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1.
  • Andersson, Gerd, et al. (författare)
  • Classifying Mobile Services
  • 2004. - 1
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • A categorization of telecommunications services is presented, as a deliverable in a project commissioned by TeliaSonera.
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3.
  • Bylund, Markus, et al. (författare)
  • Exploring the importance of context parameters for service use in everyday situations
  • 2004. - 1
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • The work described herein focus on the impact of different context factors in short-term planning situations. We have investigated which services have been used to solve different tasks. The method used in the study was based on scenario descriptions. The participants reported how they would have acted in different situations and they also rated the importance of different context factors in different situations. Analyses were made that revealed relationships between context factors and services used by the participants of the study. A qualitative analysis was also conducted, with the aim to capture context factors not covered in the study design.
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4.
  • Bylund, Markus, et al. (författare)
  • Exploring user contexts - a qualitative study of everyday activities
  • 2004. - 1
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • The physical, social, and computational context of people affect their choice of activity, thus also their need for and use of mobile services. It is quite easy to find likely examples of situations where this would be true. For example, a person who is standing on a subway station on the way home from work, waiting for a train that does not appear to be on time, is more likely to feel a need for a subway time table or traffic information than someone who is driving a car. To what degree does context matter is however not easy to answer precisely. Which context parameters matter for which activities, and in which combinations? This report describes a study with the aim to draw a map of user activities and context parameters, as well as combinations of context parameters. The study is based on a qualitative method with only 10 study participants, and thus, no precise answers can be given to any question regarding which context parameters matter more than others when trying to predict what user activity is needed the most for every given situation. However, the intention is that the report will assist in determining which context parameters and user activities are the most interesting to take a closer look at.
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7.
  • Ehn, Maria, et al. (författare)
  • Users perspectives on interactive distance technology enabling home-based motor training for stroke patients
  • 2015
  • Ingår i: Stud. Health Technol. Informatics. - : IOS Press. - 9781614995159 ; , s. 145-152
  • Konferensbidrag (refereegranskat)abstract
    • The aim of this work has been to develop a technical support enabling home-based motor training after stroke. The basis for the work plan has been to develop an interactive technical solution supporting three different groups of stroke patients: (1) patients with stroke discharged from hospital with support from neuro team; (2) patients with stroke whose support from neuro team will be phased out and (3) patients living with impaired motor functions long-term. The technology has been developed in close collaboration with end-users using a method earlier evaluated and described [12]. This paper describes the main functions of the developed technology. Further, results from early user-tests with end-users, performed to identify needs for improvements to be carried out during further technical development. The developed technology will be tested further in a pilot study of the safety and, usefulness of the technology when applied as a support for motor training in three different phases of the post-stroke rehabilitation process.
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8.
  • Eriksson, Yvonne, 1957-, et al. (författare)
  • Using VR to improve the design of assembly tasks and increase task efficiency
  • 2018
  • Ingår i: Proceedings of NordDesign. - : The Design Society. - 9789176851852
  • Konferensbidrag (refereegranskat)abstract
    • In this paper we discuss how theories of vision, touch, sound, and learning behavior can form a basis for the development of a testbed through which real-life task performance can be compared with task performance in a Virtual Reality (VR) environment. By taking a multisensory approach, it will be possible to simulate the functionalities of a real training setting in a VR environment. Approaching this problem from a theoretical perspective, we will view it from a new angle and discuss whether we can enhance and nuance feedback in the virtual experience through the use of ambient media like sound, scent, heat, and wind. Sound may hold a great potential here. For visual perception, it is not only crucial that we can see relationships but that we are also able to search for patterns that we recognize. If an object is taken outside its context, its meaning can easily shift. To see is to search for patterns, but vision is also dependent on our experience of other senses. We can imagine how a given surface might feel by looking at a representation of the object, and this is because of previous tactile experiences with similar objects. From a technical perspective, integrating sound in a virtual environment is a straightforward process. Research shows that the process of learning a series of physical actions can be enhanced when it occurs in parallel with verbal or written information. In the literature, this phenomenon is described in terms of enactment or subject-performed tasks. Based on theories regarding vision, touch, sound and learning behavior, we suggest the design of a testbed that can be used in a pilot study aimed at increasing knowledge on how VR and AR can support learning in an assembly or installation context in order to produce guidelines for such an environment.
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9.
