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1.
  • Bergström, Emil, et al. (författare)
  • Exploring the Design Context of AI-Powered Services : A Qualitative Investigation of Designers’ Experiences with Machine Learning
  • 2022
  • Ingår i: Lecture Notes in Computer Science. - Heidelberg : Springer. - 0302-9743 .- 1611-3349. ; 13336, s. 3-21
  • Tidskriftsartikel (refereegranskat)abstract
    • Artificial Intelligence (AI) has provided user experience (UX) designers with a richer toolset. To use technologies such as Machine Learning (ML) that can expand their creative capacity to design intelligent services. ML has the capability to enhance the user experience, for example, by improving efficiency, personalization, and context-aware adaptation. However, research suggests ML as a challenging design material in UX practice, such as difficulties in comprehending data dependencies when prototyping, or the lack of tools and methods for evaluating adaptive user experiences. Previous research indicates that lack of knowledge transfer into the UX design practice may hamper innovative potential. This work aims to provide new insights on how designers think about – and experience – design for AI-powered services. It is important to make ML-powered services beneficial and sustainable for end-users, organizations, and society. Therefore, we explore UX designers’ reflections and experiences of using ML in a design context. We have performed nine deep explorative interviews with professional designers that work with ML. The respondents have different backgrounds, seniority, and work in different sectors. The collected interview material was qualitatively analyzed and resulted in five conceptual themes for how UX designers experience the design context surrounding AI-powered services: 1) Absence of competence, 2) Lack of incentive for competence development, 3) Challenges in articulating design criteria, 4) Mature vs. Immature clients, and 5) Lack of support for ethical concerns. We provide implications for how these themes affect the design context and practice. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.
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2.
  • Degerstedt, Lars, 1965-, et al. (författare)
  • Evolutionary Development of Phase-Based Dialogue Systems
  • 2003
  • Ingår i: Eighth Scandinavian Conference on Artificial Intelligence. - Amsterdam : IOS Press. - 1586033905 - 9781586033903 - 4274906299 - 9784274906299 ; , s. 59-67
  • Konferensbidrag (refereegranskat)abstract
    • We put forward initial results on lightweight phase-based control for dialogue systems as a test case of evolutionary development of such systems. A new design pattern for generalized phase-based processing is presented. A phase-based view of top-level control for dialogue systems is suggested in terms of the new pattern. The work verifies the generality of a previously reported development method for dialogue system, w.r.t. the choice of implementation frameworks.
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3.
  • Einberg, Eva-Lena, 1965-, et al. (författare)
  • Hur gör man barn delaktiga i forsknings- och innovationsprocesser vid utveckling av digitala hälsoinnovationer
  • 2013
  • Konferensbidrag (refereegranskat)abstract
    • Att drabbas av en svår eller kronisk sjukdom under barndomen kan bidra till fysiska och psykosociala svårigheter senare i livet. Kamratstöd mellan individer som delar samma erfarenhet är en viktig främjande faktor till hälsa och välbefinnande och kan verka som en buffert mot stress och motgångar. Empirisk evidens som kan vägleda utveckling av digitala och interaktiva lösningar för kamratstöd mellan barn som drabbas av sjukdom i skolåldern är idag begränsad. Den process som presenteras här är fokuserad på att etablera metodologi för barns delaktighet i innovationsprocesser och att fånga barns bakomliggande beteenden och mål relaterat till kamratstödjande processer och hälsa. Intervjuer i fokusgrupper är en teknik som främjar barns deltagande och fångar barns perspektiv, förståelse och erfarenhet relaterat till deras hälsa. Friska barn (8-12 år) rekryterades från en lokal grundskola till fyra fokusgrupper med fyra barn i varje grupp. Barnen träffades två gånger med en intervall på 1-2 veckor. Förändringar gjordes mellan varje fokusgrupp för att anpassa strukturen på träffarna till en nivå motsvarande barnens erfarenheter, ålder och förmåga och för att fokusera diskussionerna på innovationsprocessen. En blandning av informativa och kreativa tekniker som öppna frågor, brainstorming, rita och måla och fotografering användes för att underlätta för barnen att uttrycka sig. Barnen framförde efter deltagandet att de tyckte om att delta och ville träffas igen i den här formen av grupp. Vår anpassade struktur på fokusgrupper används idag med barn med erfarenhet av svår sjukdom (cancer) för att ta fram typanvändare (Personas) i innovationsprocessen. Barnen rekryterades från Barnonkologiskt centra i Lund och Hallands sjukhus i Halmstad till fem fokusgrupper med tre barn i varje grupp. Barns delaktighet genom vår metod har förbättrat förutsättningarna att fånga barns mål och beteende och tillfört unikt material till den fortsatta designprocessen.
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4.
  • Einberg, Eva-Lena, 1965-, et al. (författare)
  • Hur gör man barn delaktiga i forsknings- och innovationsprocesser vid utveckling av digitala hälsoinnovationer
  • 2012
  • Konferensbidrag (refereegranskat)abstract
    • Att drabbas av en svår eller kronisk sjukdom under barndomen kan bidra till fysiska och psykosociala svårigheter senare i livet. Kamratstöd mellan individer som delar samma erfarenhet är en viktig främjande faktor till hälsa och välbefinnande och kan verka som en buffert mot stress och motgångar. Empirisk evidens som kan vägleda utveckling av digitala och interaktiva lösningar för kamratstöd mellan barn som drabbas av sjukdom i skolåldern är idag begränsad. Den process som presenteras här är fokuserad på att etablera metodologi för barns delaktighet i innovationsprocesser och att fånga barns bakomliggande beteenden och mål relaterat till kamratstödjande processer och hälsa. Intervjuer i fokusgrupper är en teknik som främjar barns deltagande och fångar barns perspektiv, förståelse och erfarenhet relaterat till deras hälsa. Friska barn (8-12 år) rekryterades från en lokal grundskola till fyra fokusgrupper med fyra barn i varje grupp. Barnen träffades två gånger med en intervall på 1-2 veckor. Förändringar gjordes mellan varje fokusgrupp för att anpassa strukturen på träffarna till en nivå motsvarande barnens erfarenheter, ålder och förmåga och för att fokusera diskussionerna på innovationsprocessen. En blandning av informativa och kreativa tekniker som öppna frågor, brainstorming, rita och måla och fotografering användes för att underlätta för barnen att uttrycka sig. Barnen framförde efter deltagandet att de tyckte om att delta och ville träffas igen i den här formen av grupp. Vår anpassade struktur på fokusgrupper används idag med barn med erfarenhet av svår sjukdom (cancer) för att ta fram typanvändare (Personas) i innovationsprocessen. Barnen rekryterades från Barnonkologiskt centra i Lund och Hallands sjukhus i Halmstad till fem fokusgrupper med tre barn i varje grupp. Barns delaktighet genom vår metod har förbättrat förutsättningarna att fånga barns mål och beteende och tillfört unikt material till den fortsatta designprocessen.
