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Vaddadi, B., Hasselqvist, H., Bogdan, C. M., Martinsson, L., Vadman, T., Castor, S. & Thorin, L. (2024). Inclusive On-Demand Public Transport: Exploring user needs & possible solutions. KTH Royal Institute of Technology
Open this publication in new window or tab >>Inclusive On-Demand Public Transport: Exploring user needs & possible solutions
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2024 (English)Report (Other (popular science, discussion, etc.))
Abstract [en]

The transport sector is changing significantly as cities grow and technology reshapes travel preferences. Inadequate public transport and rising car ownership present growing challenges, particularly in rural and suburban areas. On-demand public transport offers a promising solution by integrating the latest technologies and user-centric design to deliver flexible, adaptable services that meet diverse and evolving user needs. However, trust and reliability, digital exclusion, car dependency, and limited service availability must be addressed to ensure inclusive, sustainable mobility systems.

This report focuses on X-linjen, an on-demand public transport service operational in Säffle since 2022, studied as part of a project led by KTH Royal Institute of Technology in collaboration with RISE, Nobina, and Värmlandstrafik. The project applies participatory design methods, informed by social practice theories, to engage both users and service providers. The goal is to identify user needs, develop inclusive solutions, and encourage sustainable travel habits, ultimately contributing to societal development. Key findings highlight the need for improvements to app usability, clearer communication about virtual bus stops, and optimized schedules to better serve seniors and other user groups. Integration with existing public transport networks and targeted outreach campaigns are essential for expanding adoption and building trust, particularly among non-users.

Insights from Scandinavian peers—Plustur in Denmark, Kutsuplus in Finland, and Ruter in Norway—offer valuable lessons on balancing innovation, cost-efficiency, and user-centered design. The report provides actionable recommendations to refine X-linjen’s service design, scale it to other regions, and address financial sustainability. By implementing these solutions and overcoming existing barriers, X-linjen can serve as a model for inclusive, flexible, and sustainable rural mobility, bridging critical gaps in access while fostering long-term societal and environmental benefits.

Place, publisher, year, edition, pages
KTH Royal Institute of Technology, 2024. p. 36
Series
TRITA-ITM-RP ; 2024:5
Keywords
inclusive, on demand, public transport, rural
National Category
Transport Systems and Logistics
Research subject
Transport Science, Transport Systems
Identifiers
urn:nbn:se:kth:diva-358295 (URN)
Funder
Vinnova, 2023-03060
Note

QC 20250204

Available from: 2025-01-08 Created: 2025-01-08 Last updated: 2025-02-04Bibliographically approved
Rauh, S. F., Bogdan, C. M., Meixner, G. & Matviienko, A. (2024). Navigating the Virtuality-Reality Clash: Reflection and Design Paterns for Industrial Mixed Reality Applications. In: Proceedings of the 2024 ACM Designing Interactive Systems Conference, DIS 2024: . Paper presented at 2024 ACM Designing Interactive Systems Conference, DIS 2024, Copenhagen, Denmark, Jul 1 2024 - Jul 5 2024 (pp. 2247-2266). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Navigating the Virtuality-Reality Clash: Reflection and Design Paterns for Industrial Mixed Reality Applications
2024 (English)In: Proceedings of the 2024 ACM Designing Interactive Systems Conference, DIS 2024, Association for Computing Machinery (ACM) , 2024, p. 2247-2266Conference paper, Published paper (Refereed)
Abstract [en]

Creating Mixed Reality applications poses distinct challenges for development and design. One of the challenges is designing Mixed Reality application-specifc experiences in the wild. In this paper, we present a structured refection approach to revisit projects from the past. In applying this structured refection to the data collected during a nine-month industrial project, we unveiled the Virtuality-Reality Clash. To generate a sufcient data corpus, we structurally analysed git commits, tickets, emails, handwritten notes, and weekly snapshots of the 3D designs. The clash could be narrowed down in our data corpus to the situations in which we were fusing the real environment with the virtual content. Finally, we could fnd fve design patterns for MR experience. With these patterns, we aim to help developers and designers of MR applications identify situations where Virtuality and Reality clash and propose approaches to address them.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2024
Keywords
Augmented Virtuality, Design Patterns, Mixed Reality, Virtuality-Reality Clash
National Category
Human Computer Interaction Production Engineering, Human Work Science and Ergonomics
Identifiers
urn:nbn:se:kth:diva-351953 (URN)10.1145/3643834.3660700 (DOI)2-s2.0-85200410471 (Scopus ID)
Conference
2024 ACM Designing Interactive Systems Conference, DIS 2024, Copenhagen, Denmark, Jul 1 2024 - Jul 5 2024
Note