  • Geuens, Sam, et al. (författare)
  • Testing a Home Solution for Preparing Young Children for an Awake MRI : A Promising Smartphone Application
  • 2023
  • Ingår i: Children. - : Multidisciplinary Digital Publishing Institute (MDPI). - 2227-9067. ; 10:12
  • Tidskriftsartikel (refereegranskat)abstract
    • Thanks to its non-invasive nature and high-resolution imaging capabilities, magnetic resonance imaging (MRI) is a valuable diagnostic tool for pediatric patients. However, the fear and anxiety experienced by young children during MRI scans often result in suboptimal image quality and the need for sedation/anesthesia. This study aimed to evaluate the effect of a smartphone application called COSMO@home to prepare children for MRI scans to reduce the need for sedation or general anesthesia. The COSMO@home app was developed incorporating mini-games and an engaging storyline to prepare children for learning goals related to the MRI procedure. A multicenter study was conducted involving four hospitals in Belgium. Eligible children aged 4–10 years were prepared with the COSMO@home app at home. Baseline, pre-scan, and post-scan questionnaires measured anxiety evolution in two age groups (4–6 years and 7–10 years). Eighty-two children participated in the study, with 95% obtaining high-quality MRI images. The app was well-received by children and parents, with minimal technical difficulties reported. In the 4–6-year-old group (N = 33), there was a significant difference between baseline and pre-scan parent-reported anxiety scores, indicating an increase in anxiety levels prior to the scan. In the 7–10-year-old group (N = 49), no significant differences were observed between baseline and pre-scan parent-reported anxiety scores. Overall, the COSMO@home app proved to be useful in preparing children for MRI scans, with high satisfaction rates and successful image outcomes across different hospitals. The app, combined with minimal face-to-face guidance on the day of the scan, showed the potential to replace or assist traditional face-to-face training methods. This innovative approach has the potential to reduce the need for sedation or general anesthesia during pediatric MRI scans and its associated risks and improve patient experience.
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10.
  • Hammarström, Kent Saxin, et al. (författare)
  • Convene - MUD interfaces for disabled users
  • 1999. - 1
  • Ingår i: Users in Action: Stories of Users and Telematics in Everyday Life. - Stockholm, Sweden : Kommunikationsforskningsberedningen (KFB). - 9188371212
  • Bokkapitel (refereegranskat)
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11.
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12.
  • Höök, Kristina, et al. (författare)
  • Design Processes for Bodily Interaction
  • 2010
  • Ingår i: At the workshop Artifacts in Design: Representation, Ideation, and Process, CHI, Atlanda, USA, April 2010.. - : ACM Press.
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)
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13.
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14.
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15.
  • Höök, Kristina, et al. (författare)
  • Individual Differences and Navigation in Hypermedia
  • 1996. - 1
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • This study derives from two important observations. First, that navigation in hypermedia is a difficult task, and second, that individual cognitive differences play a role in how well users are able to efficiently use computer systems. We found that of the cognitive abilities tested in our study, only spatial ability could be related to the time spent in completing a set of tasks in a large, hypermedia, information structure. We furthermore found that it was only certain aspects of spatial ability which were related to the ability navigate in hypermedia, namely those related to solving spatial problems mentally rather than solving spatial problems in the physical world.
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18.
  • Höök, Kristina, et al. (författare)
  • Spatial or narrative: a study of the Agneta and Frida system
  • 1999. - 1
  • Konferensbidrag (refereegranskat)abstract
    • We propose that analysing interviews with subjects who have been exposed to anthropomorphic characters from a metaphorical point of view can provide insights into how characters in the interface are perceived. In a study of the Agneta & Frida system (two characters that comment contents of web pages in an ironic, humorous manner) we found that subjects who used Agneta & Frida used more narrative verbs and adverbs than users who only browsed the web pages. In the latter case, more spatial verbs and adverbs were used. This may imply that normal web browsing is perceived as navigation through a space, while Agneta & Frida provides for a more narrative experience.
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19.
  • Kabukye, Johnblack K, et al. (författare)
  • Implementing a Hospital Call Center Service for Mental Health in Uganda : User-Centered Design Approach.
