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Search: WFRF:(Pargman Daniel)

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1.
  • Cerratto-Pargman, Teresa, et al. (author)
  • The Internet at the eco-village : Performing Sustainability in the twenty-first century
  • 2016
  • In: First Monday. - : University of Illinois Libraries. - 1396-0466. ; 21:5
  • Journal article (peer-reviewed)abstract
    • Is the digital infrastructure and its footprint an ideological blind spot for recently emerging ecological communities, including eco-villages? This paper examines how a group of people who are concerned with environmental issues such as peak oil and climate change are orchestrating a transition toward a more sustainable and resilient way of living. We studied a Swedish eco-village, considering how computing in this community contributes to defining what alternative ways of living might look like in the twenty-first century. Drawing on a social-ecological perspective, the analysis illustrates, on the one hand, that the Internet, along with the digital devices we use to access it, capitalizes and mobilizes values, knowledge and social relationships that in turn enhance resilience in the eco-village. On the other hand, the analysis shows that an explicit focus on ecological values is not sufficient for a community of individuals to significantly transform Internet use to conform to ecological ideals. This work contributes to a deeper understanding of the imbrication of social technologies with practices that are oriented to perform sustainable and resilient ways of living.
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2.
  • Hansson, Lon Åke, et al. (author)
  • A Decade of Sustainable HCI: Connecting SHCI to the Sustainable Development Goals
  • 2021
  • In: CHI '21. - New York, NY, USA : ACM Publications. - 9781450380966 ; , s. 1-19
  • Conference paper (peer-reviewed)abstract
    • Sustainable HCI (SHCI) constitutes a relatively new research field within HCI. We have identified four literature reviews of the field conducted between 2009-2014. In this paper, we present and discuss the results of a systematic literature review of peer-reviewed conference and journal articles that have been published in the field during the last ten years (2010-2019). To this end, we apply the United Nations’ Sustainable Development Goals (SDGs) as a framework to classify and discern high-level goals SHCI researchers have worked towards during this period. This paper contributes to HCI by 1) identifying Sustainable Development Goals that SHCI researchers have worked towards, 2) discerning main research trends in the field during the last decade, 3) using the SDG framework generatively to enumerate and reflect on areas that this far have not been covered by SHCI research and 4) presenting takeaways and opportunities for further research by the larger HCI community.
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3.
  • Josefsson, Pernilla, et al. (author)
  • The student, the private and the professional role : Students’ social media use
  • 2015
  • In: Education and Information Technologies. - : Springer Science and Business Media LLC. - 1360-2357 .- 1573-7608. ; 21:6, s. 1583-1594
  • Journal article (peer-reviewed)abstract
    • Research has shown that students perceive a distinct divide between educational and private use of social media. The present study explores this divide by focusing on master students’ perception of roles when using social media in a higher education context. A qualitative method has been used, mainly comprising of analyses of home exams and interviews, which were conducted with students enrolled in the master’s course BSocial media technologies^. Results support previous research stating that students perceived a distinct divide between educational and private use of social media, and furthermore provide a more detailed understanding of this divide. The results from the study also indicate that there is yet another type of use: social media as a tool for career-building purposes, or what is labeled as professional use. Implications of social media for use in higher education are described through the analysis of three roles as performed by the individual: the student role in educational settings, the professional role for career-building, and the private role.
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4.
  • Joshi, Somya, et al. (author)
  • Whose Future Is It Anyway? : Limits within Policy Modeling
  • 2016
  • In: LIMITS '16. - New York, NY, USA : ACM Digital Library. - 9781450342605
  • Conference paper (peer-reviewed)abstract
    • In the age of Big Open Linked Data (BOLD), we inhabit a landscape where future scenarios are imagined, modeled, planned for and embedded in policy. Between the euphoric techno-utopian rhetoric of the boundless potential of BOLD innovations and the dystopian view of the dangers of such innovations (e.g. ubiquitous surveillance etc.), this paper offers a critical understanding of the boundaries that are traversed by the implementation of BOLD within policy modeling. We examine BOLD as a tool for imagining futures, for reducing uncertainties, for providing legitimacy and for concentrating power. In doing so we further develop the LIMITs community’s conceptualization of the societal limitations on computing, with specific reference to the assumptions, interpretations and trust that we place in these models when making socio-environmental policy decisions. We use an illustrative case of policy modeling, which provides a much-needed critical discussion of the inherent limitations and risks as well as the promises that are offered by BOLD. 
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5.
  • Pargman, Daniel, et al. (author)
  • Play as work : On the Sportification of Computer Games
  • 2019
  • In: Digital Culture & Society. - Bielefeld : Transcript Verlag. - 2364-2114 .- 2364-2122. ; 5:2, s. 15-40
  • Journal article (peer-reviewed)abstract
    • Contemporary images of desirable work (for example at gaming companies or at one of the tech giants) foregrounds creativity and incorporates and idealises elements of play. Simultaneously, becoming one of the best in some particular leisure activity can require many long hours of hard, demanding work. Between on the one hand work and on the other hand leisure and play, we enter the domain of games and sports. Most classical sports originally developed from physical practices of moving the human body and these practices were, through standardization, organization and rationalization, turned into sports. Many sport researchers, (sport) historians and (sport) sociologists have pointed out that sports have gone through a process of “sportification”. Cross-country skiing is an example of an activity that has gone through a historical process of sportification, over time becoming progressively more managed and regulated. Computer games are today following a similar trajectory and have gone from being a leisure activity to becoming a competitive activity, “e-sports”, with professional players, international competitions, and live streams that are watched by tens of millions of viewers. In this paper we look at similarities between the sportification of cross-country skiing and e-sports. While there are many similarities, one important difference is that where classical sports (e.g. cross-country skiing) often originated in work-related practices (in this case forestry), the formation of new and emerging sports (for example e-sports) instead often originates in playful leisure activities. We will in this text show how sports and sportification processes can function as a lens with which to better understand the intersection of work and play, and well as their overlapping and hybrid albeit non-mutually exclusive combinations; laborious play and playful work.