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5.
  • Einberg, Eva-Lena, 1965-, et al. (författare)
  • Involving children in research and innovation processes in the development of digital health promotion intervention
  • 2013
  • Konferensbidrag (refereegranskat)abstract
    • IntroductionSevere or chronic illness in childhood may contribute to physical and psychosocial problems later in life. Peer support among individuals who share the same experience is an important factor in promoting health and wellbeing and can act as a buffer against stress and adversities. Empirical evidence that could guide development of digital and interactive solutions for peer support between school-aged children affected by illness is limited.Purpose/MethodsThe process presented here is focused on establishing method- ology for children's participation in innovation processes and to capture the child's underlying behaviors and goals related to peer support processes and health. Focus group interview is a child-friendly method that promotes participation and access to children's perspectives, insights and experiences related to their health. Healthy children were recruited from a local elementary school. Focus groups were carried out in two sessions for each group with an interval of 1-2 weeks.ResultsAdjustments were made between each focus group to adapt the meeting structure to a level commensurate with the chil- dren's experience, age and abilities and to focus discussions on innovation incentives related to a digital peer support service. A mixture of informative and creative techniques such as open questions, brainstorming, drawing and painting and photog- raphy were used to assist the children to express themselves. The children were pleased to participate and wanted to meet again in this form of group.ConclusionsOur adapted focus group structure are now being used with children with experience of severe illness (cancer) to develop Personas (fictitious characters of users) in the innovation pro- cess. Children's participation through our method has improved the chances of capturing children's goals and behavior, and added unique material for the continuing design process. 
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6.
  • Einberg, Eva-Lena, 1965-, et al. (författare)
  • Participatory innovation process for development of a digital peer support service for children with cancer
  • 2012
  • Ingår i: SIOP Publication Abstracts. - Hoboken, NJ : John Wiley & Sons. ; , s. 88-88
  • Konferensbidrag (refereegranskat)abstract
    • Purpose: Surviving cancer during childhood imposes a number of difficulties later in life. Peer support has been recognised as an important contributor to health and well-being but empirical evidence that could guide development of peer support programs for school aged children is scarce. The process presented here is focused on generic exploration of children’s needs and expectations related to peer support innovations to promote health and wellbeing of children with cancer. The purpose of this study is to establish a participatory innovation process that grasps the underlying behaviours and goals of children that will affect the design of a digital peer support service.Methods: Focus group interview is a child-friendly technique that promotes participation and access to children’s perspectives, insights and experiences related to their health. Healthy children 8–12 years of age were recruited from a local elementary school. Focus groups (n = 5 groups) were carried out in two sessions for each group (n = 4 children per group) with an interval of 1–2 weeks. Adjustments were made between each focus group to adapt the meeting structure to a level commensurate with the children’s experience, age and abilities and to focus discussions on innovation incentives related to a digital peer support service.Results: The adaptation process involved adjustments of the focus group structure to match children in the selected age group and to the aims of the innovation process. A mixture of informative and creative techniques (open questions, brainstorming, drawing, photography) assisted the children in talking and expressing themselves. The children were pleased to participate and wanted to meet again in this kind of study group. The adapted focus group sessions are now being used in the research and innovation process with children (8–12 yrs) with experience of cancer treatment.Conclusion: The final focus group structure capture children’s perspectives for the design of a digital peer support service.
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7.
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8.
  • Fabricius, Victor, 1989- (författare)
  • Exploring Road Traffic Interactions Between Highly Automated Vehicles and Vulnerable Road Users
  • 2023
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Understandings of road traffic interactions are largely based on human-human interactions. However, the development of vehicles controlled by highly auto- mated driving systems (ADS) would introduce a radically novel type of road user. This compilation thesis explores encounters between these “autonomous vehicles” (AVs) and human vulnerable road users (VRUs) such as pedestrians and cyclists. The included publications are connected to three research questions. First, empirical studies are reviewed to highlight existing interactive be- haviors and communication cues. This is followed by a methodological question of how to investigate AV-VRU interactions. Finally, VRUs’ experiences from initial experiments on AV crossing encounters are presented.While road user trajectories and kinematic behaviors are viewed as primary mechanisms to facilitate traffic interactions, they might also be influenced by cues such as appearances, gestures, eye-gaze, and external human-machine interfaces (eHMI). Using the Wizard-of-Oz approach, we are able to explore VRU encounters with a seemingly highly automated vehicle. Compared to meeting an attentive driver, AV encounters resulted in a reported lower willingness to cross, lower perceived safety, and less calm emotional state, indicating that the absence of driver-centric cues could lead to interaction issues and impede acceptance of AVs. To further explore this, we included light-based eHMI to signal the driving mode and intent of the vehicle (e.g., intent to yield). Future research should continue to investigate how AVs may co-exist with human road users focusing on aspects such as behavioral adaptations, research methodologies, and the role of various eHMI.
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9.
