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Träfflista för sökning "FÖRF:(Malin Wik) "

Sökning: FÖRF:(Malin Wik)

  • Resultat 1-10 av 16
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1.
  • Magnusson, Monika, 1965-, et al. (författare)
  • Designing for a Repository of Virtual Crisis Management Tabletop Exercises : Lessons Learned from a Scandinavian R&D Project
  • 2023
  • Ingår i: Selected Papers of the 46th Information Systems Research Seminar in Scandinavia. - : IRIS, the Scandinavian Chapter of AIS.
  • Konferensbidrag (refereegranskat)abstract
    • Crisis training exercises play a vital role in preparing local and regional governments for the management of crises and disasters. Unfortunately, conducting sufficient training is demanding, especially in small municipalities, due to constrained time and personnel resources, but also complex planning and scheduling of the dominant on-site training methods. Virtual training has been suggested as a resource-efficient and flexible  complement. However, despite numerous specifications of digital technology for training, research on organisational implementation and usage is lacking, indicating a low uptake. This article presents a cross-border R&D effort to facilitate the digitalisation of crisis management training by developing generic virtual tabletop exercises (VTTXs) to be shared via a repository, and (re-)used in, and adapted for, diverse contexts. The purpose of this article is to identify essential aspects in designing and conducting virtual tabletop exercises (VTTXs) for collaborative crisis management training.
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2.
  • Wik, Malin, 1989-, et al. (författare)
  • Exploring Mobile Co-design in the Context of Use Continuous Elicitation and Evaluation of Design Suggestions
  • 2022
  • Ingår i: Human-Computer Interaction. - Cham : Springer Science+Business Media B.V.. - 9783031053108 ; , s. 324-342
  • Konferensbidrag (refereegranskat)abstract
    • This study explores a method for the co-design of mobile applications in the context of use. In 36 sessions with future users, synchronous co-design of a mobile navigation application was conducted in the intended use environment – a hospital – using an interactive Wizard-of-Oz-controlled prototype. The results show that co-design in the intended use environment contributes to the elicitation of design suggestions. Concerning the co-design method, the results show that by using interactive prototyping the user is actively involved as a co-designer, which empowers the user and enables the continuous evaluation of design suggestions.
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3.
  • Wik, Malin, 1989- (författare)
  • Introducing a Socio-Technical Perspective on Digital Competence Education Through Co-design
  • 2022
  • Ingår i: Selected Papers of the 45th Information Systems Research Seminar in Scandinavia. - : Association for Information Systems. ; , s. 3-17
  • Konferensbidrag (refereegranskat)abstract
    • Digital competence and programming have been part of the Swedish school curricula since 2018. This paper demonstrates how co-design design activities can be conducted as a way to provide digital competence education from a socio-technical perspective. Such activities were conducted with novice designers in three sessions, each with two school classes, from a Swedish engineering upper secondary school program in 2019. The students gained hands-on experience with interaction design and co-design as they designed a mobile application using a Wizard-of-Oz prototyping system and evaluated the prototype with users. This trial is used to argue that time allocation for socio-technical perspectives on digital competence in the Swedish school curricula can be expanded to be able to provide students with a more holistic view of digitization beyond technical issues.
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4.
  • Bergkvist, Linda, Assistant professor, 1979-, et al. (författare)
  • Co-design av smartphoneapplikation i användningsmiljö : en studie inom ramen för projektet DigitalWell Research och innovationscaset Att hitta rätt
  • 2021
  • Rapport (populärvet., debatt m.m.)abstract
    • Inom ramen för innovationscaset Att hitta rätt och forskningsprojektet DigitalWell Research genomfördes forskningsstudien Co-design av smartphoneapplikation i användningsmiljö. Det primära syftet var att undersöka hur co-design för mobila applikationer kan bedrivas i användningsmiljöer. Den här rapporten fokuserar på det sekundära syftet med studien vilket var att tydliggöra behovs- och kravbilden över en digital tjänst för att hitta rätt på Centralsjukhuset i Karlstad (CSK). Data samlades in genom att medborgare bjöds in att interagera med och samskapa en prototyp av en navigationsapplikation, medan de tog sig fram till olika platser på CSK. Totalt deltog 36 personer. I den här rapporten presenteras de kravområden för en navigationsapplikation i inomhusmiljöer som identifierats. Rapporten presenterar också de svårigheter och problem med att hitta rätt i sjukhusmiljön som samlades in under studien, liksom viktiga aspekter att beakta vid ett införande av en navigationsapplikation i en sjukhusmiljö.
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5.
  • Bellström, Peter, 1971-, et al. (författare)
  • Canvas som plattform för digitala krisövningar : Några första resultat från en demonstrationsövning
  • 2020
  • Ingår i: Kursdesign i Canvas. - Karlstad : Karlstads universitet. - 9789178671540 - 9789178671588 ; , s. 11-42
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • Övning ger färdighet och det gäller inte bara i traditionell undervisning utan också vid krisledning. Krisledning kännetecknas av att medlemmarna i en krisledningsgrupp ska ansvara för sina respektive verksamhetsområden och genom snabb interaktion och samordning över verksamhetsgränserna mildra effekterna av krisen för organisationen eller samhället som helhet. Det innebär att rollmedvetenhet och kommunikationsförmåga måste tränas för den enskilde så väl som för gruppen som helhet. På gruppnivå är också samverkan och koordinering internt och externt viktigt att öva. Tidigare studier visar att organisationer är intresserade av möjligheten att öva mer via digitala verktyg (Wik et al., 2017). Inom ramen för det till och med 2021 pågående Interregprojektet CriseIT 2 utvecklar vi ett koncept för övningsstöd baserat på lärplattformar. Kapitlet beskriver genom en fallstudie hur en seminarieövning kan genomföras med stöd av lärplattformen Canvas. Data till studien har samlats in genom observationer, enkäter, storgruppsdiskussion och deltagarnas indata till Canvas. Erfarenheter från fallstudien sammanfattas i möjligheter, problem och förbättringsbehov kopplade till Canvas och övningsdesignen, och rekommendationer ges både för krisövning och för undervisning baserad på problematisering och dilemmaövningar i klassrummet.
