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  • 1.
    Abraham, Johannes
    et al.
    KTH, Skolan för kemi, bioteknologi och hälsa (CBH), Medicinteknik och hälsosystem, Hälsoinformatik och logistik.
    Romano, Robin
    KTH, Skolan för kemi, bioteknologi och hälsa (CBH), Medicinteknik och hälsosystem, Hälsoinformatik och logistik.
    Automatisk kvalitetssäkring av information för järnvägsanläggningar: Automatic quality assurance of information for railway infrastructure2019Independent thesis Basic level (university diploma), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Järnvägsbranschen står i dagsläget inför stora utmaningar med planerade infrastrukturprojekt och underhåll av befintlig järnväg. Med ökade förväntningar på  utbyggnaden av den framtida järnvägen, medför det en ökad risk för belastning på det nuvarande nätet. Baksidan av utbyggnaden kan bli fler inställda resor och  förseningar. Genom att dra nytta av tekniska innovationer såsom digitalisering och  automatisering kan det befintliga system och arbetsprocesser utvecklas för en  effektivare hantering.  Trafikverket ställer krav på Byggnadsinformationsmodeller (BIM) i upphandlingar. Projektering för signalanläggningar sker hos Sweco med CAD-programmet  Promis.e. Från programmet kan Baninformationslistor (BIS-listor) innehållande  information om objekts attribut hämtas. Trafikverket ställer krav på att attributen ska bestå av ett visst format eller ha specifika värden. I detta examensarbete  undersöks metoder för att automatisk verifiera ifall objekt har tillåtna värden från projekteringsverktyget samt implementering av en metod. Undersökta metoder  innefattar kalkyleringsprogrammet Excel, frågespråket Structured Query Language (SQL) och processen Extract, Transform and Load (ETL).  Efter analys av metoder valdes processen ETL. Resultatet blev att ett program  skapades för att automatiskt välja vilken typ av BIS-lista som skulle granskas och för att verifiera om attributen innehöll tillåtna värden. För att undersöka om kostnaden för programmen skulle gynna företaget utöver kvalitetssäkringen utfördes en  ekonomisk analys. Enligt beräkningarna kunde valet av att automatisera  granskningen även motiveras ur ett ekonomiskt perspektiv.

  • 2.
    Adrup, Joakim
    KTH, Skolan för elektroteknik och datavetenskap (EECS).
    Visualization and Interaction with Temporal Data using Data Cubes in the Global Earth Observation System of Systems2018Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    The purpose of this study was to explore the usage of data cubes in the context of the Global Earth Observation System of Systems (GEOSS). This study investigated what added benefit could be provided to users of the GEOSS platform by utilizing the capabilities of data cubes. Data cubes in earth observation is a concept for how data should be handled and provided by a data server. It includes aspects such as flexible extraction of subsets and processing capabilities. In this study it was found that the most frequent use case for data cubes was time analysis. One of the main services provided by the GEOSS portal was the discovery and inspection of datasets. In the study a timeline interface was constructed to facilitate the exploration and inspection of datasets with a temporal dimension. The datasets were provided by a data cube, and made use of the data cubes capabilities in retrieving subsets of data along any arbitrary axis. A usability evaluation was conducted on the timeline interface to gain insight into the users requirements and user satisfaction. The results showed that the design worked well in many regards, ranking high in user satisfaction. On a number of points the study highlighted areas of improvement. Providing insight into important design limitations and challenges together with suggestions on how these could be approached in different ways.

  • 3.
    Ahlström, Marcus
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Broadening the Reading Experience on Mobile Devices using Tilt-based Input: An Explorative Design Study2018Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    This thesis is an explorative study aimed at the possibility of integrating tilt-based input to improve the reading experience on smartphones. Previous works from the early 2000s have been skeptical towards tilt-based navigation, deeming it unruly and imprecise. To investigate if today’s technology has unlocked new possibilities; two experimental reading methods were designed, created and tested iteratively on 20, respectively 18 participants. The first method is a reassessment of tilt-based auto-scrolling and the second is a novel approach comparable to tilt-based paging. Data from the reading sessions were collected quantitatively in tandem with qualitative data from post-session interviews. The results indicate good potential and a reading performance similar to the standard navigation method. The importance of accommodating people with different reading behaviours was also discussed.

