote more effective and equitable collaboration in the design and delivery of public services. Increasingly public services are designed with service users, but it is common for these provider?user endeavours to perform sub-optimally and/or to have negative outcomes. The authors offer a set of principles and a novel framework for applying them that have been designed to: firstly, mitigate the potential for sub-optimal and/or negative performance and, secondly, promote more positive processes and outcomes for provider?user collaborations. Improving provider?user collaboration in this way will ultimately lead to better design and delivery of public services.
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