  • 2024
  • Ingår i: JMIR Human Factors. - 2292-9495. ; 11
  • Tidskriftsartikel (refereegranskat)abstract
    • BACKGROUND: Mental health conditions are a significant public health problem globally, responsible for >8 million deaths per year. In addition, they lead to lost productivity, exacerbate physical illness, and are associated with stigma and human rights violations. Uganda, like many low- and middle-income countries, faces a massive treatment gap for mental health conditions, and numerous sociocultural challenges exacerbate the burden of mental health conditions. OBJECTIVE: This study aims to describe the development and formative evaluation of a digital health intervention for improving access to mental health care in Uganda. METHODS: This qualitative study used user-centered design and design science research principles. Stakeholders, including patients, caregivers, mental health care providers, and implementation experts (N=65), participated in focus group discussions in which we explored participants' experience of mental illness and mental health care, experience with digital interventions, and opinions about a proposed digital mental health service. Data were analyzed using the Consolidated Framework for Implementation Research to derive requirements for the digital solution, which was iteratively cocreated with users and piloted. RESULTS: Several challenges were identified, including a severe shortage of mental health facilities, unmet mental health information needs, heavy burden of caregiving, financial challenges, stigma, and negative beliefs related to mental health. Participants' enthusiasm about digital solutions as a feasible, acceptable, and convenient method for accessing mental health services was also revealed, along with recommendations to make the service user-friendly, affordable, and available 24×7 and to ensure anonymity. A hospital call center service was developed to provide mental health information and advice in 2 languages through interactive voice response and live calls with health care professionals and peer support workers (recovering patients). In the 4 months after launch, 456 calls, from 236 unique numbers, were made to the system, of which 99 (21.7%) calls went to voicemails (out-of-office hours). Of the remaining 357 calls, 80 (22.4%) calls stopped at the interactive voice response, 231 (64.7%) calls were answered by call agents, and 22 (6.2%) calls were not answered. User feedback was positive, with callers appreciating the inclusion of peer support workers who share their recovery journeys. However, some participant recommendations (eg, adding video call options) or individualized needs (eg, prescriptions) could not be accommodated due to resource limitations or technical feasibility. CONCLUSIONS: This study demonstrates a systematic and theory-driven approach to developing contextually appropriate digital solutions for improving mental health care in Uganda and similar contexts. The positive reception of the implemented service underscores its potential impact. Future research should address the identified limitations and evaluate clinical outcomes of long-term adoption.
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20.
  • Kabukye, Johnblack K., et al. (författare)
  • Implementing a Hospital Call Center Service for Mental Health in Uganda : User-Centered Design Approach
  • 2024
  • Ingår i: JMIR Human Factors. - : JMIR Publications Inc.. - 2292-9495. ; 11
  • Tidskriftsartikel (refereegranskat)abstract
    • Background: Mental health conditions are a significant public health problem globally, responsible for >8 million deaths per year. In addition, they lead to lost productivity, exacerbate physical illness, and are associated with stigma and human rights violations. Uganda, like many low- and middle -income countries, faces a massive treatment gap for mental health conditions, and numerous sociocultural challenges exacerbate the burden of mental health conditions. Objective: This study aims to describe the development and formative evaluation of a digital health intervention for improving access to mental health care in Uganda. Methods: This qualitative study used user -centered design and design science research principles. Stakeholders, including patients, caregivers, mental health care providers, and implementation experts (N=65), participated in focus group discussions in which we explored participants' experience of mental illness and mental health care, experience with digital interventions, and opinions about a proposed digital mental health service. Data were analyzed using the Consolidated Framework for Implementation Research to derive requirements for the digital solution, which was iteratively cocreated with users and piloted. Results: Several challenges were identified, including a severe shortage of mental health facilities, unmet mental health information needs, heavy burden of caregiving, financial challenges, stigma, and negative beliefs related to mental health. Participants' enthusiasm about digital solutions as a feasible, acceptable, and convenient method for accessing mental health services was also revealed, along with recommendations to make the service user-friendly, affordable, and available 24x7 and to ensure anonymity. A hospital call center service was developed to provide mental health information and advice in 2 languages through interactive voice response and live calls with health care professionals and peer support workers (recovering patients). In the 4 months after launch, 456 calls, from 236 unique numbers, were made to the system, of which 99 (21.7%) calls went to voicemails (out -of -office hours). Of the remaining 357 calls, 80 (22.4%) calls stopped at the interactive voice response, 231 (64.7%) calls were answered by call agents, and 22 (6.2%) calls were not answered. User feedback was positive, with callers appreciating the inclusion of peer support workers who share their recovery journeys. However, some participant recommendations (eg, adding video call options) or individualized needs (eg, prescriptions) could not be accommodated due to resource limitations or technical feasibility. Conclusions: This study demonstrates a systematic and theory -driven approach to developing contextually appropriate digital solutions for improving mental health care in Uganda and similar contexts. The positive reception of the implemented service underscores its potential impact. Future research should address the identified limitations and evaluate clinical outcomes of long-term adoption.
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21.