  • 4.
    Al Moubayed, Samer
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Tal-kommunikation.
    Bringing the avatar to life: Studies and developments in facial communication for virtual agents and robots2012Doktoravhandling, med artikler (Annet vitenskapelig)
    Abstract [en]

    The work presented in this thesis comes in pursuit of the ultimate goal of building spoken and embodied human-like interfaces that are able to interact with humans under human terms. Such interfaces need to employ the subtle, rich and multidimensional signals of communicative and social value that complement the stream of words – signals humans typically use when interacting with each other.

    The studies presented in the thesis concern facial signals used in spoken communication, and can be divided into two connected groups. The first is targeted towards exploring and verifying models of facial signals that come in synchrony with speech and its intonation. We refer to this as visual-prosody, and as part of visual-prosody, we take prominence as a case study. We show that the use of prosodically relevant gestures in animated faces results in a more expressive and human-like behaviour. We also show that animated faces supported with these gestures result in more intelligible speech which in turn can be used to aid communication, for example in noisy environments.

    The other group of studies targets facial signals that complement speech. As spoken language is a relatively poor system for the communication of spatial information; since such information is visual in nature. Hence, the use of visual movements of spatial value, such as gaze and head movements, is important for an efficient interaction. The use of such signals is especially important when the interaction between the human and the embodied agent is situated – that is when they share the same physical space, and while this space is taken into account in the interaction.

    We study the perception, the modelling, and the interaction effects of gaze and head pose in regulating situated and multiparty spoken dialogues in two conditions. The first is the typical case where the animated face is displayed on flat surfaces, and the second where they are displayed on a physical three-dimensional model of a face. The results from the studies show that projecting the animated face onto a face-shaped mask results in an accurate perception of the direction of gaze that is generated by the avatar, and hence can allow for the use of these movements in multiparty spoken dialogue.

    Driven by these findings, the Furhat back-projected robot head is developed. Furhat employs state-of-the-art facial animation that is projected on a 3D printout of that face, and a neck to allow for head movements. Although the mask in Furhat is static, the fact that the animated face matches the design of the mask results in a physical face that is perceived to “move”.

    We present studies that show how this technique renders a more intelligible, human-like and expressive face. We further present experiments in which Furhat is used as a tool to investigate properties of facial signals in situated interaction.

    Furhat is built to study, implement, and verify models of situated and multiparty, multimodal Human-Machine spoken dialogue, a study that requires that the face is physically situated in the interaction environment rather than in a two-dimensional screen. It also has received much interest from several communities, and been showcased at several venues, including a robot exhibition at the London Science Museum. We present an evaluation study of Furhat at the exhibition where it interacted with several thousand persons in a multiparty conversation. The analysis of the data from the setup further shows that Furhat can accurately regulate multiparty interaction using gaze and head movements.

  • 5.
    Al Moubayed, Samer
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC).
    Beskow, Jonas
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Tal-kommunikation.
    Granström, Björn
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Tal-kommunikation.
    House, David
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Tal-kommunikation.
    Audio-Visual Prosody: Perception, Detection, and Synthesis of Prominence2010Inngår i: 3rd COST 2102 International Training School on Toward Autonomous, Adaptive, and Context-Aware Multimodal Interfaces: Theoretical and Practical Issues / [ed] Esposito A; Esposito AM; Martone R; Muller VC; Scarpetta G, 2010, Vol. 6456, s. 55-71Konferansepaper (Fagfellevurdert)
    Abstract [en]

    In this chapter, we investigate the effects of facial prominence cues, in terms of gestures, when synthesized on animated talking heads. In the first study a speech intelligibility experiment is conducted, where speech quality is acoustically degraded, then the speech is presented to 12 subjects through a lip synchronized talking head carrying head-nods and eyebrow raising gestures. The experiment shows that perceiving visual prominence as gestures, synchronized with the auditory prominence, significantly increases speech intelligibility compared to when these gestures are randomly added to speech. We also present a study examining the perception of the behavior of the talking heads when gestures are added at pitch movements. Using eye-gaze tracking technology and questionnaires for 10 moderately hearing impaired subjects, the results of the gaze data show that users look at the face in a similar fashion to when they look at a natural face when gestures are coupled with pitch movements opposed to when the face carries no gestures. From the questionnaires, the results also show that these gestures significantly increase the naturalness and helpfulness of the talking head.

