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Sökning: WFRF:(Lindquist Sinna)

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1.
  • Aronsson, Sanna, et al. (författare)
  • Design of simulator training : a comparative study of Swedish dynamic decision-making training facilities
  • 2021
  • Ingår i: Cognition, Technology & Work. - : Springer Science and Business Media LLC. - 1435-5558 .- 1435-5566. ; 21, s. 117-130
  • Tidskriftsartikel (refereegranskat)abstract
    • Simulator training is becoming increasingly important for training of time-critical and dynamic situations. Hence, how simulator training in such domains is planned, carried out and followed up becomes important. Based on a model prescribing such crucial aspects, ten decision-making training simulator facilities have been analyzed from an activity theoretical perspective. The analysis reveals several conflicts that exist between the training that is carried out and the defined training objectives. Although limitations in technology and organization are often alleviated by proficient instructors, it is concluded that there is a need for a structured approach to the design of training to be able to define the competencies and skills that ought to be trained along with relevant measurable training goals. Further, there is a need for a pedagogical model that takes the specifics of simulator training into account. Such a pedagogical model is needed to be able to evaluate the training, and would make it possible to share experiences and make comparisons between facilities in a structured manner.
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2.
  • Aronsson, Sanna, et al. (författare)
  • Effektiv simulatorträning : Slutrapport projekt Effektiv flygträning och utbildning 2015-2017
  • 2017
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • Frågan om vad som utgör effektiv flygträning och utbildning (dvs. stridsteknisk och taktisk utbildning) är komplex och kan angripas på olika sätt. FoT-projektet Effektiv flygträning och utbildning (2015-2017) har vetenskapligt och metodiskt arbetat med att integrera pedagogiska modeller och praktiska erfarenheter med hänsyn tagen till organisatoriska strukturer. Vidare har systematiskt designarbete av visuella stöd för debriefing genomförts. Denna rapport integrerar projektets forskningsfrågor, projektaktiviteter och resultat i en sammanhållen beskrivning. Det krävs olika typer av stöd (både verktyg och metoder) för att analysera komplexa scenarier och mått som kan precisera den individuella flygförarens eller gruppens prestationer. Baserat på komplexa mått har två visualiseringar som ger en överblick av flygförarens skjuttillfälle respektive hotbild utvecklats och utvärderats tillsammans med svenska stridspiloter. Vidare har projektet framgångsrikt använt maskininlärning för att kategorisera flygförares och flygstridsledares kommunikation i syfte att bedöma effektiviteten i denna, samt att identifiera eventuella brister genom visualiseringar av resultaten. Pedagogiska modeller och visualiseringar, samt empiriska studier av simulatoranläggningar ger en grund för en diskussion om vad som utmärker effektiva simulatoranläggningar och effektiv simulatorträning. Studier av konceptet LVC (Live, Virtual & Constructive), vilket innebär träning med skarpa farkoster, flygförare i simulatorer samt datorgenererade entiteter (artificiella agenter) i ett och samma scenario, har genomförts. Vidare har projektet introducerat konceptet "LVC i vardagen", en vision om att enkelt och sömlöst kunna sammankoppla flygplan och dess flygförare med träning i simulatorer. Verksamheten i projektet har delvis bedrivits i samarbete med U.S. Air Force Research Laboratory (AFRL) inom ramen för samarbetsavtalet IMTR II (International Mission Training Research II, 2012-2018). Inom samarbetet har projektet medverkat till en demonstration av LVC-förmåga där FLSC (Flygvapnets luftstridssimuleringscenter) som enda europeiska aktör deltog. Projektet har för avsikt att fortsätta detta samarbete och inriktningen mot LVC för att närma oss visionen om LVC som en integrerad del i reguljär övning och träning. Rapporten avslutas med rekommendationer för fortsatt forskning.
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4.