  • Fabricius, Victor, 1989-, et al. (författare)
  • Interactions Between Heavy Trucks and Vulnerable Road Users – A Systematic Review to Inform the Interactive Capabilities of Highly Automated Trucks
  • 2022
  • Ingår i: Frontiers in Robotics and AI. - Lausanne : Frontiers Media S.A.. - 2296-9144. ; 9
  • Tidskriftsartikel (refereegranskat)abstract
    • This study investigates interactive behaviors and communication cues of heavy goods vehicles (HGVs) and vulnerable road users (VRUs) such as pedestrians and cyclists as a means of informing the interactive capabilities of highly automated HGVs. Following a general framing of road traffic interaction, we conducted a systematic literature review of empirical HGV-VRU studies found through the databases Scopus, ScienceDirect and TRID. We extracted reports of interactive road user behaviors and communication cues from 19 eligible studies and categorized these into two groups: 1) the associated communication channel/mechanism (e.g., nonverbal behavior), and 2) the type of communication cue (implicit/explicit). We found the following interactive behaviors and communication cues: 1) vehicle-centric (e.g., HGV as a larger vehicle, adapting trajectory, position relative to the VRU, timing of acceleration to pass the VRU, displaying information via human-machine interface), 2) driver-centric (e.g., professional driver, present inside/outside the cabin, eye-gaze behavior), and 3) VRU-centric (e.g., racer cyclist, adapting trajectory, position relative to the HGV, proximity to other VRUs, eye-gaze behavior). These cues are predominantly based on road user trajectories and movements (i.e., kinesics/proxemics nonverbal behavior) forming implicit communication, which indicates that this is the primary mechanism for HGV-VRU interactions. However, there are also reports of more explicit cues such as cyclists waving to say thanks, the use of turning indicators, or new types of external human-machine interfaces (eHMI). Compared to corresponding scenarios with light vehicles, HGV-VRU interaction patterns are to a high extent formed by the HGV’s size, shape and weight. For example, this can cause VRUs to feel less safe, drivers to seek to avoid unnecessary decelerations and accelerations, or lead to strategic behaviors due to larger blind-spots. Based on these findings, it is likely that road user trajectories and kinematic behaviors will form the basis for communication also for highly automated HGV-VRU interaction. However, it might also be beneficial to use additional eHMI to compensate for the loss of more social driver-centric cues or to signal other types of information. While controlled experiments can be used to gather such initial insights, deeper understanding of highly automated HGV-VRU interactions will also require naturalistic studies. © 2022 Fabricius, Habibovic, Rizgary, Andersson and Wärnestål.
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10.
  • Kronlid, Fredrik, 1973, et al. (författare)
  • Using Learned Predictions of User Utterances to Decrease Distraction
  • 2013
  • Ingår i: Proceedings of the Workshop on the Semantics and Pragmatics of Dialogue. - Amsterdam. - 2308-2275. ; 17, s. 210-212, s. 210-212
  • Tidskriftsartikel (refereegranskat)abstract
    • Driver distraction is one of the most common causes of accidents. By having a dialogue manager request predicted user answers from a user model instead of asking the user, we can reduce the number of utterances in the dialogue and thereby reduce the time that the user is distracted.
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11.
  • Lahti, Angelica, et al. (författare)
  • Ethical Heuristics – A Tool for Applying Ethics in User-Involved IS Projects
  • 2012
  • Konferensbidrag (refereegranskat)abstract
    • User involvement in information system development, as well as in digital innovation processes, is viewed as a key element for success. By introducing users in IS projects, ethical consideration is needed. Even though ethical theoretical frameworks are available in the IS (and other) spheres; cheap and fast methods and tools for applying ethics efficiently and effectively in everyday design and development work remain scarce. This paper presents a suggested heuristics-based tool that bears the promise of quick integration, and effective and efficient application of ethics in user-involved IS projects.
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12.
  • Larsson, Staffan, et al. (författare)
  • Safe In-vehicle Dialogue Using Learned Predictions of User Utterances
  • 2014
  • Ingår i: EACL 2014 - Proceedings of the Demonstrations at the 14th Conference of the European Chapter of the Association for Computational Linguistics. - : Association for Computational Linguistics. - 9781937284756 ; , s. 37-40
  • Konferensbidrag (refereegranskat)abstract
    • We present a multimodal in-vehicle dialogue system which uses learned predictions of user answers to enable shorter, more efficient, and thus safer natural language dialogues. © 2014 Association for Computational Linguistics
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13.
  • Lindberg, Susanne, 1987-, et al. (författare)
  • Designing digital peer support for children : design patterns for social interaction
  • 2014
  • Ingår i: IDC '14 Proceedings of the 2014 conference on Interaction design and children. - [S.l.] : ACM Press. - 9781450322720 ; , s. 47-56
  • Konferensbidrag (refereegranskat)abstract
    • Children who have survived a life-threatening disease like cancer benefit from social support from other children with a similar background. However, these children are often geographically dispersed and have little opportunity to meet. We investigate the design and development of Digital Peer Support Services (DPS), which may overcome this problem. Peer support is a kind of social support that brings together peers with similar experiences to help their adjustment to a disease. The aim of this paper is to develop design patterns for social interaction that can be implemented in a DPS for children surviving cancer. We conducted four sets of design workshops with children, from which emerged clusters relating to peer support and friendship that were broken down into triads. From these, six design patterns for social interaction were developed. The patterns delineate different aspects of social interaction for children and are illustrated with examples from DPS prototypes and concepts. The patterns are organized into a hierarchy, comprising the beginning of a design pattern language for social interaction for children. An essential aspect of the patterns is providing users with transparency and control of the extent to which their social interaction is public or private. Copyright © 2014 ACM.
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14.
  • Nygren, Jens M., 1976-, et al. (författare)
  • Involving Children With Cancer in Health Promotive Research : A Case Study Describing Why, What, and How
  • 2017
  • Ingår i: JMIR Research Protocols. - Toronto, ON : JMIR Publications, Inc.. - 1929-0748. ; 6:2
  • Tidskriftsartikel (refereegranskat)abstract
    • Background: Participatory research approaches have been introduced to meet end-users’ needs in the development of health promotion interventions among children. However, whereas children are increasingly involved as passive informants in particular parts of research, they are rarely involved as partners, equal to adult researchers, throughout the research process. This is especially prominent in the context of child health where the child is commonly considered to be vulnerable or when the research concerns sensitive situations. In these cases, researchers and gatekeepers to children’s involvement base their resistance to active involvement of children on potential adverse effects on the accuracy or quality of the research or on ethical or moral principles that participation might harm the child. Thus most research aimed at developing health promotion interventions for children in health care is primarily based on the involvement of parents, caregivers, and other stakeholders.Objective: The objective of this paper is to discuss reasons for involving children in health promotive research and to explore models for children’s participation in research as a basis for describing how researchers can use design methodology and participatory approaches to support the participation and contribution of children in a vulnerable context.Methods: We developed and applied a model for children's participation in research to the development of a digital peer support service for children cancer survivors. This guided the selection of appropriate research and design methodologies (such as interviews, focus groups, design sessions, and usability evaluation) for involving the children cancer survivors (8-12 years) in the design of a digital peer support service.Results: We present a model for what children’s participation in research means and describe how we practically implemented this model in a research project on children with cancer. This paper can inform researchers in their planning of strategies for children’s participation and ensure future development of health promotion interventions for children is based on their perspectives.Conclusions: Challenges in reaching a suitable degree of participation during a research project involve both creating opportunities for children to have genuine influence on the research process and organizing this involvement so that they feel they understand what they are involved in and why. To achieve this, it is essential to enable children to be involved in research over time to gain confidence in the researchers and to develop children’s abilities to make decisions throughout the research processes.