  • 6.
    Al Moubayed, Samer
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Tal-kommunikation.
    Beskow, Jonas
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Tal-kommunikation.
    Skantze, Gabriel
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Tal-kommunikation.
    Granström, Björn
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Tal-kommunikation.
    Furhat: A Back-projected Human-like Robot Head for Multiparty Human-Machine Interaction2012Inngår i: Cognitive Behavioural Systems: COST 2102 International Training School, Dresden, Germany, February 21-26, 2011, Revised Selected Papers / [ed] Anna Esposito, Antonietta M. Esposito, Alessandro Vinciarelli, Rüdiger Hoffmann, Vincent C. Müller, Springer Berlin/Heidelberg, 2012, s. 114-130Konferansepaper (Fagfellevurdert)
    Abstract [en]

    In this chapter, we first present a summary of findings from two previous studies on the limitations of using flat displays with embodied conversational agents (ECAs) in the contexts of face-to-face human-agent interaction. We then motivate the need for a three dimensional display of faces to guarantee accurate delivery of gaze and directional movements and present Furhat, a novel, simple, highly effective, and human-like back-projected robot head that utilizes computer animation to deliver facial movements, and is equipped with a pan-tilt neck. After presenting a detailed summary on why and how Furhat was built, we discuss the advantages of using optically projected animated agents for interaction. We discuss using such agents in terms of situatedness, environment, context awareness, and social, human-like face-to-face interaction with robots where subtle nonverbal and social facial signals can be communicated. At the end of the chapter, we present a recent application of Furhat as a multimodal multiparty interaction system that was presented at the London Science Museum as part of a robot festival,. We conclude the paper by discussing future developments, applications and opportunities of this technology.

  • 7.
    Al Moubayed, Samer
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH.
    Heylen, D.
    Bohus, D.
    Koutsombogera, Maria
    Papageorgiou, H.
    Esposito, A.
    Skantze, Gabriel
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH.
    UM3I 2014: International workshop on understanding and modeling multiparty, multimodal interactions2014Inngår i: ICMI 2014 - Proceedings of the 2014 International Conference on Multimodal Interaction, Association for Computing Machinery (ACM), 2014, s. 537-538Konferansepaper (Fagfellevurdert)
    Abstract [en]

    In this paper, we present a brief summary of the international workshop on Modeling Multiparty, Multimodal Interactions. The UM3I 2014 workshop is held in conjunction with the ICMI 2014 conference. The workshop will highlight recent developments and adopted methodologies in the analysis and modeling of multiparty and multimodal interactions, the design and implementation principles of related human-machine interfaces, as well as the identification of potential limitations and ways of overcoming them.

  • 8.
    Al Moubayed, Samer
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Tal-kommunikation.
    Skantze, Gabriel
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Tal-kommunikation.
    Perception of Gaze Direction for Situated Interaction2012Inngår i: Proceedings of the 4th Workshop on Eye Gaze in Intelligent Human Machine Interaction, Gaze-In 2012, ACM , 2012Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Accurate human perception of robots' gaze direction is crucial for the design of a natural and fluent situated multimodal face-to-face interaction between humans and machines. In this paper, we present an experiment targeted at quantifying the effects of different gaze cues synthesized using the Furhat back-projected robot head, on the accuracy of perceived spatial direction of gaze by humans using 18 test subjects. The study first quantifies the accuracy of the perceived gaze direction in a human-human setup, and compares that to the use of synthesized gaze movements in different conditions: viewing the robot eyes frontal or at a 45 degrees angle side view. We also study the effect of 3D gaze by controlling both eyes to indicate the depth of the focal point (vergence), the use of gaze or head pose, and the use of static or dynamic eyelids. The findings of the study are highly relevant to the design and control of robots and animated agents in situated face-to-face interaction.