  • Aronsson, Sanna, et al. (författare)
  • Supporting after action review in simulator mission training : Co-creating visualization concepts for training of fast-jet fighter pilots
  • 2019
  • Ingår i: The Journal of Defence Modeling and Simulation. - : Sage Publications. - 1548-5129 .- 1557-380X. ; 16:3, s. 219-231
  • Tidskriftsartikel (refereegranskat)abstract
    • This article presents the design and evaluation of visualization concepts supporting After Action Review (AAR) in simulator mission training of fast-jet fighter pilots. The visualization concepts were designed based on three key characteristics of representations: re-representation, graphical constraining, and computational offloading. The visualization concepts represent combined parameters of missile launch and threat range, the former meant to elicit discussions about the prerequisites for launching missiles, and the latter to present details of what threats a certain aircraft is facing at a specific moment. The visualization concepts were designed to: 1) perceptually and cognitively offload mental workload from participants in support of determining relevant situations to discuss; 2) re-represent parameters in a format that facilitates reading-off of crucial information; and 3) graphically constrain plausible interpretations. Through a series of workshop iterations, two visualization concepts were developed and evaluated with 11 pilots and instructors. All pilots were unanimous in their opinion that the visualization concepts should be implemented as part of the AAR. Offloading, in terms of finding interesting events in the dynamic and unique training sessions, was the most important guiding concept, while re-representation and graphical constraining enabled a more structured and grounded collaboration during the AAR.
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  • Artman, Henrik, et al. (författare)
  • Acquisition of usable IT : Acquisition projects to reflect on
  • 2009
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • By examining how several organizations have gone through the process of procuring IT systems, we have seen that there is a great need for procurer organizations themselves to understand their role in systems development. What is their responsibility for the outcome of the acquisition process? What is their responsibility for the outcome of the system-in-use? Can they actually take responsibility for the usability of systems? This collection of papers is meant to be a starting point for procurer organizations to reflect on that responsibility, as well as on how they manage the acquisition process. The papers are informed by academic research and grounded in scientific studies, but they are also to be taken as practical efforts to describe the process. We hope they will nurture reflection, and encourage those who are taking a stand to make IT systems usable. Our assumption is that the sooner an organization comes to terms with how the future system will actually be used, the sooner it will be profitable or beneficial.
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  • Artman, Henrik, 1968-, et al. (författare)
  • Effektiv miljötillsyn : slutrapport
  • 2013
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • Målsättningen har varit att ta fram ny kunskap inom miljötillsynen och därigenom uppnå en effektivare miljötillsyn samt att få in nya vetenskapliga perspektiv på miljötillsyn.I rapporten studeras metoder för inspektioner och det kommunikativa samspelet mellan inspektören och företrädare för den verksamhet som inspekteras, hur den institutionella ramen för inspektionsprocessen fungerar samt visar på möjligheter att mäta effekterna av inspektioner och tillsyn.Naturvårdsverket kommer att ha resultatet som ett kunskapsunderlag i fortsatt arbete med tillsynsvägledning och utveckling av hur tillsyn och tillsynsvägledning kan följas upp och utvärderas.
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9.
  • Artman, Henrik, 1968-, et al. (författare)
  • Towards the Learning Organisation : Frameworks, Methods, and Tools for Resource-Efficient and Effective Training
  • 2013
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • The purpose of this report is to describe models for operational training of military personnel and frameworks, methodologies, and tools that support the analysis, planning, monitoring, and evaluation of such training. The primary example used is simulator-based training and exercises, and in particular the operations at FOI/FLSC (Swedish Defence Research Agency/Swedish Air Force Combat Simulation Centre). The report also includes specific recommendations on how frameworks, methodologies, and data from assessment tools can be used by an organization for effective training, and suggests a number of research and development activities that strive towards a learning organization. 
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10.