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15.
  • Sjöberg, Jeanette, 1976-, et al. (författare)
  • Promoting Life-Long Learning Through Flexible Educational Format for Professionals Within AI, Design and Innovation Management
  • 2023
  • Ingår i: Design, Learning, and Innovation. - Cham : Springer. - 9783031313912 - 9783031313929 ; , s. 38-47
  • Konferensbidrag (refereegranskat)abstract
    • In recent years, the concept of lifelong learning has been emphasized in relation to higher education, with a bearing idea of the possibility for the individual for a continuous, self-motivated pursuit of gaining knowledge for both personal and professional reasons, provided by higher education institutions (HEI:s). But how can this actually be done in practice? In this paper we present an ongoing project called MAISTR, which is a collaboration between Swedish HEI:s and industry with the aim of providing a number of flexible courses within the subjects of Artificial intelligence (AI), Design, and Innovation management, for professionals. Our aim is to describe how the project is setup to create new learning opportunities, including the development process and co-creation with industry, the core structure and the pedagogical design. Furthermore, we would like to discuss both challenges and opportunities that come with this kind of project, as well as reflecting on early stage outcomes. © 2023, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.
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16.
  • Svedberg, Petra, et al. (författare)
  • Support from healthcare services during transition to adulthood : experiences of young adult survivors of pediatric cancer
  • 2016
  • Ingår i: European Journal of Oncology Nursing. - 1462-3889 .- 1532-2122. ; 21, s. 105-112
  • Tidskriftsartikel (refereegranskat)abstract
    • PURPOSE:Improved survival rates of pediatric cancer have drawn attention on how to best facilitate long-term follow up and transition from pediatric to adult care. The transition process is multifactorial and necessitates the joint involvement of the patient, the family and the healthcare providers. The purpose of this study was to explore the experiences of support from healthcare services during the transition from adolescence to adulthood described by young adult survivors of pediatric cancer.METHODS:A mixed method with a convergent parallel design was used to evaluate the experiences of receiving support from healthcare services (eg pediatric oncology and pediatric clinic) during transition from adolescence to adulthood described by young adult survivors of pediatric cancer (n = 213) in a nation wide cross-sectional survey.RESULTS:A quantitative assessment of the experienced extent and satisfaction of support from healthcare services to handle physical, mental and social changes to continue life after the disease showed that a majority of the participants had received insufficient support. The qualitative analysis indicated a need for equal roles in healthcare to promote participation, a need to manage and process consequences of the disease, and a need for continuous support.CONCLUSIONS:During transition to adulthood, there's a need for a personalized care plan that takes a holistic approach towards supporting the young cancer survivor in managing life in the best way. Identifying and handling the individual needs of pediatric cancer survivors is important for providing the resources and support required to increase the likelihood of successful transition to adulthood.
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17.
  • Svedberg, Petra, 1973-, et al. (författare)
  • Support from healthcare services during transition to adulthood – Experiences of young adult survivors of pediatric cancer
  • 2016
  • Ingår i: European Journal of Oncology Nursing. - London : Elsevier. - 1462-3889 .- 1532-2122. ; 21, s. 105-112
  • Tidskriftsartikel (refereegranskat)abstract
    • Purpose: Improved survival rates of pediatric cancer have drawn attention on how to best facilitate long-term follow up and transition from pediatric to adult care. The transition process is multifactorial and necessitates the joint involvement of the patient, the family and the healthcare providers. The purpose of this study was to explore the experiences of support from healthcare services during the transition from adolescence to adulthood described by young adult survivors of pediatric cancer.Methods: A mixed method with a convergent parallel design was used to evaluate the experiences of receiving support from healthcare services (eg pediatric oncology and pediatric clinic) during transition from adolescence to adulthood described by young adult survivors of pediatric cancer (n = 213) in a nation wide cross-sectional survey.Results: A quantitative assessment of the experienced extent and satisfaction of support from healthcare services to handle physical, mental and social changes to continue life after the disease showed that a majority of the participants had received insufficient support. The qualitative analysis indicated a need for equal roles in healthcare to promote participation, a need to manage and process consequences of the disease, and a need for continuous support.Conclusions: During transition to adulthood, there's a need for a personalized care plan that takes a holistic approach towards supporting the young cancer survivor in managing life in the best way. Identifying and handling the individual needs of pediatric cancer survivors is important for providing the resources and support required to increase the likelihood of successful transition to adulthood. © 2016 Elsevier Ltd.
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18.
  • Weman-Josefsson, Karin Anna, 1975-, et al. (författare)
  • Digital Innovations and Self-determined exercise motivation : an interdisciplinary approach
  • 2015
  • Ingår i: Proceedings of The 6th International Multi-Conference on Complexity, Informatics and Cybernetics: IMCIC March 2015. Orlando, Florida..
  • Konferensbidrag (refereegranskat)abstract
    • In face of escalating health care costs, new technology holds great promise for innovative solutions and new, more sustainable health care models. Technology centers around the individual, allowing for greater autonomy and control in health issues and access to tailored information and customized health behavior interventions. While this offers good opportunities for both public health impact and improved well-being at individual levels, it also emphasizes the need for properly designed e-health models firmly based on scientific principles and adequate theoretical frameworks. Consequently, this project aims to design an interactive tool utilizing an interdisciplinary approach combining motivational theory with the fields of information technology and business model innovation. In collaboration with two companies from the e-health industry, the purpose is to design, apply and evaluate a person-centered interactive prototype for maintainable and self-determined exercise motivation.
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19.
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20.