Part of ISBN 9798400705830

QC 20240827

Available from: 2024-08-19 Created: 2024-08-19 Last updated: 2024-08-27Bibliographically approved
Axelsson, A., Vaddadi, B., Bogdan, C. M. & Skantze, G. (2024). Robots in autonomous buses: Who hosts when no human is there?. In: HRI 2024 Companion - Companion of the 2024 ACM/IEEE International Conference on Human-Robot Interaction: . Paper presented at 19th Annual ACM/IEEE International Conference on Human-Robot Interaction, HRI 2024, Boulder, United States of America, Mar 11 2024 - Mar 15 2024 (pp. 1278-1280). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Robots in autonomous buses: Who hosts when no human is there?
2024 (English)In: HRI 2024 Companion - Companion of the 2024 ACM/IEEE International Conference on Human-Robot Interaction, Association for Computing Machinery (ACM) , 2024, p. 1278-1280Conference paper, Published paper (Refereed)
Abstract [en]

In mid-2023, we performed an experiment in autonomous buses in Stockholm, Sweden, to evaluate the role that social robots might have in such settings, and their effects on passengers' feeling of safety and security, given the absence of human drivers or clerks. To address the situations that may occur in autonomous public transit (APT), we compared an embodied agent to a disembodied agent. In this video publication, we showcase some of the things that worked with the interactions we created, and some problematic issues that we had not anticipated.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2024
Keywords
APT, assistant, autonomous, bus, clerk, guide, passenger, public transit, public transport, robot, self-driving, shuttle, wizard
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:kth:diva-344811 (URN)10.1145/3610978.3641115 (DOI)001255070800272 ()2-s2.0-85188117955 (Scopus ID)
Conference
19th Annual ACM/IEEE International Conference on Human-Robot Interaction, HRI 2024, Boulder, United States of America, Mar 11 2024 - Mar 15 2024
Projects
tmh_robohost
Note

QC 20240402

 Part of ISBN 9798400703232

Available from: 2024-03-28 Created: 2024-03-28 Last updated: 2024-10-24Bibliographically approved
Hedlund, M., Bogdan, C. M., Meixner, G. & Matviienko, A. (2024). Rowing Beyond: A Demonstration of Steering Methods for Rowing-based Locomotion in Virtual Environments. In: CHI 2024 - Extended Abstracts of the 2024 CHI Conference on Human Factors in Computing Sytems: . Paper presented at 2024 CHI Conference on Human Factors in Computing Sytems, CHI EA 2024, Hybrid, Honolulu, United States of America, May 11 2024 - May 16 2024. Association for Computing Machinery (ACM), Article ID 413.
Open this publication in new window or tab >>Rowing Beyond: A Demonstration of Steering Methods for Rowing-based Locomotion in Virtual Environments
2024 (English)In: CHI 2024 - Extended Abstracts of the 2024 CHI Conference on Human Factors in Computing Sytems, Association for Computing Machinery (ACM) , 2024, article id 413Conference paper, Published paper (Refereed)
Abstract [en]

Rowing has great potential in Virtual Reality (VR) exergames as it requires physical effort and uses physical motion to map the locomotion in a virtual space. However, rowing in VR is currently restricted to locomotion along one axis, leaving 2D and 3D locomotion out of the scope. To facilitate rowing-based locomotion, we implemented three steering techniques based on head, hands, and feet movements for 2D and 3D VR environments.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2024
Keywords
exergame, locomotion, rowing, steering, virtual reality
National Category
Computer Sciences
Identifiers
urn:nbn:se:kth:diva-347324 (URN)10.1145/3613905.3648643 (DOI)001227587701069 ()2-s2.0-85194180339 (Scopus ID)
Conference
2024 CHI Conference on Human Factors in Computing Sytems, CHI EA 2024, Hybrid, Honolulu, United States of America, May 11 2024 - May 16 2024
Note