  • Artman, Henrik, et al. (författare)
  • Utforskande av träningsvärde för Live och Virtual : Avrapportering projekt "LVC för effektiv flygträning" år 2018
  • 2018
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • Rapporten redogör för ett arbete med att utforska och anpassa LVC, ett träningskoncept som integrerar verkliga flygplan (Live), bemannade flygsimulatorer (Virtual) och artificiella agenter (Constructive), till en svensk kontext i syfte att effektivisera träning och utvärdering av prestation och förmåga i komplexa och distribuerade system. Träningsbehov och träningsvärde, definierat som det ökade träningsvärde flygförare i flygplan och bemannade simulatorer får av att delta i träning där verkliga, simulerade och artificiella agenter ingår, är i fokus. För att undersöka träningsbehov och träningsvärde vid LVC-träning har tre aktiviteter genomförts: (1) en litteraturöversikt över vetenskapliga studier och resultat om LVC och träningseffekt. Resultat visar att forskning och utvärdering av LVC fokuserat på tekniska aspekter av LVC, snarare än träningsvärde vid LVC-träning, (2) workshopar för att utforska mervärde vid LVC-träning. Resultat visar att L-entiteten vid LVC träning får ut bästa träningsvärde då piloter i flygplan kan uppleva och träna beslutsfattande i större och mer realistiska scenarier under fysiska påfrestningar och oväntade händelser, och (3) genomförande av en experimentell studie (Wizard-of-Oz) på FLSC (Flygvapnets luftstridssimuleringscenter) där piloter i simulatorer i ett fingerat LVC-test flög mot vad de trodde var piloter i flygplan. Piloter som deltog i studien uppgav att de trodde det var ett riktigt LVC-test och agerade därefter. I debriefing uppgav piloterna att piloter i simulatorer inte kan få ut mer av LVC-träning, än av reguljär simulatorträning. Resultat pekar vidare på vikten av design av träningsscenarier så att både piloter i flygplan och simulatorer kan få ut god träningseffekt. Rapporten redogör också för samarbeten och informationsutbyte med internationella partners. Rapporten avslutas med en beskrivning av projektets inriktning 2019.
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11.
  • Baillie, L., et al. (författare)
  • Ajmo Splite : Come on Split! Tell Us What You Think!
  • 2005
  • Ingår i: Proceedings of the 4th decennial conference on Critical computing. - New York, NY, USA : ACM. ; , s. 182-186
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • Technology has often been utilized to address the needs of specific communities. Understanding how technology could be incorporated into solutions for sustainable tourism is a particularly interesting design challenge. This paper describes how we tried to meet such a challenge in an effort to help the residents of Split, Croatia enter into a dialogue with their local authorities about how to develop sustainable tourism within the specific socio-political constraints of their region.
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12.
  • Brynielsson, Joel, 1974-, et al. (författare)
  • Efficient Implementation of Simulation Support for Tactical-Level Military Training
  • 2016
  • Ingår i: Proceedings of the 2016 Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC 2016). - Arlington, Virginia : National Training and Simulation Association (NTSA). ; , s. 1-12
  • Konferensbidrag (refereegranskat)abstract
    • Computer-based games and simulations provide the means for practicing essential elements of combat which in a realistic exercise setting would require substantial resources in terms of personnel, time, and investments. Another important aspect of such games and simulations is the possibility to make use of gameplay log data for conducting debriefings, etc. This paper presents a study where relatively simple computer simulations were developed to improve poorly supported training aspects, and support debriefing and measuring of training outcome. A previous feasibility study showed a lack of systematical implementation of tactical-level military training simulation support. In the feasibility study, three Swedish military units were chosen to illuminate a number of varying and currently undeveloped tactical-level training domains where games and simulations can make a difference, to evaluate the potential training benefits in terms of learning and organizational practices. The feasibility study showed and exemplified that there exist many tactical-level military training domains that are likely to benefit from using relatively simple computer simulations, and also that the same system can be a support for both the training audience and the exercise management. Based on the feasibility study, this paper presents a proof of concept agent based simulation system that has been implemented and validated within the scope of a military command post exercise. Through using a generic agent based simulation engine along with commonly accepted communication protocols, the potential to complement and provide an additional edge to today’s procedures can be achieved using comparatively small efforts. The paper is concluded by presenting a generic approach to easily implement agent based simulation support at undeveloped tactical domains, and best practices for doing so.
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13.