  • Weman Josefsson, Karin, 1975-, et al. (författare)
  • Application of self-determination theory in the e-health industry – promoting sustainable exercise motivation
  • 2015
  • Ingår i: Proceeding. - Bern : University of Bern. - 9783033051294 ; , s. 372-372
  • Konferensbidrag (refereegranskat)abstract
    • Developing tailored digital interventions for exercise motivation by applying behavioral theory into existing web services in cooperation with the e-health industry could create a mutual base for experience exchange and practical implications. It could also add higher standards to e-health business by providing a scientifically sound and trustworthy foundation for digital solutions. This project aims to design an interactive tool grounded in sport and exercise psychology and combined with the latest expertise from information technology and innovation science, considering e-health industrial requirements and user needs. A main objective is to test the efficacy of using Self-Determination Theory (SDT) in designing, constructing and evaluating an exercise intervention. The digital intervention is based on a literature review mapping exercise motivation related to self-determination theory, complemented by qualitative cross-disciplinary interaction design methodologies, such as qualitative analysis of interviews and contextual observation capturing participant goals, behaviour, preferences, attitudes and frustrations. Intervention contents are essentially autonomy supportive structures, goal-setting support and relapse prevention, self-regulation structures, health information and web links. In February 2015 the intervention prototype will be pilot tested in a randomized controlled trial (RCT), involving existing members and clients (N > 10 000) of two health service companies. Outcomes relate to self-determined exercise motivation (The Basic Psychological Needs in Exercise Scale and The Behavioral Regulation in Exercise Questionnaire-2) and exercise behaviour, measured both by self-report measures (Godin Leisure-Time Exercise Questionnaire) and step counters. The RCT contains three measure points in order to allow advanced analyses of change and mechanisms based on the SDT-process model and motivational profiles. Latent growth curve and structural equation models will primarily be used to analyse data. This pilot study will create a baseline for elaboration into a second phase, were the digital tool will be further developed and longitudinally tested and evaluated over a nine months period. © 2015 University of Bern, Institut of Sport Science 
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21.
  • Weman Josefsson, Karin, 1975-, et al. (författare)
  • Digital innovations and self-determined exercise motivation : a person-centred perspective
  • 2014
  • Ingår i: Vitalis – Nordens ledande eHälsomöte 2014. - Göteborg : Vitalis & Sahlgrenska akademin, Göteborgs universitet. ; , s. 22-25
  • Konferensbidrag (refereegranskat)abstract
    • Health care costs are increasing twice as fast as wealth, making health promotion and development of cost-effective care increasingly important in order to generate sustainable health care solutions. E-health, applications and interactive tools for exercise promotion flourish; but despite this and an overflow of information regarding health benefits of regular physical activity, exercise adherence has proven to be a significant challenge. This article concerns a project aimed to design an interactive tool based on comprehensive knowledge from the field of psychology combined with expertise from information technology and innovation, based on e-health industrial requirements and user needs. The research group will, together with the expertise and infrastructure of the collaborating companies Health Profile Institute AB and Tappa Service AB, support and progress an existing PhD-project on digital interventions in exercise motivation. This will be done by designing; applying and evaluating a person-centred digital intervention prototype for exercise motivation and adherence enhancement based on Self-Determination Theory.
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22.
  • Weman Josefsson, Karin, 1975-, et al. (författare)
  • Digital interventions in self-determined exercise motivation – interdisciplinary innovations
  • 2015
  • Ingår i: ISBNPA 2015. ; , s. 592-592
  • Konferensbidrag (refereegranskat)abstract
    • Purpose:There is a need for scientifically sound and theory based tools and services in e-health. In this project knowledge from the field of psychology will be complemented by expertise in information technology and innovation science in designing a digital intervention based on Self-determination theory (SDT) aiming to facilitate exercise motivation.Methods:The intervention will be tested by a three wave RCT design in a population of e-health clients (n = 200) in a web based exercise service. Sensors (step counters) and self-reports (Godin Leisure-Time Exercise Questionnaire) will be used to measure objective and subjective exercise behavior while instruments based on SDT (Basic Psychological Needs in Exercise Scale and Behavioral Regulation in Exercise Questionnaire-2 ) will measure factors related to motivation.  Advanced mediation variable analyses (MVA) and latent growth curve models (LGCM) will be used to explore motivational processes, changes and profiles in relation to exercise behavior.Expected Results:Based on the SDT process model, it is hypothesized that a (digital) environment supporting basic psychological need satisfaction will facilitate internalization and enhanced self-determined motivation, which in turn will have a positive effect on exercise behavior.Conclusions:Clarifying mechanisms and indirect effects provide knowledge of how intervention effects could be interpreted and understood. Combining high level research design like RCT and advanced analyses as MVA provides valuable contributions to the understanding of theoretical mechanisms of motivation that could inform the tailoring of effective interventions promoting healthy exercise behaviours.  In addition, the project might form a prosperous interdisciplinary fusion generating innovative and theory based digital solutions for e-health.
  •  
23.
  • Wärnestål, Pontus, 1975-, et al. (författare)
  • Building an Experience Framework for a Digital Peer Support Service for Children Surviving from Cancer
  • 2013
  • Ingår i: IDC '13: Proceedings of the 12th International Conference on Interaction Design and Children. - New York : ACM. - 9781450319188 ; , s. 269-272
  • Konferensbidrag (refereegranskat)abstract
    • Childhood cancer survivors adjust to the physical, mental, and social difficulties associated with their illness and treatment. This process can be facilitated by social support from peers. For children, this is often problematic due to geographical, clinical, and age-related limitations. This paper reports on a stakeholder assessment study that confirms the relevance of a digital peer support service for childhood cancer survivors. The analysis establishes where in the existing health care process the digital peer support service should be introduced, what actors play a key role in facilitating service onboarding and use, and characterizes desirable user experience qualities. The analysis also yields a collection of design challenges to be addressed in the development of the digital peer support service.
  •  
24.
  • Wärnestål, Pontus, 1975-, et al. (författare)
  • Co-constructing Child Personas for Health-Promoting Services with Vulnerable Children
  • 2014
  • Ingår i: CHI '14 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. - Toronto, ON, Canada : ACM Press. - 9781450324731 ; , s. 3767-3776
  • Konferensbidrag (refereegranskat)abstract
    • The availability of health-promoting resources for young children diagnosed with cancer who are transitioning from intensive care to everyday life is limited. In the context of designing digital peer support services for children who are considered vulnerable due to clinical and age-related aspects, there are several challenges that put critical requirements on a user-centered design process. This paper reports on a new method for co-constructing child-personas that are tailored for developing health-promoting services where empirical data is restricted due to practical and ethical reasons. In particular, we are proposing to focus children design workshop sessions on salutogenesis, and complement this with a pathogenic perspective by interviewing healthcare professionals and parents. We also introduce the use of proxy personas, and redemption scenarios in the form of comicboards, both collaboratively constructed by children and designers through storytelling. By applying four progressive steps of data collection and analysis we arrive at authentic child-personas that can be used to design and develop health-promoting services for children in vulnerable life stages.
  •  
25.
  • Wärnestål, Pontus, 1975-, et al. (författare)
  • Course Structuring for Procedural Knowledge in Interaction Design Education
  • 2012
  • Ingår i: IRIS 35. - Uppsala : Department of Informatics and Media, Uppsala University.