QC 20240610

Part of ISBN 979-840070331-7

Available from: 2024-06-10 Created: 2024-06-10 Last updated: 2024-10-30Bibliographically approved
Hedlund, M., Bogdan, C. M., Meixner, G. & Matviienko, A. (2024). Rowing Beyond: Investigating Steering Methods for Rowing-based Locomotion in Virtual Environments. In: CHI 2024 - Proceedings of the 2024 CHI Conference on Human Factors in Computing Sytems: . Paper presented at 2024 CHI Conference on Human Factors in Computing Sytems, CHI 2024, Hybrid, May 11-16, 2024, Honolulu, United States of America. Association for Computing Machinery, Article ID 631.
Open this publication in new window or tab >>Rowing Beyond: Investigating Steering Methods for Rowing-based Locomotion in Virtual Environments
2024 (English)In: CHI 2024 - Proceedings of the 2024 CHI Conference on Human Factors in Computing Sytems, Association for Computing Machinery , 2024, article id 631Conference paper, Published paper (Refereed)
Abstract [en]

Rowing has great potential in Virtual Reality (VR) exergames as it requires physical effort and uses physical motion to map the locomotion in a virtual space. However, rowing in VR is currently restricted to locomotion along one axis, leaving 2D and 3D locomotion out of the scope. To facilitate rowing-based locomotion, we implemented three steering techniques based on head, hands, and feet movements for 2D and 3D VR environments. To investigate these methods, we conducted a controlled experiment (N = 24) to assess the user performance, experience and VR sickness. We found that head steering leads to fast and precise steering in 2D and 3D, and hand steering is the most realistic. Feet steering had the largest performance difference between 2D and 3D but comparable precision to hands in 2D. Lastly, head steering is the least mentally demanding, and all methods had comparable VR sickness.

Place, publisher, year, edition, pages
Association for Computing Machinery, 2024
Keywords
exergame, locomotion, rowing, steering, virtual reality
National Category
Vehicle and Aerospace Engineering
Identifiers
urn:nbn:se:kth:diva-347649 (URN)10.1145/3613904.3642192 (DOI)001255317905035 ()2-s2.0-85194817975 (Scopus ID)
Conference
2024 CHI Conference on Human Factors in Computing Sytems, CHI 2024, Hybrid, May 11-16, 2024, Honolulu, United States of America
Note

Part of ISBN 979-840070330-0

QC 20241014

Available from: 2024-06-12 Created: 2024-06-12 Last updated: 2025-02-14Bibliographically approved
Hedlund, M., Jonsson, A., Bogdan, C. M., Meixner, G., Ekblom Bak, E. & Matviienko, A. (2023). BlocklyVR: Exploring Block-based Programming in Virtual Reality. In: Proceedings of MUM 2023 - The 22nd International Conference on Mobile and Ubiquitous Multimedia: . Paper presented at 2nd International Conference on Mobile and Ubiquitous Multimedia, Proceedings of MUM 2023, Vienna, Austria, Dec 3 2023 - Dec 6 2023 (pp. 251-263). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>BlocklyVR: Exploring Block-based Programming in Virtual Reality
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2023 (English)In: Proceedings of MUM 2023 - The 22nd International Conference on Mobile and Ubiquitous Multimedia, Association for Computing Machinery (ACM) , 2023, p. 251-263Conference paper, Published paper (Refereed)
Abstract [en]

As programming is typically a static activity in front of a screen, we perform an initial exploration around the capabilities of block-based programming in the immersive space using Virtual Reality (VR) to make an early charting on how programming could involve moving the programmer's body. We created a block-based programming interface in a VR space called BlocklyVR based on the existing Blockly programming environment. To investigate programmer performance and experience in BlocklyVR, we conducted a controlled lab experiment (N = 20) with eight programming tasks that covered mathematical operations, if-statements, and function creation. Our initial exploration contributes by classifying movement types made by BlocklyVR programmers and reflecting on how these movements are related to the programming tasks. Additionally, our data suggests that participant performance in BlocklyVR was not affected compared to the 2D Blockly, even if participants were physically moving in VR space. We also found that the virtual reality sickness was marginal. Lastly, we identified four types of interaction that can potentially be employed by VR designers and developers aiming to convert a static task, like programming at a desk, into a "mobile"immersive experience.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2023
Keywords
blockly, physical movement, programming, virtual reality
National Category
Other Engineering and Technologies
Identifiers
urn:nbn:se:kth:diva-341678 (URN)10.1145/3626705.3627779 (DOI)2-s2.0-85180124461 (Scopus ID)
Conference
2nd International Conference on Mobile and Ubiquitous Multimedia, Proceedings of MUM 2023, Vienna, Austria, Dec 3 2023 - Dec 6 2023
Note