  • Brynielsson, Joel, 1974-, et al. (författare)
  • Informing crisis alerts using social media : Best practices and proof of concept
  • 2018
  • Ingår i: Journal of Contingencies and Crisis Management. - : WILEY. - 0966-0879 .- 1468-5973. ; 26:1, s. 28-40
  • Tidskriftsartikel (refereegranskat)abstract
    • Social media has become an integrated part of human communication, both as a means to establish and maintain social relationships, and as a means of sharing and co-creating information. Social media comes with an array of possibilities for individuals as well as organizations, corporations, and authorities. Within the field of crisis communication, social media possibilities such as online sharing and social networking have had an impact on the way crisis information is disseminated and updated. This paper addresses the issues related to using social media for communicating crisis information and broadcasting alert messages to the general population, discusses the role of social media in future pan-European crisis alerting, and presents a prototype system demonstrating the possibilities. An extensive systematic literature review was carried out to identify factors that affect the use of social media for alerting and warning. These factors were mirrored in experiences, collected through interviews, obtained by emergency management organizations in three European countries (Sweden, Czech Republic, and Spain). The factors finally form the basis for suggestions and recommendations regarding the design of technological tools for both communication and information collection to serve as an integral part of a future pan-European crisis alerting system.
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14.
  • Groth, Kristina, et al. (författare)
  • Creating a space for increased community feeling among geographically distributed teachers
  • 2005
  • Ingår i: Proceedings of the 4th decennial conference on Critical computing. - New York, USA : ACM. - 1595932038 ; , s. 145-148
  • Konferensbidrag (refereegranskat)abstract
    • We present the initial stages of a project in which we focuson participatory design methods to build information andcommunication technology support that stimulate knowledgesharing in a group of geographically distributedteachers. Teachers in general spend most of their time in aclassroom leaving few opportunities for social encountersand chats with their colleagues. The prototype we aredeveloping focuses on informality and playfulness, thatwould increase the social communication and thereby thecommunity feeling. In turn, this would ultimately increaselearning among the setting members.
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15.
  • Groth, Kristina, et al. (författare)
  • Saxaren : Strengthening Informal Collaboration among Geographically Distributed Teachers
  • 2006
  • Ingår i: OZCHI '06 Proceedings of the 18th Australia conference on Computer-Human Interaction, Design, Activities, Artefacts and Environments. - New York, USA : ACM. - 1595935452 ; , s. 285-292
  • Konferensbidrag (refereegranskat)abstract
    • For people working in situations with few colleagues around, information technology could be used for increased communication with colleagues at other places. One such group is teachers in rural areas. In our work with teachers in an archipelago school distributed over six islands we have focused on encouraging communication using a digital notice board, providing for quick handwritten notes, connecting all islands. Based on the teachers' collaborative situation, and on the design, implementation and use of the prototype, we illustrate, by a number of recorded notes, how the teachers have been using the prototype, relating the findings to group building, easy access, and playful behaviour.
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16.
  • Groth, Kristina, et al. (författare)
  • Simple and playful interaction for informal communication and learning
  • 2007
  • Ingår i: International Journal of Knowledge and Learning. - : Inderscience Enterprises Ltd. - 1741-1009 .- 1741-1017. ; 3:2-3, s. 191-208
  • Tidskriftsartikel (refereegranskat)abstract
    • Teachers in general usually do not have one single office and they seldom have time for face-to-face interaction with their colleagues since they typically spend most of the time in a classroom. Teachers in rural areas have even less colleagues to interact with face-to-face. In our work with teachers in a rural area near Stockholm, in an archipelago school distributed over six islands, we have encouraged informal communication and learning through a digital notice board connecting all six units. This paper discusses three issues that we find important to focus on in our work; the role of shared interactive displays, simplicity and play as a social activity and the role of communication for informal learning.
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  • Lilja, Hanna, 1992-, et al. (författare)
  • Identifying Radio Communication Inefficiency to Improve Air Combat Training Debriefings
  • 2016
  • Ingår i: Proceedings of the 2016 Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC 2016). - Arlington, Virginia : National Training and Simulation Association (NTSA). ; , s. 1-12
  • Konferensbidrag (refereegranskat)abstract
    • In flight simulator training, the retrospective debriefing activity is the essential tool for reflecting upon the conducted exercise. The debriefing typically serves to highlight carefully chosen exercise moments that can help the trainees to gain further insight. These moments are revisited from a number of different perspectives in order to make the overall picture of what actually happened during the exercise clear to the trainees. It is therefore of utmost importance to be able to identify the most instructive moments, and compile the data to be used for the debriefing. This is a delicate and critical task that needs to be undertaken swiftly so that the debriefing activity can be conducted directly after the flight exercise. This paper presents a methodology and prototype system for identifying moments of inefficient radio communication as a means to obtaining additional data for improving many versus many air combat flight simulator training debriefings. The work fits into an overall systems perspective where off the shelf speech recognition technology is used to obtain textual representations of the radio communication call sentences, which are then fed to a tailor-made machine learning classifier that is capable of detecting incorrect terminology/phrasing, unnecessary repetitions, unnecessary stalling of the radio communication channel, etc. With this overall systems perspective in mind, radio communication recordings originating from ordinary exercises being held at the Swedish Air Force Combat Simulation Centre have been used to construct classifiers capable of capturing communication patterns that are interesting to look at from an efficiency point of view. To validate its usefulness, the developed classifiers have been used to create visualizations that help identifying additional exercise moments in terms of inefficient radio communication that ought to be highlighted alongside the ordinary 3D visualization of the air flight, the cockpit displays, etc.