  • Konferensbidrag (refereegranskat)abstract
    • Society’s use of increasingly complex information technology is, in a long-term perspective, shaped by the way we train our future designers and developers of information systems. By preparing students for practice on the field, in complex use-contexts, we aim to help student’s bridge theory and practice, thereby helping them incorporate procedural knowledge and reflective practice in their skill repertoire. This paper presents a new course structure founded on active, contextual, and peer-based formative learning. Based on student and teacher reflections from two implementations of a course in Interaction Design, we find that our approach enhances the students’ understanding, and assimilation, of the reflective aspect of interaction design practice.
  •  
26.
  • Wärnestål, Pontus, 1975- (författare)
  • Design av AI-drivna tjänster
  • 2021. - 1
  • Bok (refereegranskat)abstract
    • Den här boken handlar om hur man designar AI-drivna tjänster där upplevelse och nytta för människan står i centrum. Den är skriven för yrkesverksamma designers som vill lära sig att hantera detta nya designmaterial för att bredda sin designkompetens och kreativitet. Boken är också tänkt att fungera som kurslitteratur inom informatik, datavetenskap och människa-maskininteraktion. För att avmystifiera och göra dagens AI-teknologi tillgänglig och värdeskapande krävs inte bara teknisk kunskap, utan också en förståelse för hur teknologin samverkar med människan. Design av AI-drivna tjänster utgår från människocentrerad design. Den närmar sig maskininlärning och andra AI-tekniker för att utöka verktygslådan för designers. Boken tar både upp hur enkla AI-stöd kan förbättra redan befintliga tjänster och hur mer avancerad AI kan användas för att skapa tjänster som kan ta eget initiativ och utföra uppgifter å människans vägnar. Tyngdpunkten ligger på att använda data, algoritmer och beräkning som ett eget designmaterial som kan ge upphov till nya typer av användarupplevelser och effekter för individ, organisation och samhälle. Pontus Wärnestål är docent i informatik vid Högskolan i Halmstad. Hans forskning fokuserar på människocentrerad AI och digital tjänsteinnovation. Pontus är också Design Director vid designbyrån inUse och har över 20 års erfarenhet av akademiskt och praktiskt designarbete.
  •  
27.
  • Wärnestål, Pontus, 1975-, et al. (författare)
  • Designerly Ways of Teaching and Learning : A Course Structure for Interaction Design
  • 2013
  • Ingår i: Journal of Learning in Higher Education. - Martin, Tennessee : JW Press. - 1936-346X. ; 9:1, s. 179-188
  • Tidskriftsartikel (refereegranskat)abstract
    • Society´s use of increasingly complex information technology is, in a long-term perspective, shaped by the way we train our future designers and developers of information systems. By preparing students for practice on the field, in complex use-contexts, we aim to help student’s bridge theory and practice, thereby helping them incorporate procedural knowledge and reflective practice in their skill repertoire. This paper presents a new course structure founded on active, contextual, and peer-based formative learning. Based on student and teacher reflections from two implementations of a course in Interaction Design, we find that our approach enhances the students’ understanding, and assimilation, of the reflective aspect of interaction design practice.
  •  
28.
  •  
29.
  • Wärnestål, Pontus, 1975- (författare)
  • Designing AI-Powered Services
  • 2022. - 1
  • Bok (övrigt vetenskapligt/konstnärligt)abstract
    • This book is about how to design AI-powered services where human experience and impact are at the center. It is written for you as a professional designer who wants to learn how to wield the power of AI to improve your design skills and creativity. The book also serves as course literature in Computer Science, Design, Informatics, and Human-Machine Interaction. Demystifying and ensuring that today’s AI technology is accessible and creates value requires both technical knowledge and an understanding of how humans experience technology. The success of AI-powered services relies on human-centered design. The book therefore introduces machine learning and other AI techniques to expand the toolbox for designers. It addresses how AI can improve existing services and how designers can use advanced AI to create services that can take the initiative and perform tasks on behalf of humans. The emphasis is on using data, algorithms, and computation as a design material that can give rise to new user experiences and effects for individuals, organizations, and society. The book provides 54 practical guidelines for designing successful human-centered AI-powered services.
  •  
30.
  • Wärnestål, Pontus, 1975- (författare)
  • Dialogue Behavior Management in Conversational Recommender Systems
  • 2007
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis examines recommendation dialogue, in the context of dialogue strategy design for conversational recommender systems. The purpose of a recommender system is to produce personalized recommendations of potentially useful items from a large space of possible options. In a conversational recommender system, this task is approached by utilizing natural language recommendation dialogue for detecting user preferences, as well as for providing recommendations. The fundamental idea of a conversational recommender system is that it relies on dialogue sessions to detect, continuously update, and utilize the user's preferences in order to predict potential interest in domain items modeled in a system. Designing the dialogue strategy management is thus one of the most important tasks for such systems.Based on empirical studies as well as design and implementation of conversational recommender systems, a behavior-based dialogue model called bcorn is presented. bcorn is based on three constructs, which are presented in the thesis. It utilizes a user preference modeling framework (preflets) that supports and utilizes natural language dialogue, and allows for descriptive, comparative, and superlative preference statements, in various situations. Another component of bcorn is its message-passing formalism, pcql, which is a notation used when describing preferential and factual statements and requests. bcorn is designed to be a generic recommendation dialogue strategy with conventional, information-providing, and recommendation capabilities, that each describes a natural chunk of a recommender agent's dialogue strategy, modeled in dialogue behavior diagrams that are run in parallel to give rise to coherent, flexible, and effective dialogue in conversational recommender systems.Three empirical studies have been carried out in order to explore the problem space of recommendation dialogue, and to verify the solutions put forward in this work. Study I is a corpus study in the domain of movie recommendations. The result of the study is a characterization of recommendation dialogue, and forms a base for a first prototype implementation of a human-computer recommendation dialogue control strategy. Study II is an end-user evaluation of the acorn system that implements the dialogue control strategy and results in a verification of the effectiveness and usability of the dialogue strategy. There are also implications that influence the refinement of the model that are used in the bcorn dialogue strategy model. Study III is an overhearer evaluation of a functional conversational recommender system called CoreSong, which implements the bcorn model. The result of the study is indicative of the soundness of the behavior-based approach to conversational recommender system design, as well as the informativeness, naturalness, and coherence of the individual bcorn dialogue behaviors.
  •  
31.