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7.
  • Svensson, Daniel, 1983-, et al. (author)
  • Esports and Sportification : A View From Sweden
  • 2024
  • In: Critical Perspectives on Esports. - London : Routledge. - 9781003383178
  • Book chapter (peer-reviewed)abstract
    • The rapid development of esports over the last two decades has been in some ways a challenge to the established sporting world. However, esports has largely developed according to the sportification model (Guttman, 1978), over time becoming progressively more organised, specialised, standardised, regimented, and rationalised. Competitive computer gaming is today following a similar trajectory as other sports have done in the past and has gone from being a leisure activity to becoming a competitive activity with organisations, professional players, and international competitions. This chapter gives a closer look at the ongoing sportification of esports in general and, more specifically, how this process has played out in Sweden. Similarities and differences in the sportification of esports and a more traditional sport - cross-country skiing - will be analysed. How have esports worked with organisation, regimentation, rationalisation, and standardisation? Building upon archival sources, earlier research, and interviews with representatives from Swedish esports organisations will conclude the chapter.
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8.
  • Bendor, Roy, et al. (author)
  • Looking backward to the future: : On past-facing approaches to futuring
  • 2021
  • In: Futures. - : Elsevier. - 0016-3287 .- 1873-6378. ; 125
  • Journal article (peer-reviewed)abstract
    • While the past is present in all futuring activities it tends to remain implicit and has not received adequate attention by futures scholars and practitioners. In response, this conceptual paper offers a novel framework with which the past can be brought into futures studies in a structured and comprehensive way. We begin by providing a brief account of how the past already figures in futures studies as part of efforts to understand the lingering effects of the past on the future; as part of a drive for ontological pluralization; and as a way to augment more mainstream futuring exercises. We then introduce two past-facing approaches to futuring, recasting and pastcasting, and illustrate their symmetry with the more familiar future-facing approaches, forecasting and backcasting. The symmetry, we argue, is based on shared aims and a shared style of inquiry. We then compare the different approaches and illustrate the landscape of futuring as an interplay of two dimensions: the focus of the activity on outcomes or pathways, and the stakes involved in it.
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9.
  • Biørn-Hansen, Aksel, et al. (author)
  • Exploring the Problem Space of CO2 Emission Reductions from Academic Flying
  • 2021
  • In: Sustainability. - : MDPI AG. - 2071-1050. ; 13:21, s. 12206-12206
  • Journal article (peer-reviewed)abstract
    • CO2 emissions from aviation have been predicted to increase over the coming decades. Within the academic world, flying is often perceived to be a necessary prerequisite to being a successful researcher. Many Swedish universities have ambitious climate goals, but are simultaneously among the top emitters in the public sector. Reaching stated climate goals could feasibly be met through a combination of measures, including decreased flying. One way to address the challenge is to support behavioural interventions with the help of interactive visualizations of CO2 emissions from flying. Those few examples that exist in the research literature are generally directed towards management and are less applicable to universities, given the large autonomy researchers enjoy and their discretionary control of research project funds. This paper uses a design-oriented research approach to present an analysis of the problem space at the intersection of interactive visualizations using air travel data to reduce CO2 emissions from business air travel at our own university, KTH Royal Institute of Technology. Through a number of design experiments, evaluations and investigations, we have unearthed needs, challenges and opportunities for the creation of visualization tools to support more sustainable travel practices at universities and in other knowledge-intensive organisations.
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10.
  • Björn, Hedin, 1970- (author)
  • Exploring Opportunistic Use of Mobile Devices for Studying in Higher Education
  • 2014
  • Doctoral thesis (other academic/artistic)abstract
    • Students today often feel that they have too much to do and too little time. A common strategy to remedy this is to take advantage of opportunities to use “inter-time”, the time between other activities such as waiting or traveling. The aim of this thesis is to explore how studying using mobile devices in higher education can be designed for such opportunities. I choose to call this Opportunistic Mobile Studying (OMS).Using a design-based research approach this thesis discusses and proposes both scientific and practical contributions. A number of iterations of OMS have been designed, instantiated and tested in university courses and then evaluated using mixed methods.The first research question is how can OMS be designed to support students in adopting the behavior of studying at opportune moments. The results have been framed and interpreted using the Fogg Behavior Model, where behavior is the product of motivation, simplicity, and triggers. The results suggest that a key factor for motivation is procrastination, and therefore deadlines can be used to predict and suggest what students would likely be interested in studying during OMS moments. Simplicity is increased if OMS is adapted for studying in short fragmented moments, where important aspects are that content should be short, easy to access and easy to navigate. Trigger reminders were particularly appreciated and should be triggered based on time and place. Commuting is identified as a good context to build a routine of studying using OMS.The second research question is how can OMS activities and content be designed to support efficient studying in OMS situations. Study- activities identified as especially suitable for OMS situations are those that focus on preparation and repetition. These activities can enhance other learning activities and efficient studying can be accomplished even if only a little time is available. Examples of successful methods for this tested in this thesis include advance organizers and flashcards. Longer and more comprehensive studying material can be used if quick and easy navigation within the material is provided, for example, by using synchronized narrated slides such as enhanced podcasts. 
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11.
  • Björn, Hedin, 1970-, et al. (author)
  • Nu ska jag plugga! Jag ska bara färgsortera mina böcker först
  • 2013
  • Conference paper (other academic/artistic)abstract
    • Prokrastinering, eller att mot bättre vetande skjuta upp något, är ett stort problem i samhället i allmänhet och för studenter i synnerhet. I denna artikel beskriver vi en utbildningsmodul om prokrastinering som vi introducerat på två civilingenjörsprogram på KTH, varav denna rapport behandlar datateknikprogrammet där 466 studenter deltog. Utvärderingen hade 100% svarsfrekvens, och visar att 95% av studenterna hade problem med prokrastinering varav 43% hade stora eller mycket stora problem. 88% ansåg att prokrastinering var ett bra tema att ha med i utbildningen, och 57% ansåg att momentet haft positiva effekter på deras studievanor. Endast 7% ansåg att momentet inte hade gett några märkbara effekter på studierna. Då modulen endast kräver ca 8 timmars arbete från studenternas sida anser vi att fördelarna är så stora att denna eller en liknande modul borde ingå i samtliga utbildningsprogram.