  • Kolkowska, Ella, 1972-, et al. (författare)
  • A user-centered ethical assessment of welfare technology for elderly
  • 2018
  • Ingår i: Lect. Notes Comput. Sci.. - Cham : Springer International Publishing. - 9783319920368 - 9783319920375 ; , s. 59-73
  • Konferensbidrag (refereegranskat)abstract
    • Welfare technology (WT) is often developed with a technical perspective, and little consideration is taken regarding the involvement of important ethical considerations and different values that come up during the development and implementation of WT. Safety, security and privacy are significant, as well as the usability and overall benefit of the tool, but to date assessments often lack a holistic picture of the WT as seen by the users. This paper suggests a user-centered ethical assessment (UCEA) framework for WT to be able to evaluate ethical consequences as a part of the user-centered aspects. Building on established methodologies from research on ethical considerations, as well as the research domain of human-computer interaction, this assessment framework joins knowledge of ethical consequences with aspects affecting the “digitalization with the individual in the center”, e.g. privacy, safety, well-being, dignity, empowerment and usability. The framework was applied during development of an interface for providing symptom information to Parkinson patients. The results showed that the UCEA framework directs the attention to values emphasized by the patients. Thus, functionality of the system was evaluated in the light of values and expected results of the patients, thereby facilitating follow-up of a user-centered assessment. The framework may be further developed and tested, but in this study it served as a working tool for assessing ethical consequences of WT as a part of user-centered aspects.
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22.
  • Kolkowska, Ella, 1972-, et al. (författare)
  • Socio-Technical Challenges in Implementation of Monitoring Technologies in Elderly Care
  • 2016
  • Ingår i: Human Aspects of IT for the Aged Population. - Cham : Springer. - 9783319399485 - 9783319399492 ; , s. 45-56
  • Konferensbidrag (refereegranskat)abstract
    • Although new monitoring technologies (MT) supporting aging in place are continuously developed and introduced on the market, attempts to implement these technologies as an integrated part of elderly care often fail. According to the literature, the reason for that may be the prevailing technical focus applied during development and implementation of monitoring technologies in real settings. The aim of this paper was to investigate the socio-technical challenges that arise during implementation of monitoring technologies in elderly care. We used a qualitative case study and semi-structured interviews to investigate socio-technical (S/T) challenges in implementation of monitoring technologies generally and social alarms especially. Based on our findings we suggest a framework for classification of S/T challenges arising during implementation of monitoring technologies in elderly care and in this way this paper contributes to a better understanding of these challenges.
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23.
  • Kolkowska, Ella, 1972-, et al. (författare)
  • To capture the diverse needs of welfare technology stakeholders – Evaluation of a value matrix
  • 2017
  • Ingår i: Third International Conference, ITAP 2017, Held as Part of HCI International 2017, Vancouver, BC, Canada, July 9-14, 2017: Proceedings, Part II, Springer, 2017, 404-419 s.. - Cham : Springer International Publishing. - 9783319585352 ; , s. 404-419
  • Konferensbidrag (refereegranskat)abstract
    • Welfare technology (WT) is often developed with a technical perspective, which does not involve important ethical considerations and different values that come up during the development and implementation of WT within elderly care. This paper presents a study where we have applied an ethical value matrix to support systematic ethical assessments of WT intended for personal health monitoring. The matrix consists of values in a checklist and a number of stakeholders and it is possible to analyze which values are emphasized by which stakeholders. The aim was to assess the matrix and find out how the matrix supports identification of values and interests that drive the various stakeholders in the development and implementation of WT. We have realized that several values specified by different actors as especially important were not included in the matrix and that the values in the matrix did not visualize or enable identification of value conflicts.
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25.
  • Nylander, Stina, et al. (författare)
  • On the design of television as a service based on average TV watching
  • 2010. - 6
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • Ten households were interviewed about their TV watching to inform the design of TV services. Our participants were average TV viewers who had Internet access but were not technically advanced or frequent users of the Internet as a source for TV material. We found that the flow of programs that broadcast television brings to viewers was the most important motivation for our participants to turn to the TV on-demand possibilities they had access to. Examples of triggers were social cues from people talking about things seen on TV, or time-shifting issues such as missing all or part of programs in the broadcast flow. Special interests such as sports were also a strong motivation for on-demand behavior. For the viewers, linear and on-demand TV watching was intertwined. We conclude that on-demand services should be integrated with broadcast TV in the design of future TV services.
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26.