  • Wärnestål, Pontus, 1975-, et al. (författare)
  • Effects of Using Child Personas in the Development of a Digital Peer Support Service for Childhood Cancer Survivors
  • 2017
  • Ingår i: Journal of Medical Internet Research. - Toronto : J M I R Publications, Inc.. - 1438-8871. ; 19:5
  • Tidskriftsartikel (refereegranskat)abstract
    • BACKGROUND: Peer support services have the potential to support children who survive cancer by handling the physical, mental, and social challenges associated with survival and return to everyday life. Involving the children themselves in the design process allows for adapting services to authentic user behaviors and goals. As there are several challenges that put critical requirements on a user-centered design process, we developed a design method based on personas adapted to the particular needs of children that promotes health and handles a sensitive design context.OBJECTIVE: The purpose of this study was to evaluate the effects of using child personas in the development of a digital peer support service for childhood cancer survivors.METHODS: The user group's needs and behaviors were characterized based on cohort data and literature, focus group interviews with childhood cancer survivors (n=15, 8-12 years), stakeholder interviews with health care professionals and parents (n=13), user interviews, and observations. Data were interpreted and explained together with childhood cancer survivors (n=5) in three explorative design workshops and a validation workshop with children (n=7).RESULTS: We present findings and insights on how to codesign child personas in the context of developing digital peer support services with childhood cancer survivors. The work resulted in three primary personas that model the behaviors, attitudes, and goals of three user archetypes tailored for developing health-promoting services in this particular use context. Additionally, we also report on the effects of using these personas in the design of a digital peer support service called Give Me a Break.CONCLUSIONS: By applying our progressive steps of data collection and analysis, we arrive at authentic child-personas that were successfully used to design and develop health-promoting services for children in vulnerable life stages. The child-personas serve as effective collaboration and communication aids for both internal and external purposes.
  •  
32.
  • Wärnestål, Pontus, 1975-, et al. (författare)
  • Emergent Conversational Recommendations : A Dialogue Behavior Approach
  • 2007
  • Ingår i: Proceedings of the 8th SIGdial Workshop on Discourse and Dialogue. - East Stroudsburg, USA : Association for Computational Linguistics. - 9789074029322 - 9074029329 ; , s. 63-66
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents and evaluates a behavior-based approach to dialogue management, where a system's complete dialogue strategy is viewed as the result of running several dialogue behaviors in parallel leading to an emergent coherent and flexible dialogue behavior. The conducted overhearer evaluation of the behavior-based conversational recommender system CORESONG indicates that the approach can give rise to informative and coherent dialogue; and that a complete dialogue strategy can be modeled as an emergent phenomenon in terms of lower-level autonomous behaviors for the studied class of recommendation dialogue interaction. © 2007 Association for Computational Linguistics.
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33.
  •  
34.
  • Wärnestål, Pontus, 1975- (författare)
  • Facilitating Urban Planning with Human-Centred Digital Design Methodology
  • 2019
  • Ingår i: IM + io : das Magazin für Innovation, Organisation und Management. - Saarbrücken : AWS-Institut für digitale Produkte und Prozesse gGmbH. - 2198-9990. ; :1, s. 90-93
  • Tidskriftsartikel (populärvet., debatt m.m.)abstract
    • Future Smart Cities and societies can benefit greatly from interdisciplinary Human-Centred Design (HCD). The Participatory Urban Design project has developed and verified a human-centered service design methodology as a new way of working for architects and urban planners. The method is based on the impact mapping and “customer” journey mapping methods. This approach allows the architects in the project to e ectively tie the city’s long-term vision into concrete design solutions for the design and construction of residential areas, and to communicate these values and effects to other stakeholders such as builders and property owners. © 2019 August-Wilhelm Scheer Institut für digitale Produkte und Prozesse gGmbH
  •  
35.
  • Wärnestål, Pontus, 1975- (författare)
  • Formal Learning Sequences and Progression in the Studio : A Framework for Digital Design Education
  • 2016
  • Ingår i: Journal of Information Technology Education. - Santa Rosa, CA : Informing Science Institute. - 2165-3151 .- 2165-316X. ; 15:1, s. 35-52
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper examines how to leverage the design studio learning environment throughout longterm Digital Design education in order to support students to progress from tactical, well-defined, device-centric routine design, to confidently design sustainable solutions for strategic, complex, problems for a wide range of devices and platforms in the digital space. We present a framework derived from literature on design, creativity, and theories on learning that: (a) implements a theory of formal learning sequences as a user-centered design process in the studio; and (b) describes design challenge progressions in the design studio environment modeled in seven dimensions. The framework can be used as a tool for designing, evaluating, and communicating course progressions within – and between series of – design studio courses. This approach is evaluated by implementing a formal learning sequence framework in a series of design studio courses that progress in an undergraduate design-oriented Informatics program. Reflections from students, teachers, and external clients indicate high student motivation and learning goal achievement, high teacher satisfaction and skill development, and high satisfaction among external clients.
  •  
36.
  • Wärnestål, Pontus, 1975-, et al. (författare)
  • Interview and delivery : Dialogue strategies for conversational recommender systems
  • 2007
  • Ingår i: Proceedings of the 16th Nordic Conference of Computational Linguistics NODALIDA 2007. - Tartu, Estonia : University of Tartu. - 9789985405130 ; , s. 199-205
  • Konferensbidrag (refereegranskat)abstract
    • In our work with conversational recommender systems we have derived two dialogue strategiescalled interview and delivery. We explorethe symmetry between preferential interview andtraditional clarification questions, and arrive atbasic interview and delivery strategies suitablefor conversational recommender system implementations.The strategies are based on a corpusanalysis of recommendation dialogues inthe movie domain. We illustrate the strategiesin a conversational music recommender systemcalled CORESONG.
  •  
37.
  •  
38.
  •  
39.
  • Wärnestål, Pontus, 1975- (författare)
  • Modeling a Dialogue Strategy for Personalized Movie Recommendations
  • 2005
  • Ingår i: Beyond Personalization 2005. ; , s. 77-82
  • Konferensbidrag (refereegranskat)abstract
    • This paper addresses conversational interaction in user-adaptive recommender systems. By collecting and analyzing a movie recommendation dialogue corpus, two initiative types that need to be accommodated in a conversational recommender dialogue system are identified. The initiative types are modeled in a dialogue strategy suitable for implementation. The approach is exemplified by the MADFILM movie recommender dialogue system.
  •  
40.
  •  
41.
  •  
42.