  • 9.
    Albrecht, Tomás
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Designing the Publikvitto, a system to make government expenditure tangible2018Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Air transportation is essential to our society. It enables global trading, brings people together, and lets travelers explore distant parts of the world. However, flying is a highly unsustainable behavior and accounts for roughly 2% of all carbon emissions; with industry and research forecasting constant growth in the coming years. The economic benefits rhetoric often prevails over the environmental costs, though; motivating governments to give incentives to airports and airlines. The Swedish Government, despite its green goals and pro-sustainability actions, is no exception, and both municipal and federal funds support the air route network.

    This thesis reports on the development of the Publikvitto, a system designed to help citizen make sense of the government's incentives to the flying industry. The process is based on research through design and inspired by reflective practices. The primary outcome are insights into the relationship between designer, social issues, and government's actions; and how these elements can be approached in order to design artifacts that motivate people to engage in political discussions.

  • 10. Alexanderson, Petter
    et al.
    Tollmar, Konrad
    Department of Informatics, HCID Group.
    Being and mixing: designing interactive soundscapes2006Inngår i: Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles, 2006, s. 252-261Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper describes a study of the auditory environment in a chemical factory, and how a group of process operators ascribe meaning to a selection of sound clips from their daily work environment. We argue for a design-oriented phenomenological approach to soundscape studies, and suggest an approach based on an exploration of how already occurring sounds are used. This knowledge will be used to inform the design of new useful auditory environments. Our study shows that the richness of the auditory environment is a crucial aspect of the distributed work environment. An important part of the design process is the operator’s contribution to the concepts suggested. From design workshops several design concepts aiming to explore and test different approaches for making sound affordances available have been developed. This has led us to a new understanding of how interactive soundscapes enable distributed awareness – what we refer to as ’Being and Mixing’.

  • 11.
    Almeida, Teresa
    et al.
    Open Lab, Newcastle Upon Tyne, Tyne & Wear, England..
    Comber, Rob
    Open Lab, Newcastle Upon Tyne, Tyne & Wear, England..
    Balaam, Madeline
    Open Lab, Newcastle Upon Tyne, Tyne & Wear, England..
    HCI and Intimate Care as an Agenda for Change in Women's Health2016Inngår i: 34TH ANNUAL CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, CHI 2016, ASSOC COMPUTING MACHINERY , 2016, s. 2599-2611Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Designing for women's healthcare remains an underexplored area of HCI, particularly outside informational systems for maternal health. Drawing on a case study of a body disruption - urinary incontinence in women - we illustrate the experience of women's health both from the perspective of the patient and the therapist. We show how knowledge, esteem and agency play crucial roles in remedial women's care practices, as well as preventative. In describing these challenges we deliberate on possible futures of women's health that take advantage of the many advances in design and technology from across the spectrum of HCI research. We show how with some care and courage HCI has the potential to transform women's experience within this setting.

  • 12.
    Almeida, Teresa
    et al.
    Newcastle Univ, Open Lab, Newcastle Upon Tyne, Tyne & Wear, England..
    Comber, RobNewcastle Univ, Open Lab, Newcastle Upon Tyne, Tyne & Wear, England..Wood, GavinNewcastle Univ, Open Lab, Newcastle Upon Tyne, Tyne & Wear, England..Saraf, DeanNewcastle Univ, Open Lab, Newcastle Upon Tyne, Tyne & Wear, England..Balaam, MadelineNewcastle Univ, Open Lab, Newcastle Upon Tyne, Tyne & Wear, England..
    On Looking at the Vagina through Labella2016Konferanseproceedings (Fagfellevurdert)
    Abstract [en]

    Women's understandings of their own intimate anatomy has been identified as critical to women's reproductive health and sexual wellbeing. However, talking about it, seeking medical help when necessary as well as examining oneself in order to 'know' oneself is complicated by social-cultural constructions of the vagina, i.e. it is something private, shameful and not to be talked about. In response to this, we designed Lobelia, an augmented system that supports intimate bodily knowledge and pelvic fitness in women. It combines a pair of underwear and a mobile phone as a tool for embodied intimate self-discovery. In this paper, we describe Labella, and its evaluation with fourteen women, aged 25-63. We show how through situated embodied perception Labella empowers 'looking'. We highlight how the simple act of augmented looking enables the construction of knowledge which ranges from establishing the 'very basics' through to a nuanced understanding of pelvic muscle structure. Finally, we highlight the role of awkwardness and humour in the design of interactions to overcome taboo.