Part of ISBN 9798400709210

QC 20231229

Available from: 2023-12-29 Created: 2023-12-29 Last updated: 2025-02-18Bibliographically approved
El Tom, A., Bogdan, C. M., Majchrzak, T. A. & Grønli, T. M. (2023). Criteria Based Evaluation of Cross-Platform Development Frameworks. In: Proceedings of the 56th Annual Hawaii International Conference on System Sciences, HICSS 2023: . Paper presented at 56th Annual Hawaii International Conference on System Sciences, HICSS 2023, Virtual, Online, United States of America, Jan 3 2023 - Jan 6 2023 (pp. 6944-6953). IEEE Computer Society
Open this publication in new window or tab >>Criteria Based Evaluation of Cross-Platform Development Frameworks
2023 (English)In: Proceedings of the 56th Annual Hawaii International Conference on System Sciences, HICSS 2023, IEEE Computer Society , 2023, p. 6944-6953Conference paper, Published paper (Refereed)
Abstract [en]

Cross-platform development frameworks continue to play an important role in developing of mobile applications. There are a plethora of possible frameworks to choose between, and all claim to give developers an advantage in one or more aspects of the development cycle. To further shed light on this area, our research investigates the selection of mobile cross-platform frameworks by investigating criteria and methods for choosing the best suitable framework for the development context. Our study confirm previous research findings and with that anchor the categorisation for a cross-platform comparison taxonomy. Our research further contribute with a criteria check-list to apply for cross-platform framework selection and showcase its use through a comparative study of a cross-platform application implemented in two frameworks. Although showcasing novelty in the criteria checklist, further research is needed to make the checklist robust and streamlined for public use.

Place, publisher, year, edition, pages
IEEE Computer Society, 2023
Keywords
app, Cross-platform, cross-platform development, React Native, Xamarin
National Category
Information Systems
Identifiers
urn:nbn:se:kth:diva-333358 (URN)2-s2.0-85152121974 (Scopus ID)
Conference
56th Annual Hawaii International Conference on System Sciences, HICSS 2023, Virtual, Online, United States of America, Jan 3 2023 - Jan 6 2023
Note

Part of ISBN 9780998133164

QC 20230801

Available from: 2023-08-01 Created: 2023-08-01 Last updated: 2023-08-01Bibliographically approved
Hedlund, M., Lundström, A., Bogdan, C. M. & Matviienko, A. (2023). Jogging-in-Place: Exploring Body-Steering Methods for Jogging in Virtual Environments. In: Proceedings of MUM 2023 - The 22nd International Conference on Mobile and Ubiquitous Multimedia: . Paper presented at 2nd International Conference on Mobile and Ubiquitous Multimedia, Proceedings of MUM 2023, Vienna, Austria, Dec 3 2023 - Dec 6 2023 (pp. 371-379). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Jogging-in-Place: Exploring Body-Steering Methods for Jogging in Virtual Environments
2023 (English)In: Proceedings of MUM 2023 - The 22nd International Conference on Mobile and Ubiquitous Multimedia, Association for Computing Machinery (ACM) , 2023, p. 371-379Conference paper, Published paper (Refereed)
Abstract [en]

Walk-in-Place is an established locomotion technique for walking in virtual environments, as it incorporates body motion similar to regular walking. Although there is extensive research on the performance and experience of walking in virtual reality spaces, it typically requires minimal-to-moderate physical movement, e.g., stepping forward and turning around, to explore virtual spaces. Therefore, the question we ask ourselves in this work is how user experience and performance are affected when the user is actively moving in place. In this paper, we explored three body-steering methods for jogging-in-place in virtual environments: (1) head-, (2) hand-, and (3) torso-based. To investigate the performance of the proposed body-steering methods for jogging in virtual reality, we conducted a controlled lab experiment (N = 12) to assess task completion time, number of steps, and VR sickness. We discovered that hand- and torso-based methods require fewer steps than the head-based method, and the torso-based is slower than the other two. Moreover, the number of collisions and virtual reality sickness were comparable among the methods.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2023
Keywords
jogging, physical movement, steering, virtual reality
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:kth:diva-341672 (URN)10.1145/3626705.3627778 (DOI)2-s2.0-85180131965 (Scopus ID)
Conference
2nd International Conference on Mobile and Ubiquitous Multimedia, Proceedings of MUM 2023, Vienna, Austria, Dec 3 2023 - Dec 6 2023
Note