  • Nöu, Anneli Avatare, et al. (författare)
  • Live Broadcasting – The Feeling of Presence and Social Interaction
  • 2011. - 10
  • Konferensbidrag (refereegranskat)abstract
    • This paper describes user-related aspects in the deployment of a live broadcasting service. Four user studies were conducted, addressing different user groups and different research questions. Participating user groups were the production team that generated content for live broadcasts and the viewers of the broadcasts. The aim of the studies was to investigate to which extent quality affects the experience and which functionality is needed to convey a feeling of presence. Technology and functionality needs were studied regarding the production team. The results showed the importance of a production environment that is easy to use, and providing the opportunity for producers to use the technology in their own creative way. The results related to the viewers supported the assumption that it was important to create a feeling of presence for those watching the matches via the service. Finally, the user groups also had several suggestions for functionalities that could increase the social interaction and feeling of presence.
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27.
  • Palmcrantz, Susanne, et al. (författare)
  • An interactive distance solution for stroke rehabilitation in the home setting–A feasibility study
  • 2017
  • Ingår i: Informatics for Health and Social Care. - : Informa UK Limited. - 1753-8157 .- 1753-8165. ; 42:3, s. 303-320
  • Tidskriftsartikel (refereegranskat)abstract
    • Background: In this study an interactive distance solution (called the DISKO tool) was developed to enable home-based motor training after stroke. Objectives: The overall aim was to explore the feasibility and safety of using the DISKO-tool, customized for interactive stroke rehabilitation in the home setting, in different rehabilitation phases after stroke. Methods: Fifteen patients in three different stages in the continuum of rehabilitation after stroke participated in a home-based training program using the DISKO-tool. The program included 15 training sessions with recurrent follow-ups by the integrated application for video communication with a physiotherapist. Safety and feasibility were assessed from patients, physiotherapists, and a technician using logbooks, interviews, and a questionnaire. Qualitative content analysis and descriptive statistics were used in the analysis. Results: Fourteen out of 15 patients finalized the training period with a mean of 19.5 minutes spent on training at each session. The DISKO-tool was found to be useful and safe by patients and physiotherapists. Conclusions: This study demonstrates the feasibility and safety of the DISKO-tool and provides guidance in further development and testing of interactive distance technology for home rehabilitation, to be used by health care professionals and patients in different phases of rehabilitation after stroke. © 2017 Taylor & Francis.
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28.
  • Persson, Per, et al. (författare)
  • Agneta & Frida: Merging web and narrative?
  • 2003. - 9
  • Ingår i: Advances in Consciousness Research. - : John Benjamins Publishing Company. - 9789027251718 ; , s. 245-258
  • Bokkapitel (refereegranskat)
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29.
  • Rudström, Åsa, et al. (författare)
  • Capturing TV user behaviour in fictional character descriptions
  • 2008. - 1
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • This work is part of the On-demand IPTV project, conducted by Acreo and SICS with financing from Vinnova and active support from an industrial consortium. The main goal of the project is to study the demands on cost-effective, scalable video-on-demand networks that can deliver video with high-quality with minor quality degradations in the transmission. An important issue in understanding this situation is to explore future user behaviour (and the resulting traffic patterns) when user can choose a mix of broadcast TV and a large number of on-demand channels and services. This paper reports on the first steps to develop an understanding of IPTV user behaviour by investigating the current situation using archetypical, fictional character descriptions often referred to as personas. This is an intermediate version; the final version will be the result of Task 4.1: User requirements analysis, part of WP 4: User needs and behaviour.
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30.
  • Rudström, Åsa, et al. (författare)
  • How to choose and how to watch: an on-demand perspective on current TV practices
  • 2010. - 6
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • In Sweden, digital TV services have until very recently not been accessible to most people through the TV set. At the same time, TV channels offer more and more content on the web and the majority of the population has access to high-speed internet connections. A web survey aimed at investigating attitudes and behavior related to on-demand TV was distributed in December 2008 to 52 households in an experimental, open (operator neutral) access network in Sweden. Questions were posed on TV arrangements, habits and attitudes; social aspects of TV watching; watching film or TV on-demand; and watching film or TV using the computer. Complementary interviews were also performed with participants that were not part of the experimental environment. Results show that participants in the studies understood and felt a need for time-shift and on-demand TV services: time-shift needs for re-scheduling, catch-up and repeats were expressed as well as on-demand needs for movies and for accessing otherwise unavailable TV content. Support for on-demand TV could also be found in that subjects reported little need for viewing TV content according to a broadcast schedule, with the main exception of news, sports events and other live broadcasts.
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31.
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32.
  • Sanches, Pedro, et al. (författare)
  • Affective Health – designing for empowerment rather than stress diagnosis
  • 2010
  • Ingår i: Know thyself: monitoring and reflecting on facets of one's life at CHI 2010, Atlanta, GA, USA.