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13.
  • Bradley, Karin, 1975-, et al. (author)
  • The sharing economy as the commons of the 21st century
  • 2017
  • In: Cambridge Journal of Regions, Economy and Society. - : Oxford University Press. - 1752-1378 .- 1752-1386. ; 10:2, s. 231-247
  • Journal article (peer-reviewed)abstract
    • This article aims to make a contribution to the debate on how contemporary collaborative commons, as part of the wider sharing economy, can be understood and supported. Three cases of contemporary commons are analysed: a DIY bike repair studio, a pop-up home office concept and Wikipedia. The article shows how the design principles developed for governing natural resource commons are only partly applicable to these contemporary commons. It also illustrates the differences in these types of commons in terms of the nature of the resource being shared, scarcity, barriers to entry and how rules are formulated and upheld.
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14.
  • Börjesson Rivera, Miriam, 1978-, et al. (author)
  • The Sustainable Playable City : Making Way for the Playful Citizen
  • 2020
  • In: Making Smart Cities More Playable. - Singapore : Springer Nature. ; , s. 87-106
  • Book chapter (peer-reviewed)abstract
    • To play is a legitimate need of urban citizens, and it is therefore important to enable play in cities and to plan for making cities playable. The playable city is not dependent on the digital technologies offered by the smart city. The playable city “happens” when a city offers suitable (playful) affordances and citizens engage in and make use of them. This ultimately implies that also ‘non-smart’ cities can be playable (and may indeed already be so). In this chapter we explore the intersection of playable and sustainable cities. We argue that the playable city can be placed within the realm of what the sustainable city should be and should aim for. The issue of whether this is achieved by applying digital technologies thus becomes decentred, even though digital technologies at the same time could open up for new and exciting possibilities. Key is to ensure that the playable city is a sustainable city and we should therefore aim for designing and building sustainable playable cities.
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15.
  • Cerratto-Pargman, Teresa, et al. (author)
  • Exploring Teachers’ perspectives on the use of Mobile devices for Math and Language Learning
  • 2014
  • In: Conference proceedings - 4th international Designs for Learning conference 6-9th May 2014. - : Stockholm University.
  • Conference paper (other academic/artistic)abstract
    • “Digital competence” and practices such as “social networking” are today seen as central skills that citizens of the 21st century should have (Lucas and Moreira, 2009). In spite of these developments, recent studies have shown that most of the innovations related to the use of ICT in schools have not impacted pedagogical or school development (Buckinghamn & Willett, 2006; Coiro et al., 2008; Snyder et al., 2010). The problem is far from being trivial since online communication and interaction are not longer a separate phenomenon from children’s daily lives. In this socio‐technological configuration, schools in particular are deeply challenged as they are confronted with questions such as: What kinds of learning strategies and skills are kids developing outside schools? What are they learning in their interaction with digital tools? Which opportunities for learning and work do digital tools really afford? How are schools aligned to the conditions for learning and teaching that the use of digital tools promotes today?
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17.
  • Cerratto-Pargman, Teresa, et al. (author)
  • Purposeful Learning Across Collaborative Educational Spaces
  • 2014
  • In: Learning and becoming in practice. - : International Society of the Learning Sciences. - 9780990355052 ; , s. 1597-1598, s. 1597-1598
  • Conference paper (peer-reviewed)abstract
    • This paper presents the overall goals and preliminary results of an on-going research project that aims at: understanding the intricacies and complexities of introducing mobile technologies into schools’ curriculum and accepted teaching practices; analyzing actual transformations that the use of mobile technologies in schools brings to contemporary forms of learning. The results of the project will contribute to a better understanding of new media literacies and their implications for curriculum design and everyday educational practices.
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18.
  • Cerratto-Pargman, Teresa, et al. (author)
  • Purposeful Learning Across Collaborative Educational Spaces
  • 2014
  • In: 11 th International conference of the learning sciences. - New York : International Society of the Learning Sciences. - 9780990355038 ; , s. 1597-1598
  • Conference paper (peer-reviewed)
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19.
  • Coroama, Vlad C., et al. (author)
  • Skill rebound : On an unintended effect of digitalization
  • 2020
  • In: ACM International Conference Proceeding Series. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 213-219
  • Conference paper (peer-reviewed)abstract
    • Efficiency gains in economic processes often do not deliver the projected overall savings. Irrespective of whether the increase in efficiency saves energy, resources, time or transaction costs, there are various mechanisms that spur additional consumption as a consequence. These mechanisms are generically called rebound effects, and they are problematic from a sustainability perspective as they decrease or outweigh the environmental benefits of efficiency gains. Since one of the overarching purposes of digitalization is to increase efficiency, rebound effects are bound to occur frequently in its wake. Rebound effects of digitalization have been ignored until recently, but they have been increasingly studied lately. One particular mechanism of digital rebound, however, has been largely disregarded so far: the digitalization-induced lowered skill requirements needed to perform a specific activity. As with other types of rebound effects, this leads to an increase in the activity in question. In this paper, we propose the term skill rebound to denote this mechanism. We use the example of self-driving cars to show how digitalization can lower the skill bar for operating a vehicle, and how this opens 'driving' a car to entirely new socio-demographic categories such as elderly, children or even pets, leading to increased use of the (transportation) service in question and thus to rebound effects. We finally argue that these unintended environmental effects of skill rebound must be better understood and taken into account in the design of new digital technologies.
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21.