Part of ISBN 9798400709210

QC 20231229

Available from: 2023-12-29 Created: 2023-12-29 Last updated: 2023-12-29Bibliographically approved
Seznec, Y., Pauletto, S., Bogdan, C. M. & Eriksson, E. (2023). The Sound of the Future Home Workshop: Ideating Sonic Prototypes for Sustainable Energy Consumption. In: : . Paper presented at 18th International Audio Mostly Conference, AM 2023, Edinburgh, United Kingdom of Great Britain and Northern Ireland, Aug 30 2023 - Sep 1 2023 (pp. 101-108).
Open this publication in new window or tab >>The Sound of the Future Home Workshop: Ideating Sonic Prototypes for Sustainable Energy Consumption
2023 (English)Conference paper, Published paper (Refereed)
Abstract [en]

This paper describes an ideation workshop aiming to explore the intersection of sonic interactions and energy use. As part of a larger research project exploring the role that sound can play in efficient energy behaviours, the workshop encouraged users to look for overlaps between their home resource use, potential sonic feedback and the feelings and emotions elicited by both. The workshop design was successful in providing non-experts with space and tools to reflect on the complex relationship between household, sound, energy and our feelings towards them. On a more practical level, 15 “hotspots” were identified where sound and energy concerns could be potentially addressed with sonic interventions, and four speculative prototypes were developed during the workshop each one revealing original considerations and relationships between sound and energy to be developed further in future work.

Keywords
sonic interaction design, sustainable energy consumption, workshop design, ideation, prototyping
National Category
Other Engineering and Technologies
Research subject
Art, Technology and Design
Identifiers
urn:nbn:se:kth:diva-335225 (URN)10.1145/3616195.3616213 (DOI)2-s2.0-85175399581 (Scopus ID)
Conference
18th International Audio Mostly Conference, AM 2023, Edinburgh, United Kingdom of Great Britain and Northern Ireland, Aug 30 2023 - Sep 1 2023
Projects
Sound for Energy
Note

QC 20231023

Available from: 2023-09-02 Created: 2023-09-02 Last updated: 2025-02-18Bibliographically approved
Bogdan, C. M. (2022). Affordance-Derived Declarative Interaction Models for Context Adaptation. In: IFIP Conference on Human-Computer Interaction INTERACT 2021: . Paper presented at IFIP Conference on Human-Computer Interaction INTERACT 2021,30 August 2021 through 3 September 2021 (pp. 174-182). Springer Nature
Open this publication in new window or tab >>Affordance-Derived Declarative Interaction Models for Context Adaptation
2022 (English)In: IFIP Conference on Human-Computer Interaction INTERACT 2021, Springer Nature , 2022, p. 174-182Conference paper, Published paper (Refereed)
Abstract [en]

Automatically adapting an interactive application to its use context is highly dependent on the existence of a declarative model. The Model-Based User Interface Development research made important progress in fully declarative specifications on interactive applications. However, the Abstract User Interface declarative models, such as task-based or communication-based models, are unfamiliar to designers and developers. This paper presents early explorations into a research program aimed at achieving fully declarative interactive applications: outlining a static concrete user interface and deriving the interaction from its affordances. The basic assumption is that for a well-designed user interface, the UI function can be derived from its form through affordance mechanisms. As the static aspects like the UI initial form are already being described declaratively in industrial practice, fully declarative interactive applications would result from the new research program. 

Place, publisher, year, edition, pages
Springer Nature, 2022
Series
Lecture Notes in Computer Science
Keywords
Adaptation, Affordance, Affordance-derivation, Context of use, Declarative interaction, Application programs, Industrial research, User interfaces, Affordances, Declarative modelling, Interaction modeling, Interactive applications, Research programs, Interactive devices
National Category
Computer Sciences
Identifiers
urn:nbn:se:kth:diva-322406 (URN)10.1007/978-3-030-98388-8_16 (DOI)000922037600016 ()2-s2.0-85127166575 (Scopus ID)
Conference
IFIP Conference on Human-Computer Interaction INTERACT 2021,30 August 2021 through 3 September 2021
Note

QC 20230307

Available from: 2022-12-14 Created: 2022-12-14 Last updated: 2023-03-07Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0001-7549-1797

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