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • When designing Affective Health, a mobile stress management tool using biosensors, we gradually understood how severely limited inferences can be when we move from laboratory situations to everyday usage. We also came to understand the strong connection between our subjectively perceived resources for dealing with stress and healing. Therefore, rather than employing a diagnose-and-treat design model, we propose that designers empower users to make their own reflections and interpretations of their own bio-sensor data. We show how this can be done through encouraging reflection, alternative interpretations and active appropriation of biosensor data – avoiding a reductionist, sometime erroneous, mediation of automatic interpretation from bodily data to emotion models or, in this case, stress diagnosis.
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33.
  • Sanches, Pedro, et al. (författare)
  • Mind the body! : designing a mobile stress management application encouraging personal reflection
  • 2010
  • Ingår i: Proceedings of the 8th ACM conference on designing interactive systems. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 47-56
  • Konferensbidrag (refereegranskat)abstract
    • We have designed a stress management biofeedback mobile service for everyday use, aiding users to reflect on both positive and negative patterns in their behavior. To do so, we embarked on a complex multidisciplinary design journey, learning that: detrimental stress results from complex processes related to e.g. the subjective experience of being able to cope (or not) and can therefore not be measured and diagnosed solely as a bodily state. We learnt that it is difficult, sometimes impossible, to make a robust analysis of stress symptoms based on biosensors worn outside the laboratory environment they were designed for. We learnt that rather than trying to diagnose stress, it is better to mirror short-term stress reactions back to them, inviting their own interpretations and reflections. Finally, we identified several experiential qualities that such an interface should entail: ambiguity and openness to interpretation, interactive history of prior states, fluency and aliveness.
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34.
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35.
  • Scandurra, Isabella, 1973-, et al. (författare)
  • Participatory design with seniors : Design of future services and iterative refinements of interactive eHealth services for old citizens
  • 2013
  • Ingår i: Journal of Medical Internet Research. - Toronto, Kanada : JMIR Publications Inc.. - 1438-8871. ; 15:10
  • Tidskriftsartikel (refereegranskat)abstract
    • Background: There is an increasing social isolation among the elderly today. This will be an even larger issue in the future with growing numbers of elderly and less resources, for example, in terms of economy and staff. Loneliness and social isolation can, however, be addressed in several ways using different interactive eHealth services. Objective: This case study investigated novel eHealth services for the elderly, and their usage of a social interactive device designed especially for them. Methods: In this work, we used an innovative mobile communication device connected to the television (TV), which worked as a remotely controlled large interactive screen. The device was tested by 8 volunteers who visited a senior center. They were between 65 and 80 years of age and lived in their own homes. Throughout the 1.5 year-long project, 7 design workshops were held with the seniors and the staff at the center. During these workshops, demands and preferences regarding existing and new services were gathered. At the end of the project the participants' experience of the device and of the services was elaborated in 3 workshops to get ideas for improved or new meaningful services. During the data analyses and development process, what seniors thought would be useful in relation to what was feasible was prioritized by the development company. Results: Regarding daily usage, the seniors reported that they mainly used the service for receiving information from the senior center and for communication with other participants in the group or with younger relatives. They also read information about events at the senior center and they liked to perform a weekly sent out workout exercise. Further, they played games such as Memory and Sudoku using the device. The service development focused on three categories of services: cognitive activities, social activities, and physical activities. A cognitive activity service that would be meaningful to develop was a game for practicing working memory. In the social activities category, the seniors wanted different quizzes and multi-player games. For physical activities, the seniors desired more workout exercises and suggestions for guided walking routes. A new category, "information and news", was suggested since they lacked services like senior-customized global and local news. Conclusions: This study showed the importance of input from a group of seniors when designing new services for elderly citizens. Besides input to interactive eHealth service development for seniors, this study showed the importance of a social context around such work. The seniors were very engaged throughout the project and workshops were frequently visited and the seniors became friends. The high amount of input from the seniors could be explained in terms of social inclusion; they belonged to a group and each member was considered important for the work. The friendly workshop atmosphere facilitated new ideas and redesign of the services.
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36.
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37.
  • Sjölinder, Marie, et al. (författare)
  • A multi-disciplinary approach in the development of a stroke rehabilitation tool
  • 2014
  • Ingår i: Lecture Notes in Computer Science, vol. 8512. - Cham : Springer International Publishing. - 9783319072265 ; , s. 351-362
  • Konferensbidrag (refereegranskat)abstract
    • This work describes a method used in the development of a stroke rehabilitation tool. The method was based on three key elements. The first key element was iterations between the use of broad groups with different professionals/stakeholders and small hands-on working groups with users from the same profession. The second key element was movement between understanding differences between different organizations and professionals and understanding of specific needs within the different organizations. The final key element was including implementation aspects from the very start of the work.