  • Eliasson, Johan, et al. (author)
  • Mobile Devices as Support Rather than Distraction for Mobile Learners : Evaluating Guidelines for Design
  • 2011
  • In: International Journal of Mobile and Blended Learning. - Hershey, PA : IGI Global. - 1941-8647 .- 1941-8655. ; 3:2, s. 1-15
  • Journal article (peer-reviewed)abstract
    • This article questions the design of mobile learning activities that lead students to spend time focusing on the mobile devices at the expense of interacting with other students or exploring the environment. This problem is approached from an interaction design perspective, designing and analysing geometry-learning activities. The authors present six guidelines for designing mobile learning activities, where mobile devices support rather than distract students from contents and contexts relevant to the learning goals. The guidelines are developed through video analysis of groups of middle school students doing learning activities outdoors and evaluated using the task model. The guidelines suggest that students (1) assume roles based on a different functionality of each device, (2) use devices as contextual tools, that the activities, (3) include physical interaction with the environment, (4) let teachers assume roles, (5) encourage face-to-face communication, and (6) introduce students to the mobile devices.
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22.
  • Emerging Design : Transforming the STEAM Learning Landscape with the Support of Digital Technologies
  • 2017
  • Editorial collection (pop. science, debate, etc.)abstract
    • More than 25 years ago, it was argued that in the coming decades, the use of Information and Communication Technologies (ICT) in education would likely be less of a consequence of technological impediments rather than a result of limited human imagination combined with the constraints of old habits and social structures [1] For instance, during the last few years, the trend to introduce approaches such as computational thinking at different levels and subjects in the school classroom has stimulated teachers to create and develop innovative teaching and learning activities. Consequently, these efforts are starting to shape new teaching and educational practices that take advantage of some of the features that smartphones, tablets, microcontrollers kits and 3D printers offer to enhance teaching and learning. However, a number of pedagogical challenges still remain related to the design of everyday educational practices that embrace the use of new ICT technologies and tools in heterogeneous learning landscapes. Increased interest in challenge-based learning and open-ended activities with a focus on Science, Technology, Art, Math and Engineering (STEAM) is transforming education by providing new opportunities for integrating ICT across a wide variety of subjects. STEAM offers possibilities for activities that engage students in design and engineering tasks to explore science and math through creativity, expressiveness and visual aspects that also support logical and mathematical thinking. Creativity in STEM subjects can be understood as "generating ideas and strategies as an individual or community, reasoning critically between these and producing plausible explanations and strategies consistent with the available evidence" [2]. Modern ICT tools and systems provide platforms for new explorations and support for these activities and novel approaches. Moreover, these processes can metaphorically be seen as a complex ecosystem on the verge of multiple transformations.
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23.
  • Eriksson, Elina, 1979-, et al. (author)
  • Addressing Students’ Eco-anxiety when Teaching Sustainability in Higher Education
  • 2022
  • In: Proceedings - 2022 International Conference on ICT for Sustainability, ICT4S 2022. - : Institute of Electrical and Electronics Engineers (IEEE). ; , s. 88-98
  • Conference paper (peer-reviewed)abstract
    • The widespread awareness and the sense of urgency and helplessness regarding the ongoing sustainability crisis (climate change, biodiversity loss etc.) can evoke feelings of grief, sorrow, despair and anxiety. Those emotions are seldom discussed in computing or in computing education. They can have detrimental effects on the well-being of students and others, and also lead to inaction. But concern can on the other hand also be a catalyst for learning. In this paper, we present results and reflections from a research and development project in our introductory course to sustainability and ICT focusing on emotions in sustainability education. We focus on “eco-anxiety” and ask: 1) How is eco-anxiety communicated by students and teachers?, 2) In what ways do students receive support to deal with eco-anxiety? and 3) What could be done to better address eco-anxiety in computing education? We here present an analysis of how we have responded to the phenomenon of eco-anxiety, what activities have been added to the course and an evaluation of these interventions. The results are based on joint reflections that have been guided by literature, a small-scale ethnographic study as well as a course evaluation. The paper will end with recommendations for other ICT4S educators on how they can start addressing eco-anxiety in their education.
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24.
  • Eriksson, Elina, et al. (author)
  • HCI and UN's Sustainable Development Goals : Responsibilities, Barriers and Opportunities
  • 2016
  • In: NordiCHI '16. - New York, NY, USA : ACM Digital Library. - 9781450347631
  • Conference paper (peer-reviewed)abstract
    • Despite increasing interest, Sustainable HCI has been critiqued for doing too little, and perhaps also at times for doing the wrong things. Still, a field like Human-Computer Interaction should aim at being part of transforming our society into a more sustainable one. But how do we do that, and, what are we aiming for?With this workshop, we propose that HCI should start working with the new global Sustainable Development Goals (SDG) that were formally adopted by the UN in September 2015. How can Sustainable HCI be inspired by, and contribute to these goals? What should we in the field of HCI do more of, and what should we perhaps do less of? In what areas should we form partnerships in order to reach the Sustainable Development Goals and with whom should we partner? 
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25.
  • Eriksson, Elina, 1979-, et al. (author)
  • ICT4S Reaching Out : Making sustainability relevant in higher education
  • 2014
  • In: Proceedings of the 2014 conference ICT for Sustainability. - Paris, France : Atlantis Press. - 9789462520226
  • Conference paper (peer-reviewed)abstract
    • Many media technology and computer science engineering students suffer from the preconceived opinion that sustainability is at best peripheral, and at worst irrelevant to their education. In this paper we discuss our experiences of integrating sustainability and ICT4S into a media technology engineering programme. An overarching tension has been in finding a balance between teaching about sustainability in general, and teaching about ICT4S in particular. Furthermore, what aspects of the wide and interdisciplinary area of ICT4S are most relevant to teach to media technology students, and how can the connection between ICT and sustainability be “refined”, clarified and expressed We explicate how we have gone about to shape the course in such a way that it becomes both relevant and possible for these students to relate to it, and we exemplify with choices made, of which one had been the implementation and adaption of the GaSuCo board game. While the results presented here are primarily relevant to media technology and computer science educations, we also conclude with recommendations to the larger ICT4S community. We argue that the ICT4S community does not only need to take part in developing education in this area, but also needs to conduct research on how to educate students in ICT4S.
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26.