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6.
  • Wik, Malin, 1989-, et al. (författare)
  • Wizardry in Distributed Participatory Design : From Design to Implementation
  • 2020
  • Ingår i: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics. - Cham : Springer. - 9783030490584 ; , s. 172-186
  • Konferensbidrag (refereegranskat)abstract
    • Many participatory design methods and techniques assume that the designer and the participant are in the same location. In this study, we explore methods for Distributed Participatory Design. Combining the Wizard-of-Oz technique with oral discussions, in three iterations, we allowed users to actively participate, over distance, in designing a solution for their Events Management and Booking System. A video prototype was captured and used as a specification to communicate the system requirements. System development issues that arose were captured in a log and used to explore the effectiveness of such a specification in the development process. The results show that using wizardry in distributed participatory design is a viable method for allowing active participation and that video prototypes can sufficiently communicate system requirements.
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7.
  • Wik, Malin, 1989-, et al. (författare)
  • Lack of multimedia tools in intervention support for running system
  • 2019
  • Ingår i: International Journal of Web Science. - : InderScience Publishers. - 1757-8795 .- 1757-8809. ; 3:2, s. 148-173
  • Tidskriftsartikel (refereegranskat)abstract
    • Engrafting support staff into dialogues between users and customer support systems can compensate for system design flaws. Further, such dialogues can give grounds for system development. This article surveys the levels of interactivity of user support systems, where overt or covert support agents take an active part in the communication between a customer and a system. The main purpose is to demonstrate the prevailing lack of multimedia outputs in the tools supporting human intervention in systems with a graphical user interface (GUI). This is followed by an account of experimentation with human support engrafted in a web system that has a fuller range of GUI expression. The experiment explores the possibility of using multimedia in intervention in human-computer interaction and how such intervention can be built when it is not yet part of the augmented system.
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8.
  • Magnusson, Monika, 1965-, et al. (författare)
  • Information Systems for Disaster Management Training : Investigating User Needs with a Design Science Research Approach
  • 2018
  • Ingår i: Proceedings of the 15th International Conference on Information Systems for Crisis Response and Management ISCRAM2018. - : ISCRAM. - 9780692127605 ; , s. 841-850
  • Konferensbidrag (refereegranskat)abstract
    • Societal threats such as global warming and terror attacks make crisis preparedness and crisis training a major priority in governments worldwide. Unfortunately, training is limited, partly due to complex and resource-demanding planning of traditional exercises. Several crisis training software have been developed as a complement. However, reports in research on their usage are rare, which indicates that the diffusion is limited. A potential explanation is that the systems fail to meet important needs in the organizations and/or sound information systems (IS) design principles. This paper describes the first phase of a design science research (DSR) project aiming at developing information systems for disaster management (ISDM) training, and accompanying training methods in local and regional governments. The purpose of this paper is to investigate perceived problems in current crisis training and identify opportunities for ISDM training in the application domain. Another purpose is to outline expected artifacts in the project.
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9.
  • Pettersson, John Sören, 1961-, et al. (författare)
  • GUI interaction interviews in the evolving map of design research
  • 2018
  • Ingår i: Advances in Information Systems Development. - Cham : Springer. ; , s. 149-167
  • Bokkapitel (refereegranskat)abstract
    • This chapter presents GUI-ii, Graphical User Interface interaction interview, a method used to remotely discuss, develop and test GUI prototypes with users and stakeholders. Examples of such sessions are presented to demonstrate that the main benefit of GUI-ii is that this way of co-designing allows for interaction-informed discussions around functions and user interfaces, where re-design and hands-on experience can be integrated and efficiently carried out remotely. Using a facilitation tool to enact GUI layout and responses allows participation and evaluation to be mixed in participatory design sessions in a productive way. This form of participatory design is discussed along the dimensions found in Sanders’ Map of Design Research. The discussion concludes that GUI-ii facilitates participation by relaxing demands for physical presence and by allowing people to participate from their own work environment while still making it easy for them to directly influence contents, structure and interaction.
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10.
  • Pettersson, John Sören, 1961-, et al. (författare)
  • Wizards of Oz in the Evolving Map of Design Research : Trying to Frame GUI Interaction Interviews
  • 2017
  • Ingår i: Information Systems Development: Advances in Methods, Tools and Management (ISD2017 Proceedings). - 9789963228836
  • Konferensbidrag (refereegranskat)abstract
    • We present and discuss GUI-ii, Graphical User Interface interaction interview, a method used to remotely discuss, develop and test GUI prototypes with users and stakeholders. Examples of such sessions are presented to demonstrate that the main benefits of GUI-ii are that this way of co-designing allows for interaction-informed discussions around functions and user interfaces, where re-design and hands-on experience can be integrated and efficiently carried out remotely. Using a facilitation tool to enact GUI layout and responses allows participation and evaluation to take turns in participatory design processes in a productive way. We discuss this form of Participatory Design along the dimensions found in Sanders’ Map of Design Research. The discussion concludes that GUI-ii facilitates participation by relaxing demands for physical presence and by allowing people to participate from their own work environment while still making it easy for them to directly influence contents, structure and interaction.
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