  • Wärnestål, Pontus (författare)
  • Modularized user modeling in conversational recommender systems
  • 2005
  • Ingår i: User Modeling 2005. - Berlin, Heidelberg : Springer Berlin/Heidelberg. - 9783540278856 - 9783540318781 - 3540278850 ; , s. 527-529
  • Bokkapitel (refereegranskat)abstract
    • My research interest lies in investigating user-adaptive interaction in a conversational setting for recommender systems, with particular focus on modularized user model components and the use of a dialogue partner (DP) in such systems.
  •  
43.
  • Wärnestål, Pontus, 1975- (författare)
  • Multi-disciplinary Learning and Innovation for Professional Design of AI-Powered Services
  • 2022
  • Ingår i: Design, Learning, and Innovation. - Cham : Springer. - 9783031066757 - 9783031066740 ; , s. 21-36
  • Konferensbidrag (refereegranskat)abstract
    • Companies face several challenges when adopting Artificial Intelligence (AI) technologies in their service and product offerings. Adaptive behavior that changes over time, such as personalization, affects end-user experiences in sometimes unpredictable ways, making designing for AI-powered experiences difficult to prototype and evaluate. To fully make use of AI technologies, companies need new tools, methods, and knowledge that relate to their specific design context. This includes learning how to adapt design and development processes to fit AI-powered services, communication in cross-functional teams, and continuous competency development strategies. This paper reports on an innovation and learning program called AI.m that facilitates practical learning about how to use emerging AI technologies for human-centered design. The program has been executed for 15 companies and evaluated using interviews with researchers, design practitioners, and company representatives that have worked within the learning program. This study suggests and verifies a productive and efficient learning environment and process where companies, university research departments, and design agencies collaborate to produce AI-powered services and at the same time develop their competency in AI and human-centered design. The qualitative analysis provides a set of categories of learning implications organized as a framework of prompts to help organizations develop AI and design capabilities. © 2022, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.
  •  
44.
  • Wärnestål, Pontus, 1975-, et al. (författare)
  • PCQL : A Formalism for Human-Like Preference Dialogues
  • 2007
  • Ingår i: IJCAI 07. ; , s. 46-54
  • Konferensbidrag (refereegranskat)abstract
    • Preference dialogues display several interestin gcharacteristics that have implications on how to design human-like dialogue strategies in conversational recommender systems. Using human-human preference dialogues as an empirical base, this paper introduces a novel data manipulation language calledPCQLthat comprises explicit descriptive, comparative and superlative preference management as well as implicit preference statements such as factual information queries. The usage of the PCQL language is demonstrated by an implementation of a music conversational recommender system.
  •  
45.
  •  
46.
  • Wärnestål, Pontus, 1975-, et al. (författare)
  • Rethinking Continuous University Education for Professionals : a Podcast-Based Course on Service Design and AI
  • 2020
  • Ingår i: HCI International 2020 – Late Breaking Posters. HCII 2020. Communications in Computer and Information Science, vol 1294. <em></em>. - Cham : Springer. - 9783030607029 - 9783030607036 ; , s. 324-332
  • Konferensbidrag (refereegranskat)abstract
    • The knowledge demand in the intersection between human-centered design and Artificial Intelligence (AI) has increased rapidly in both the private and public sectors. However, higher education is struggling to provide relevant content to already established senior professionals in a flexible and timely way. Mobile learning (m-learning) provides a promising way, but more research and practice is needed to design and launch efficient m-learning initiatives. In this paper, we share our experiences in designing and launching a flexible and self-paced podcast-based, free university course for established professionals on the topic of human-centered design and AI. We present our design process and highlight the findings from our on-going student survey evaluation. The questions addressed in this paper are: (1) How can educators design podcast-based courses for professionals in Higher Education? (2) What impact does a podcast-based format have on a student’s engagement in higher education? Preliminary results indicate that the podcast-based format is an appreciated form of flexible learning, and that the content of human-centered design and AI is of high interest for a multidisciplinary community of professional practitioners. © 2020, Springer Nature Switzerland AG.
  •  
47.
  • Wärnestål, Pontus, 1975- (författare)
  • Studio Course Progression in Digital Design Education
  • 2013
  • Konferensbidrag (refereegranskat)abstract
    • This paper examines how to leverage the design studio learning environment throughout long-term education in order to support students to progress from tactical, well-defined, device-centric routine design, to confidently design sustainable solutions for strategic, “wicked”, and device-agnostic problems. We present a model that describes design challenge progressions in the design studio environment based on six dimensions derived from literature on design, creativity, and theories on learning. This contribution can be used as a tool for designing course progressions within – and between – series of design studio courses, and is exemplified with a four-step studio progression in a three-year undergraduate design-oriented informatics program.
  •  
48.
  • Wärnestål, Pontus, 1975-, et al. (författare)
  • Towards a user experience design framework for adaptive spoken dialogue in automotive contexts
  • 2014
  • Ingår i: IUI'14. - New York, NY : ACM Press. - 9781450321846 ; , s. 305-310
  • Konferensbidrag (refereegranskat)abstract
    • We present an initial set of design principles for designing efficient, effective, coherent, and desirable adaptive spoken interaction for traffic information and navigation. The principles are based on a qualitative analysis of driver interactions with an adaptive speech prototype along with driver interviews. The derived set of principles range from high-level fundamental design values, conceptual and behavioral principles, to low-level interface-level principles that can guide the design of adaptive spoken dialogue interaction in the car from a user experience perspective. © 2014 ACM.
  •  
49.
  • Wärnestål, Pontus, 1975- (författare)
  • User Evaluation of a Conversational Recommender System
  • 2005
  • Ingår i: 4th IJCAI Workshop on Knowledge and Reasoning in Practical Dialogue Systems. ; , s. 32-39
  • Konferensbidrag (refereegranskat)abstract
    • Conversational recommender systems (CRSs) approach user preference acquisition from a conversational point of view, where preferences are captured and put to use in the course of on-going natural language dialogue. The approach is motivated by its aim to make interaction efficient and natural, to acquire preferences from the user in a context when she is motivated to give them, as well as to facilitate exploration of the domain and the development of the user’s preferences. A CRS’s dialogue strategy to achieve these aspects of the interaction is crucial for its performance and usability. This paper reports on a user satisfaction evaluation of ACORN, which is a CRS in the movie domain. The results of the study indicate a high user satisfaction with the interaction from nine usability aspects, and that ACORN’s dialogue strategy is suitable for efficient interaction and user preference modeling, and facilitates domain exploration.
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50.
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