  • Eriksson, Elina, 1979-, et al. (author)
  • Meeting the future in the past-using counterfactual history to imagine computing futures
  • 2018
  • In: ACM International Conference Proceeding Series. - New York, NY, USA : Association for Computing Machinery. - 9781450365758
  • Conference paper (peer-reviewed)abstract
    • The future is inherently hard to predict, yet we know there are various factors that will limit the future of computing (scarcity of materials, energy shortages and various biophysical limits) in both substantial and disruptive ways. When we look at the past and at mainstream projected computing futures, all we see is exponential growth. While it is easy to reject such trajectories, it is much harder to imagine and propose credible, preferable and evocative alternatives. Breaking away from default modes of thinking about computing is difficult but possible, and we here present a methodology-counterfactual history-that can help us imagine alternative scenarios for computing. We argue that by learning from counterfactual pasts ("what-if scenarios"), we can more easily liberate our ideas from various preconceptions that hamper them and box them in. This makes it possible to generate and entertain a more diverse "portfolio" of ideas about the future and help us better prepare for meeting future challenges.
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27.
  • Eriksson, Elina, 1979-, et al. (author)
  • On the inherent contradictions of teaching sustainability at a technical university
  • 2017
  • In: Digital Technology and Sustainability: Engaging the Paradox. - : Taylor and Francis. - 9781138205888 ; , s. 154-165
  • Book chapter (other academic/artistic)abstract
    • On the necessity of rocking the boat Computers and digitalization have greatly shaped our world and are now an unavoidable part of modern society. Weiser’s (1991) vision of ubiquitous computing has in many respects not only been met but has in affluent parts of the world been surpassed (Bell & Dourish, 2007). Digital artifacts and devices surround us and have invisibly and seamlessly permeated everything we do. Our modern societies are however not sustainable. We have overstepped several planetary boundaries and risk overstepping several more (Steffen et al., 2015). We are about to reach limits as to the resources we can extract from the earth (Bardi, 2014), and the changes wreaked are by now so profound that they will likely last for a geological period of time (Steffen et al., 2007). In light of this, it is of utmost importance to strive towards a sustainable society, and this is a responsibility that falls on many disciplines and sectors. We believe that engineering students could be key drivers in this change since many will eventually enter positions of power from which they will make decisions that will shape our future society. 
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28.
  • Eriksson, Elina, 1979-, et al. (author)
  • On the Necessity of Flying and of not Flying: : Exploring how Computer Scientists Reason about Academic Travel
  • 2020
  • In: ICT4S2020: Proceedings of the 7th International Conference on ICT for Sustainability. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 18-26
  • Conference paper (peer-reviewed)abstract
    • In order to fulfill the Paris agreement, we need to drastically reduce carbon emissions globally. 2020 is a pivotal year in this endeavour as many projections indicate that emissions need to decrease significantly before 2030. This challenge pertains to all parts of society, including (computer science) researchers. This however clashes with the fact that flying to a large extent has become built-in to the everyday practices of research and of academic life. It is feasible to imagine that computer scientists could fly less than other academics since we ought to be innovators and early adopters of computer-mediated alternatives such as video-conferencing and other forms of digital meeting technologies. It is however also possible that we fly more because conferences might be a more dominant outlet for publications in our field in comparison to other research fields. At KTH Royal Institute of Technology, the researchers at the School of Electrical Engineering and Computer Science (EECS) fly the most. In this paper, we present initial qualitative results from a survey regarding travel that was answered by computer scientists at EECS. We are in particular analysing the free text answers in order to understand how computer scientists1 reason about their own flying and about the alternatives. It will be hard to fulfil the Paris agreement without decreasing flying significantly, but this requires us to rethink how we do research, and how we travel (or not) within academia. This paper contributes with knowledge about the perceived barriers and drivers for computer scientists to decrease their flying.
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29.
  • Eriksson, Elina, et al. (author)
  • Sustainable development for ICT engineering students : “What’s in it for me”?
  • 2016
  • Conference paper (peer-reviewed)abstract
    • The importance of sustainable development (SD) is hardly possible to refute; however, sustainable development has been a relatively peripheral subject in computer-related engineering educations. Sustainability, with its global and potentially all-encompassing connotations, is still seen by many Information and Communication Technology (ICT) students as a topic of little relevance to their future careers. So how can teachers convince these students that sustainability is a topic that can be both relevant and interesting for them? From the point of view of the student; “What’s in it for me?”.In this paper we describe and compare our efforts to plan and teach three introductory courses on SD in three different ICT-related educational programmes at KTH Royal Institute of Technology. The courses were planned separately, but they will be analysed together. We discuss two dimensions that we have found to be imperative in our endeavour to engage our students. The first dimension is to handle the balance between sustainability on a general level versus sustainability as specifically related to ICT. The second dimension is to handle the tension between teaching facts versus an emphasis on students’ reflections and/or practicing skills. We argue that overcoming the challenge of making sustainability relevant to the students is central for successfully teaching these courses. 
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30.
  • Eriksson, Elina, 1979-, et al. (author)
  • Systems Thinking Exercises in Computing Education: : Broadening the Scope of ICT and Sustainability
  • 2020
  • In: ICT4S2020: Proceedings of the 7th International Conference on ICT for Sustainability. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 170-176
  • Conference paper (peer-reviewed)abstract
    • Integrating sustainability in computing education entails broadening the scope of the education, but how can that be done while maintaining student engagement? Climate change and species extinction can appear far removed from data structures and algorithms to say the least. In our ongoing work of integrating sustainability in our Media Technology programme, we have addressed this gap by introducing systems thinking games and activities to broaden the scope, as well as by situating the issues addressed in the course in relation to their future profession. In this paper, we present our experiences of introducing and playing systems thinking games, how the systems thinking exercise sessions were conducted, outcomes of the sessions and finally some lessons learnt. Furthermore, we present and analyse changes we did to the exercises and that led to a richer material for discussions in the classroom.
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31.