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38.
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39.
  • Sjölinder, Marie, et al. (författare)
  • Age differences and the acquisition of spatial knowledge in a three-dimensional environment : Evaluating the use of an overview map as a navigation aid.
  • 2005
  • Ingår i: International Journal of Human-Computer Studies. - : Elsevier BV. - 1071-5819. ; 63, s. 537-564
  • Tidskriftsartikel (refereegranskat)abstract
    • This study examined age differences in the use of an electronic three-dimensional (3D) environment, and how the age differences were affected by the use of an overview map as a navigation aid. Task performance and the subjects' acquisition of configural knowledge of the 3D-environment were assessed. Impact of spatial ability and prior experience on these measurements were also investigated. One group of older subjects (n = 24) and one group of younger subjects (n = 24) participated. An overall hypothesis for the work presented here was that differences in learning to and performing navigational tasks in the physical world are similar in learning and performing navigational tasks in the virtual world. The results showed that the older participants needed more time to solve the tasks; and similar to navigation in the physical world, the older participants were less likely to create configural knowledge. It could not be established that older participants benefited more from an overview map as cognitive support than younger subjects, except in the subjective sense: the older users felt more secure when the map was there. The map seemed to have supported the older users in creating a feeling of where objects were located within the environment, but it did not make them more efficient. The results have implications for design; in particular, it brings up the difficult issue of balancing design goals such as efficiency in terms of time and functionality, against maintaining a sense of direction and location in navigational situations.
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40.
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41.
  • Sjölinder, Marie (författare)
  • Age-related cognitive decline and navigation in electronic environments
  • 2006
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The older population is increasing, as is life expectancy. Technical devices are becoming more widespread and used for many everyday tasks. Knowledge about new technology is important to remain as an active and independent part of the society. However, if an old user group should have equal access to this technology, new demands will be placed on the design of interfaces and devices. With respect to old users it is and will be important to develop technical devices and interfaces that take the age-related decline in physical and cognitive abilities into account. The aim of this work was to investigate to what extent the age-related cognitive decline affects performance on different computer-related tasks and the use of different interfaces. With respect to the use of computer interfaces, two studies were conducted. In the first study, the information was presented with a hierarchical structure. In the second study the information was presented as a 3D-environment, and it was also investigated how an overview map could support navigation. The third study examined the age-related cognitive decline in the use of a small mobile phone display with a hierarchical information structure. The results from the studies showed that the most pronounced age-related difference was found in the use of the 3D-environment. Within this environment, prior experience was found to have the largest impact on performance. Regarding the hierarchical information structures, prior experience seemed to have a larger impact on performance of easy tasks, while age and cognitive abilities had a larger impact on performance of more complex tasks. With respect to navigation aids, the overview map in the 3D-environment did not reduce the age-differences; however, it contributed to a better perceived orientation and reduced the feeling of being lost.
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42.
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43.
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44.
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45.
  • Sjölinder, Marie, et al. (författare)
  • Effects of Using Care Professionals in the Development of Social Technology for Elderly
  • 2015
  • Ingår i: Human Aspects of IT for the Aged Population. - Heidelberg, Germany : Springer. - 9783319209128 ; , s. 181-192
  • Konferensbidrag (refereegranskat)abstract
    • In some situations when developing technology for elderly, the intended users are too fragile and cannot participate themselves in the design process. The aim with this study was to investigate the use of care personnel as mediators for the elderly in the design process. The system that was developed was an information and communication technology system for sharing information and for keeping in touch with friends and family. Initially the care personnel misunderstood the need of technology among the elderly. During the project the care personnel changed their view and suggested new ways of using the technology. When the devices where placed in the rooms of the elderly the usage was low, but when the system was used in the dining areas as something to gather around, e.g. to show each other pictures of friends and family, the system became a success.
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46.
  • Sjölinder, Marie (författare)
  • Enhancing self-efficacy as a part of the design process
  • 2020
  • Ingår i: 6th International Conference on Human Aspects of IT for the Aged Population, ITAP 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020 (                Part of the                 Lecture Notes in Computer Science                book series (LNCS, volume 12207)). - Cham : Springer. - 9783030502515 ; , s. 73-83
  • Konferensbidrag (refereegranskat)abstract
    • The overall aim with the paper is to create a starting point for a design framework that incorporates elements that support the participants’, in this case older adults, feeling of social belonging, being knowledgeable and able to contribute. The paper describes different aspects of ageism and stereotypes related to older adults and the design and use of digital technology. The paper also places these stereotypes in relationship to self-efficacy and how degrading and internalized stereotypes affect motivation to learn and use new technology. Further, the paper presents examples from conducted projects where co-operation and co-creation have reduced the impact of negative stereotypes in the design process; and highlights design guidelines aiming at reducing the impact of negative stereotypes. Finally, the paper elaborates on elements that could be included in the design process to enhance self-efficacy alongside with developing meaningful digital tools that are motivating to use.