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20.
  • Lindquist, Sinna, et al. (författare)
  • Artefacts for understanding
  • 2004
  • Ingår i: Proceedings for Research into Practice Conference. - University of Hertfordshire.
  • Konferensbidrag (refereegranskat)abstract
    • This paper discusses two aspects of artefacts in the design process. The fi rst is how artefacts can be used to inform researchers about people’s context, desires, concerns, needs and constraints. The second is how artefacts can facilitate the construction of shared knowledge that is needed during multidisciplinary research projects. Theses two ways of looking at artefacts will be discussed mainly through the empirical material of the interLiving project, a 3-year multidisciplinary cooperative design technology development project and also through several cooperative design workshops conducted at CID, Centre for User Oriented IT Design.
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21.
  • Lindquist, Sinna, et al. (författare)
  • Artefacts for understanding
  • 2004
  • Ingår i: Working papers in Art and Design, 2004. - University of Hertfordshire.
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)
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  • Lindquist, Sinna, et al. (författare)
  • Co-designing Communication Technology with and for Families : Methods, Experience, Results and Impact
  • 2007
  • Ingår i: The Disappearing Computer. - Berlin, Heidelberg : Springer. - 9783540727255 ; , s. 99-119
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • In academia and in industry there have been many projects focusing on technology in domestic spaces and the Smart home (Hindus 2001; Smith 2000). The focus has been on the place, i.e. the home, and the people living there, rather than the people and the places they inhabit. In this chapter we share experience from using cooperative and novel design methods developed within the project interLiving – Designing Interactive, Intergenerational Interfaces for Living Together. The methods were intended to involve families, both as groups and individuals of all ages, as well as the multidisciplinary research group, in co-design of communication devices for families. We highlight methods, results and impact for future research and development. Research presented here aimed to develop novel and appreciated communication artefacts and to improve design methods within participatory design.
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  • Lindquist, Sinna, 1965- (författare)
  • Perspectives on Cooperative Design
  • 2007
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The cooperative design approach, which research and practice have proven to be successful in several ways, is based on understanding users and their contexts through a variety of methods. This approach of working closely together with the users, however, is not the same thing as letting the users decide themselves what to design. Rather it means that designers in an interdisciplinary research team, working in close collaboration with the users, will use their design skills and collected knowledge about the users to produce good designs. Though cooperative design has proven successful, there are ways in which it could be improved. Cooperative design derived as a result of criticism about the lack of focus on users in the design process. In this sense, cooperative design has been the critical view, whereas socio-cultural perspectives such as gender, values and power relations have been either suppressed, deliberately or not, or not taken into consideration to the full extent that they could be. In contrast, three important elements of cultural studies research are meaning, identity and power. Research in this field examines the relationship between people and context, and between cultural and social practices, as well as on forces that change or preserve power structures. One aim of this thesis is to emphasise the importance of these issues within cooperative design. The focus of my thesis is to, through a phenomenological approach and a critical view of the different cooperative design projects I have participated in, discuss issues that have either been part of the projects’ structure, or have been imposed on the projects by circumstances that perhaps could not be foreseen. Three main issues that need further investigation to understand how they affect the design process are discussed: language and meaning, the individual in the group-oriented activities of cooperative design, and finally power relations and structures. I use myself as the subject through which the socio-cultural and critical viewpoints are shown. My aim is to show that there are aspects of the individual researcher in the cooperative design process that impact the design space and design. Through a critical discussion of the projects and related issues, this thesis argues that the cooperative design process can involve data and methods that we do not always know how to handle. As a result, we can miss important aspects of the research or end up in difficult dilemmas. Therefore, we need to better understand on what grounds we make design decisions in the cooperative design process, investigate what effect the individual has in group-oriented design processes, and examine how culture, language and power structures guide us and how we use methods such as triangulation. I believe that researchers need to evaluate our cooperative design process from the outside, with the goal of improving these processes.