  • Espana, Sergio, et al. (author)
  • Untangling the relationship between degrowth and ICT
  • 2023
  • In: 2023 INTERNATIONAL CONFERENCE ON ICT FOR SUSTAINABILITY, ICT4S. - : Institute of Electrical and Electronics Engineers (IEEE). ; , s. 1-12
  • Conference paper (peer-reviewed)abstract
    • [Background] While degrowth is a socio-economic paradigm still known to relatively few, the latest Intergovernmental Panel on Climate Change (IPCC) reports emphasise its importance in investigating and realising pathways to sustainability. There is increasing evidence that information and communication technology (ICT) plays an important role in sustainability pathways. But research about the relationship between degrowth and ICT is yet scarce. [Aims] We aim at exploring the relationship between degrowth and ICT to identify emerging themes and research implications. [Method] We conduct an exploratory literature review to gather background knowledge and complement it with focus groups, expert interviews, and Reddit discussions to elicit knowledge, reflections, informed opinions and attitudes towards degrowth. [Results] Several themes that require careful consideration emerge in our study, such as the effect of terminology, the reliance on high-tech solutions, and trade-offs that come with decreasing the use of ICT. [Contribution] We also define the concepts degrowth of ICT and degrowth by ICT, and discuss how degrowth and ICT relate to each other. We hope our work enables further research into the role of ICT in degrowth scenarios supporting a shift to strong sustainability.
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32.
  • Gunnarsson-Östling, Ulrika, et al. (author)
  • Pluralising the Future Information Society
  • Other publication (other academic/artistic)abstract
    • Following the argument that the sustainability challenges that emerge from the production and use of ICT are complex to evaluate due to the high pace of ICT development, the rapid dissemination of new ICT infrastructure and devices and their unpredictable effects on socio-economic structures, this study shows that there are alternatives to contemporary forecasted futures and exemplifies that ICT can be used to facilitate different societal developments. It is argued that creating parallel possible futures (plural) aids in the process of identifying potential benefits and drawbacks of technological development and situate current decisions in a longer time frame. The process of designing five images of the future of Sweden in 2060 is, then, presented and some of the advantages of using these images for different purposes are discussed. Among the concluding reflections it is highlighted that exploring benefits and drawbacks of different possible futures can empower actors that at the present play a role in shaping and implementing ICT strategies and policies and also actors from other sectors getting to see the opportunities and risks with ICT.
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33.
  • Hedin, Björn, 1970-, et al. (author)
  • A Systematic Review of Digital Behaviour Change Interventions for More Sustainable Food Consumption
  • 2019
  • In: Sustainability. - : MDPI. - 2071-1050. ; 11:9
  • Research review (peer-reviewed)abstract
    • Food production and consumption present major sustainability challenges, and finding ways to reduce the environmental impact of food, for example through behavioural changes by consumers, is becoming increasingly important. In recent years, digital interventions have become important tools to change behaviours in many areas. In this review, we evaluate the status of current scientific knowledge of digital behaviour change interventions for sustainable food consumption practices. Following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) checklist for how to conduct systematic reviews, we searched multiple databases for papers containing terms related to food, sustainability and digital behaviour change interventions. Only studies where the digital interventions were actually implemented and evaluated from a behaviour change perspective were included, resulting in 15 primary studies in the final review. The quality of the studies was evaluated from a behaviour change perspective, and the approaches used were categorised using two intervention frameworks, the Behaviour Change Wheel and the Behaviour Change Technique Taxonomy v1. The results show that all of the included studies had major quality issues when evaluated from a behaviour change perspective. This means that we could not find any evidence regarding whether the digital behaviour change interventions examined worked or not. Most studies further lacked theoretical grounding or a clear approach to how or why they should be effective for behaviour change for more sustainable food consumption practices. Our main recommendation for future research in the field is to expand from the current exploratory phase to conducting scientifically rigorous studies of higher quality, more thoroughly grounded in behaviour change theory and methods. Furthermore, based on our study, we suggest changes to the Behaviour Change Technique Taxonomy v1.
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34.
  • Hedin, Björn, 1970-, et al. (author)
  • Educational use of Social Annotation Systems for Peer Feedback
  • 2015
  • In: KTH Scholarship of Teaching and Learning 2015. - : KTH Royal Institute of Technology.
  • Conference paper (peer-reviewed)abstract
    • Social annotation systems provide a way for several students to annotate shared documents in an online environment (Novak, Razzouk & Johnson, 2012). We have for a number of years used social annotation systems in order to allow students to comment on each other's work, and have very positive experiences for using it in academic writing in bachelor theses (Hedin, 2012, Pargman, Hedin, Hrastinski, 2013). In this roundtable we present and demonstrate the method that is used, and add the experiences from using social annotation systems in two other courses, with more strict guidelines for what constitutes good feedback practice inspired by Nicol & Macfarlane-Dick (2006), and by De Bono’s Six thinking hats (De Bono, 1999). After introducing social annotation systems in bachelor thesis writing, the throughput has increased from 78% to almost 100%, even though a causal effect cannot be established. The attitudes of the students have been very positive, where both giving and receiving feedback to and from fellow students has been seen as activities well worth the effort. The feedback guidelines have increased the quality of the feedback given by freshmen students.
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35.