  •  
47.
  • Sjölinder, Marie, et al. (författare)
  • Indoor and outdoor social alarms : Understanding users' perspectives
  • 2014
  • Ingår i: Journal of Medical Internet Research. - : JMIR Publications Inc.. - 1438-8871. ; 16:3, s. e9-
  • Tidskriftsartikel (refereegranskat)abstract
    • The elderly population is increasing and there is a need to provide care and safety at a high level with limited resources. New social alarm solutions may contribute to safety and independence for many elderly. However, it is important to understand the needs within the user group. This work studied social alarms in a broad sense and from several user perspectives. In the first study, social alarm use and its aspects were investigated. To understand where there may be problems and weaknesses, users, caregivers, managers of municipalities, and personnel at alarm centers were interviewed. The interviews helped identify a number of problems. For municipalities, the processes of procuring new alarms and managing their organization were found to be complex. The effect of this was that the same social alarm systems had been ordered over and over again without taking into account new user needs or new technical solutions. For alarm users, one large problem was that the alarms had very limited reach and were designed for indoor use only. This has resulted in users hesitating to leave their homes, which in turn has negative effects due to lack of physical activity and fewer social contacts. One important result from the first study was the need for a social alarm solution that worked outdoors. In a second study, needs regarding outdoor social alarms were investigated. The results from this study showed that wearable outdoor alarms must be easy to use, provide communication, and be well designed. Finally, these alarms must work both indoors and outdoors, and the user should not have to worry about where he/she is or who is acting on an alarm.
  •  
48.
  • Sjölinder, Marie, et al. (författare)
  • Perspectives on design of sensor based exergames targeted towards older adults
  • 2018
  • Ingår i: Human Aspects of IT for the Aged Population. Applications in Health, Assistance, and Entertainment. - Cham : Springer. - 9783319920368 - 9783319920375 ; , s. 395-414
  • Konferensbidrag (refereegranskat)abstract
    • Serious games are an established field of study, where exergames provide a combination of conducting exercises and playing games. The aim of this work was to identify important features to include in, and design recommendations for exergames using sensor technology. The outcome of this work was two-folded. Firstly, a literature review of design guidelines with respect to older adults as users of exergames resulted in a categorized summary of design guidelines for specific target groups, e.g. people undergoing physical rehabilitation after stroke or injury or users suffering from a chronic disease. Secondly, these guidelines are discussed from various perspectives, based on insights from several years of work in the area. A general design guidelines covered by most of the literature is that exergames should provide a wide range of difficulty levels and be possible to adjust to individual needs. Insights from own work in the area highlight the importance of task and context relevant tools and devices. The result will serve as a starting point for a framework consisting of both general and domain specific design guidelines when designing sensor-based exergames for older adults.
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49.
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50.
  • Sjölinder, Marie, et al. (författare)
  • The effect of age-related cognitive differences, task complexity and prior Internet experience in the use of an online grocery shop
  • 2003. - 1
  • Ingår i: Spatial Cognition and Computation. - 1387-5868 .- 1573-9252. ; 3:1, s. 61-84
  • Tidskriftsartikel (refereegranskat)abstract
    • This study examined navigation and search in an on-line grocery store, and how solving those tasks was related to subjects' age, spatial ability, working memory, computer- and Internet experience. Task complexity was also included in the design of the experiment. In the study 48 subjects participated, there was one group of elderly and one group of younger subjects. The results showed that the elderly subjects needed more time to complete the tasks. Both age groups spent more time to find the items in the complex task, but there were also age differences for the complex task, where the elderly subjects spent more time with the complex task. It turned out that age, spatial visualisation ability and working memory had the strongest impact on performance for the complex task. For the easy task, on the other hand, Internet experience had the strongest impact on performance. Though this may seem discouraging to elderly users, it was also the case that the elderly, less experienced, subjects underestimated the time they spent performing the tasks. Thus, even if it took long time to solve the tasks, these elderly users did not experience it as such. Finally, implications for interface design of on-line grocery stores are discussed.
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