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  • Lundberg, Jonas, et al. (författare)
  • "The snatcher catcher" - an interactive refrigerator
  • 2002
  • Ingår i: Proceedings of the second Nordic conference on Human-computer interaction. ; , s. 209-211
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • In order to provoke a debate about the use of new technology, the Snatcher Catcher, an intrusive interactive refrigerator that keeps record of the items in it, was created. In this paper we present the fridge, and how we used it in a provocative installation. The results showed that the audience was provoked, and that few people wanted to have the fridge in their surroundings.
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31.
  • Nilsson, Susanna, et al. (författare)
  • Making use of New Media for pan-European Crisis Communication
  • 2012
  • Ingår i: Proceedings of the Ninth International Conference on Information Systems for Crisis Response and Management (ISCRAM 2012). - : ISCRAM.
  • Konferensbidrag (refereegranskat)abstract
    • Social or new media have over the past years become an integrated part of human communication, both as a means to establish and maintain social relationships, but also as a means of sharing and co-creating information. New media comes with an array of possibilities for individuals as well as organisations, corporations and authorities. Within the field of crisis communication new media possibilities, such as online sharing and social networking, has had an impact on the way crisis information is disseminated and updated. This paper addresses the issues related to using new media as a means of communicating crisis information and broadcasting alerting messages to the general population, and also discusses the role of new media in future pan-European alerting. It focuses on current and on-going research on social media for crisis communication. An extensive systematic literature review was done to identify factors that affect the use of social media for alerting and warning. These factors were mirrored in experiences, collected through interviews, in crisis communication organisations in three European regions (Sweden, Czech Republic and Spain). The factors finally form the basis for suggestions regarding the design of technological tools for both communication and information collection as part of a pan-European alerting system.
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32.
  • Räsänen, Minna, et al. (författare)
  • "Och du ska göra lite etno" : Gestaltningar av etnografi inom MDI
  • 2005
  • Ingår i: Kulturstudier i Sverige. ; , s. 871-879
  • Konferensbidrag (refereegranskat)abstract
    • Antropologi och etnologi har under de senaste åren fått stor uppmärksamhet inom människadatorinteraktion, MDI. MDI är ett multidisciplinärt forskningsområde där bland annat antropologier, industridesigners, ingenjörer, systemutvecklare, psykologer och grafiker möts. Forskningen är design- och problemorienterad och syftar till att på olika sätt bidra till mer användbara tekniska system och artefakter. För att förstå människors förutsättningar för teknikanvändning i vardagen, både agerandet och kontexten som helhet, har de etnografiska metoderna fått stor genomslagskraft inom MDI. I den här artikeln för vi en problematiserande diskussion om hur etnografi gestaltas inom MDI. Vilka konsekvenser får dessa gestaltningar inom de etnografiska vetenskapernas identitet och legitimitet inom MDI? Vilken kunskapssyn blir rådande? Är antropologi och etnologi endast reducerat till beskrivningar av fältstudier? Som exempel har vi i projektet CoPLand som syftar till att utveckla teknik för kunskapsutbyte inom nomadiserande lärargrupper, exempelvis modersmålslärare och svensklärare utomlands. Inom MDI-relaterade forskningsprojekt blir reflektionen som måste till vid varje fältstudie, där det skrivande subjektet ofta saknas, summan av projektdeltagarnas alla reflektioner och blir till den data som ska föras in i designen och i utvecklingsprojektet. Den djupa subjektiva reflektionen, som kanske för med sig en stark känsla av något som inte berör teknikutveckling, lämnas därhän. I CoPLand blev det annorlunda och en rapport som berör den studerade lärargruppens arbetsvillkor, men fokus på social betydelse och maktaspekter ska snart publiceras.