  • Hedin, Björn, 1970-, et al. (author)
  • En systematisk forskningsöversikt av digitala interventioner för mer hållbara beteenden kring livsmedelskonsumtion
  • 2019
  • Reports (other academic/artistic)abstract
    • Livsmedelsproduktion och livsmedelskonsumtion medför stora hållbarhetsutmaningar, och det blir allt viktigare att hitta sätt att minska miljöpåverkan orsakad av mat, till exempel genom beteendeförändringar hos konsumenterna. Under de senaste åren har digitala interventioner blivit viktiga verktyg för att förändra beteenden på många områden. I detta projekt har vi gjort en systematisk forskningsöversikt där vi gått igenom forskningsläget rörande digitala beteendeinterventioner för hållbar matkonsumtion. Vi har utgått från PRISMA-checklistan för hur sådana systematiska forskningsöversikter ska genomföras, och vi har genomsökt flera forskningsdatabaser för att hitta vetenskapliga artiklar som rör mat, hållbarhet och digitala beteendeinterventioner. Endast studier där de digitala interventionerna har implementerats och testats ur ett förändringsperspektiv har inkluderats, vilket resulterade i 15 primära studier som ingått i vår slutliga granskning. Kvaliteten på studierna utvärderades ur ett beteendeförändringssperspektiv, och de metoder för beteendeförändring som använts har kategoriserats med hjälp av två ramverk, “Behavior Change Wheel” och “Behavior Change Technique taxonomy v1”. Resultaten visade att alla inkluderade studier hade stora kvalitetsproblem när de utvärderades ur ett beteendeförändrings-perspektiv. Det innebär att vi inte kunde hitta några resultat som visade på om de digitala beteendeinterventionerna som undersöktes fungerade eller ej. De flesta studier saknade vidare en teoretisk bas för hur eller varför interventionerna skulle kunna leda till beteendeförändring för mer hållbar livsmedelskonsumtion. Vår huvudsakliga rekommendation för framtida forskning inom området är att gå vidare från en utforskande fas till att genomföra vetenskapliga studier med tydligare teoretisk bas och metodik.
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36.
  • Hedin, Björn, 1970-, et al. (author)
  • Interacting with Environmental Data: Utilizing Weight as a Medium in Enhancing Carbon Literacy
  • 2024
  • In: IMX 2024 - Proceedings of the 2024 ACM International Conference on Interactive Media Experiences. - : Association for Computing Machinery (ACM). ; , s. 429-431
  • Conference paper (peer-reviewed)abstract
    • Effectively communicating vital sustainability topics, such as personal CO2e emissions stemming from daily activities, is challenging since there is a general lack of”carbon literacy.” Despite efforts, like employing data visualizations, conveying this information in engaging and memorable ways remains difficult, often resulting in rapid forgetfulness. Our demonstration presents a pedagogical approach aimed at addressing this challenge. Through the integration of surprise elements, data physicalization, and embodied learning, we have developed two interactive mediated non-digital learning experiences focusing on CO2e emissions from food and from consumption. At the core of our pedagogical approach are physical artifacts representing CO2e emissions where the weight of the artifacts directly corresponds to the CO2e emissions they represent. By employing a structured interactive pedagogical setup involving peer discussion, hands-on manipulation of the artifacts, and subsequent explanations, we have created an engaging experience that encourages long-term learning.
  •  
37.
  • Hedin, Björn, 1970-, et al. (author)
  • Sagan om examensringen - en akademisk tragedi
  • 2015
  • In: LTHs 9:e Pedagogiska Inspirationskonferens, 15 december 2016. - Lund.
  • Conference paper (peer-reviewed)abstract
    • —Hur ska vi som anställda vid universitet och högskolor förhålla oss till frågor såsom tillit, kontroll och likabehandling i förhållande till våra studenter? Tillit, kontroll och likabehandling är alla lovvärda och viktiga, men i daglig verksamhet kan de komma i konflikt med varandra. Vi vill vid denna roundtable lyfta dessa konflikter, och väljer att exemplifiera problematiken med ett konkret fall. Vi hoppas detta exempel dels kan belysa problem vi kan ställas inför, och dels tjäna som grund för en diskussion och för konstruktivt erfarenhetsutbyte om hur vi rent praktiskt ska agera i dessa typer av situationer.
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38.
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39.
  • Jakobsson, Peter, et al. (author)
  • Configuring the player : subversive behavior in Project Entropia
  • 2005
  • In: Changing Views. - Vancouver : University of Vancouver. ; , s. -6
  • Conference paper (other academic/artistic)abstract
    • This paper presents the concept of a “black box” as a tool for analyzing virtual worlds. The concept comes from the field of Science & Technology Studies (STS) and we employ it here more specifically to study one such virtual world in particular, Project Entropia. The concept of a “black box” is used to describe the developers’ efforts to hide or to build certain assumptions into the very fabric of the virtual world in order to get the players to perform certain prescribed roles. The concept is also used to describe players’ efforts to open up this black box in order to get access to and play other roles – roles not prescribed by the game publisher and that in some cases function as a threat to the publisher’s business model. The focus of the analysis is on the imperative to “pay to play”. This imperative is essential to the developers of the game since Project Entropia does not employ the usual subscription-based revenue model that most other Massively Multiplayer Online Games (MMOGs) use
  •  
40.
  • Jakobsson, Peter, et al. (author)
  • Configuring the player: subversive behavior in Project Entropia
  • 2005
  • In: Proceedings of DiGRA 2005 Conference. ; , s. 1-6
  • Conference paper (peer-reviewed)abstract
    • This paper presents the concept of a “black box” as a tool for analyzing virtual worlds. The concept comes from the field of Science & Technology Studies (STS) and we employ it here more specifically to study one such virtual world in particular, Project Entropia. The concept of a “black box” is used to describe the developers’ efforts to hide or to build certain assumptions into the very fabric of the virtual world in order to get the players to perform certain prescribed roles. The concept is also used to describe players’ efforts to open up this black box in order to get access to and playother roles – roles not prescribed by the game publisher and that in some cases function as a threat to the publisher’s business model. The focus of the analysis is on the imperative to “pay to play”. This imperative is essential to the developers of the game since Project Entropia does not employ the usual subscription-based revenue model that most other Massively Multiplayer Online Games (MMOGs) use.
  •  
41.
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42.