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  • Westerlund, Bo, 1951-, et al. (författare)
  • Co-designing methods for designing with and for families
  • 2003
  • Ingår i: <em>Proceedings Of 5th European Academy Of Design Conference,</em><em> </em>Barcelona, 28–30 April 2003.
  • Konferensbidrag (refereegranskat)abstract
    • This paper describes co-operative design work regarding the development of IT artefacts to be used for communicating within families. It shows advantages of codesigning together with users. Thereby obtaining ‘real life’ experience, understanding and knowledge about their needs and desires. Since there was no specific solution or technology in mind from the beginning, several different methods were used in combination to investigate what had meaning to the family members. Some of the methods used are: cultural probes, interviews, observations, workshops, video brainstorming, prototyping in the homes, technology probes and individual assignments. The researchers represent different academic professions, mainly ethnography, industrial design, interaction design, computer science. To minimize the problem of ‘handing over’ information, researchers from at least two different backgrounds participate in all work done together with the families.
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39.
  • Westerlund, Bo, et al. (författare)
  • InterLiving : A multi-disciplinary cooperative design approach
  • 2004
  • Ingår i: Workshop Proceedings of CHI2004. - Vienna.
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • In this position paper we describe how experience from aICT research project, interLiving, can influence HCIeducation. The project also raises interesting aspects on therole of design research. The interLiving project is anexample of a successfully conducted cooperative designprocess and could therefore have impact on both HCI anddesign educations. These impacts could influence the viewon multi-disciplinary work, participatory design and whatmethods to use.This is a research case study that can be used to show howfruitful close collaboration between people with differentbackground can be. It also shows that it is equallyrewarding with close collaboration with users. We believethat this experience can have great impact on HCI andindustrial design education.
  •  
40.
  •  
41.
  • Westerlund, Bo, 1951-, et al. (författare)
  • Phoning a deaf person
  • 2007
  • Ingår i: Designing with Video. - London : Springer. - 9781846289606 - 1846289602 ; , s. 149-155
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
  •  
42.
  • Westerlund, Bo, 1951-, et al. (författare)
  • Reality based video-prototyping
  • 2005
  • Ingår i: Proceedings of ECSCW'05.
  • Konferensbidrag (refereegranskat)abstract
    • This video describes a cooperative design workshop on future mobile video communication for deaf people using sign language. One issue was to explore how an idea for a mobile interpretation-on-the-fly service could be designed for collaboration and communication. Besides the deaf sign-language users, other stakeholders participated, for example service providers and mobile phone manufacturers. The workshop started with users' narratives of their daily life. We encouraged them to narrate collaboration and communication situations that they had conceived as problematic. During the discussions after the stories were told ideas for solutions were constructed. Thereafter all participants collaborated in constructing video-prototypes, i.e. staged and videotaped visual representations of the ideas for solutions. The workshop methodology provided the telephone manufacturers, service-providers, etc. with first hand experience of the narrations and they brought the video prototypes into their own organizations for further development.
  •  
43.
  • Westerlund, Bo, 1951-, et al. (författare)
  • Reality–based video prototyping : Video presentation
  • 2005
  • Ingår i: <em>Extended abstracts, 9th European Conference on Computer-Supported Cooperative Work, ECSCW’05</em>, 18–22 September 2005, Paris. - Dordrecht : Springer. ; , s. 137-139
  • Konferensbidrag (refereegranskat)abstract
    • This video describes a cooperative design workshop on future mobile video communication for deaf people using sign language. One issue was to explore how an idea for a mobile interpretation-on-the-fly service could be designed for collaboration and communication. Besides the deaf sign-language users, other stakeholders participated, for example service providers and mobile phone manufacturers. The workshop started with users' narratives of their daily life. We encouraged them to narrate collaboration and communication situations that they had conceived as problematic. During the discussions after the stories were told ideas for solutions were constructed. Thereafter all participants collaborated in constructing video-prototypes, i.e. staged and videotaped visual representations of the ideas for solutions. The workshop methodology provided the telephone manufacturers, service-providers, etc. with first hand experience of the narrations and they brought the video prototypes into their own organizations for further development.
  •  
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