  • Josefsson, Pernilla, 1980- (author)
  • Higher education meets private use of social media technologies : An explorative study of students’ use
  • 2017
  • Doctoral thesis (other academic/artistic)abstract
    • The work in this thesis sets out to explore how students perceive social media use in the context of higher education. More precisely, the focus is on students' use of, experience with, and attitudes toward the integration of social media into their learning environment. To complement this, teachers' incentives for including social media have been studied; to some extent their communication, attitudes, and online activity were also analyzed.The four different studies included in this thesis incorporated three major types of social media technologies: a social networking service (Facebook), a collaborative editable webpage (Wikipedia), and a microblog (Twitter). The studies adopted different approaches to data collection and analysis, including both qualitative and quantitative methods. The specific methods for each study were chosen to accommodate the research questions, for reasons of access to information, and due to ethical considerations.While each study differs in starting point and scope and provide particular contributions to the research area, the main contributions of the work as a whole are connected to findings on attitude changes, the professional role in students' use of social media, their teacher-like actions, confusion regarding moving between the identified roles, and the implementation of social media in higher education.The findings presented here are appropriate for guiding a nuanced discussion regarding the implementation of social media technologies in higher education, an implementation that was found to be contingent on appropriate use and a suitable social context. The findings suggest that the inclusion of social media in non-private contexts generally needs to have a clear aim and strategy for achieving it. The roles defined in this work - in terms of both being a student and the private and professional roles - could also serve as the basis for further exploration in other areas with comparable hierarchies in which it is necessary to understand how the individual relates to self-presentation, technological constraints, and roles, such as the relation between an employer and employee.
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43.
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44.
  • Jääskeläinen, Petra, et al. (author)
  • Towards Sustainability Assessment of Artificial Intelligence in Artistic Practices
  • 2022
  • Conference paper (other academic/artistic)abstract
    • An increasing number of artists use Ai in their creative practices (Creative-Ai) and their works have by now become visible at prominent art venues. The research community has, on the other hand, recognized that there are sustainability concerns of using Ai technologies related to, for instance, energy consumption and the increasing size and complexity of models. These two conflicting trajectories constitute the starting point of our research. Here, we discuss insights from our currently on-going fieldwork research and outline considerations for drawing various limitations in sustainability assessment studies of Ai art. We provide ground for further, more specific sustainability assessments in the domain, as well as knowledge on the state of sustainability assessments in this domain.
  •  
45.
  • Karlgren, Jussi, et al. (author)
  • The glass box user model for filtering
  • 1994. - 3
  • Reports (other academic/artistic)abstract
    • The first requirement on an interactive system in a domain such as information filtering is to be an interface to knowledge, rather than just a knowledgeable interface. We borrow the computation instruction metaphor of a system as "a black box in a glass box" as a means to conceptualize the problem of giving a user control over the actions of an interactive system. The application domain we work in is that of information filtering. In the "black box", we hide complex knowledge of the domain objects such as facts and assumptions about text genre identification, while the "glass box", which is what the user sees, only shows the neat top level knowledge of the domain conceptual categories such as e.g. categorization rules.
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46.
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47.
  • Laurell Thorslund, Minna, 1976-, et al. (author)
  • From (e-)wasteland to Repair Society : Exploring ICT repair through speculative scenarios
  • 2022
  • In: Proceedings - 2022 International Conference on ICT for Sustainability, ICT4S 2022. - : Institute of Electrical and Electronics Engineers (IEEE). ; , s. 179-189
  • Conference paper (peer-reviewed)abstract
    • Circularity in how we handle resources and materials is a key ambition in many sustainability initiatives and policies. Yet, when it comes to the circularity of ICT, much research tends to focus on how raw materials are sourced and later recycled. E-waste has represented the fastest growing waste stream globally for years, and the vast majority is not handled appropriately. In a society where repair is possible, accessible and the normative response to the breakage of devices, this waste stream could be dramatically reduced. In this paper, we describe and discuss the results of a literature review of how repair of ICT has been approached in the proceedings of previous ICT4S conferences (2013–2020). The findings are then analysed in relation to a set of speculative future Repair Society scenarios, which were developed to inform policy recommendations. The paper contributes to the ICT4S community by: 1) identifying aspects of ICT repair that have been studied to date; 2) using the Repair Society scenarios to generate insights and reflect on gaps in the research; and 3) outlining insights and suggestions of areas that could fruitfully be explored by the ICT4S community in future research.
  •  
48.
  • Lundström, Anton, et al. (author)
  • Developing a framework for evaluating the sustainability of computing projects
  • 2017
  • In: LIMITS 2017 - Proceedings of the 2017 Workshop on Computing Within Limits. - New York, NY, USA : Association for Computing Machinery, Inc. - 9781450349505 ; , s. 111-117
  • Conference paper (peer-reviewed)abstract
    • Toyama [19] has proposed a "preliminary taxonomy" for classifying computing projects as a way of separating sustainable computing efforts from unsustainable ones. In this paper we explore the feasibility of Toyama's taxonomy. We begin by describing how we revised and developed his taxonomy to make it more practically useful and then conducted a pilot study where we used the revised version to evaluate four computing projects. The pilot study was then used as a foundation for further discussing and developing the revised taxonomy into yet another, third and final version which we have chosen to call the Sustainable Computing Evaluation Framework (SCEF). While our proposed framework (SCEF) is more practically useful than Toyama's "preliminary taxonomy", there are still challenges that need to be addressed and we end the paper by suggesting where future efforts could be focused.
  •  
49.
  • Nardi, Bonnie, et al. (author)
  • Computing within Limits
  • 2018
  • In: Communications of the ACM. - : Association for Computing Machinery (ACM). - 0001-0782 .- 1557-7317. ; 61:10, s. 86-93
  • Research review (peer-reviewed)abstract
    • COMPUTING RESEARCHERS AND practitioners are often seen as inventing the future. As such, we are implicitly also in the business of predicting the future. We plot trajectories for the future in the problems we select, the assumptions we make about technology and societal trends, and the ways we evaluate research. However, a great deal of computing research focuses on one particular type of future, one very much like the present, only more so. This vision of the future assumes that current trajectories of ever-increasing production and consumption will continue. This focus is perhaps not surprising, since computing machinery as we know it has existed for only 80 years, in a period of remarkable industrial and technological expansion. But humanity is rapidly approaching, or has already exceeded, a variety of planet-scale limits related to the global climate system, fossil fuels, raw materials, and biocapacity. (28,32,38) It is understandable that in computing we would not focus on limits. While planetary limits are obvious in areas such as extractive capacity in mining or fishing,
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50.
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