  • 13.
    Almeida, Teresa
    et al.
    Open Lab, Newcastle Upon Tyne, Tyne & Wear, England..
    Comber, RobertOpen Lab, Newcastle Upon Tyne, Tyne & Wear, England..Balaam, MadelineOpen Lab, Newcastle Upon Tyne, Tyne & Wear, England..
    HCI and intimate care as an agenda for change in women’s health2016Konferanseproceedings (Fagfellevurdert)
    Abstract [en]

    Designing for women’s healthcare remains an underexplored area of HCI, particularly outside informational systems for maternal health. Drawing on a case study of a body disruption - urinary incontinence in women - we illustrate the experience of women’s health both from the perspective of the patient and the therapist. We show how knowledge, esteem and agency play crucial roles in remedial women’s care practices, as well as preventative. In describing these challenges we deliberate on possible futures of women’s health that take advantage of the many advances in design and technology from across the spectrum of HCI research. We show how with some care and courage HCI has the potential to transform women’s experience within this setting.

  • 14.
    Almqvist, Andreas
    KTH.
    Ways Into the Design Space of Butterflies in the Stomach2019Inngår i: CHI EA '19 EXTENDED ABSTRACTS: EXTENDED ABSTRACTS OF THE 2019 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, ASSOC COMPUTING MACHINERY , 2019Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This work presents ways into a design space of butterflies in the stomach; a qualia of belly tingling sensation possible of pleasure, discomfort and presence heightening. Three design instances are presented. From and within those are three conceptual directions drawn and exemplified. Conditional availability involves tuning the availability of an interaction to certain geographic locations, environmental conditions and time-of-day in strive for particular aesthetics. Erratic and dubious presence is about making interactions unpredictable and/or feeding a doubt whether the user is engaged in an interaction or not, in strive for confusion and startle. Sensorial evidence of interaction is a way of thinking about narratives within an interaction through elements of planning, exploration and suddenness in strive for experiential qualities like anticipation, surprise, and fascination of discovery. My felt experiences of a two-day camping trip were used as a design resource. Reflections of these experiences were used in the design and concept development through visualizations, textual narratives, technical implementation detailing, and thematic analysis. This work is a provocative step expanding on what human-computer interaction can be in the outdoors.

  • 15.
    Amino, Robert
    KTH, Skolan för elektroteknik och datavetenskap (EECS).
    Topographic building pattern recognition with geospatial OpenStreetMap data2018Independent thesis Advanced level (professional degree), 20 poäng / 30 hpOppgave
    Abstract [en]

    This paper aims to explore the perceptual recognition of topographical building patterns from real-world OpenStreetMap data on virtual globes. An implementation was developed in which all geographical and contextual information was layered and, for the purpose of this study, what solely remained were building patterns as viewed from above. This was developed as a module for the planetarium visualization software Uniview. The aim was to determine how cities with different building patterns were perceived by participants in terms of size, scale, and building density. This was measured as the comparative difference between city pairs, that is, how much they differed in the percentage of the area that they covered. Two quantitative studies were conducted, one smaller controlled study with 19 participants and one larger online crowd-sourced study with 72 participants. The results show that participants are generally able to discern building patterns when the comparative difference is greater than a certain critical threshold. This critical threshold was determined to be at approximately 0.5% for both studies and for accuracy levels above 60%. Thus it was concluded that below this critical threshold users should be provided with visual feedback or other means of identifiers in order to allow for definite recognition, depending on what kind of information a certain type of visualization is trying to convey.

  • 16.
    Andersen, Kristina
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Making Magic Machines2017Doktoravhandling, med artikler (Annet vitenskapelig)
    Abstract [en]

    How can we design experiences that explore ideas and notions of the unknown? The aim of the work outlined here is to create short, intense, workshop-like experiences that generate strong commitments, and expose underlying personal desires as drivers for new ideas. I would like to propose a material practice, which uses open-ended making to engage in the imagination of new things. Informed by a concern or a longing, this exploration employs familiar yet mundane materials - such as candy and cardboard - through which several planes collide: the possible, the unknown, the feared and the desired. The process is aimed at allowing a broad range of knowledge to materialise - through ways that are less normative, and less constrained by commercial and technological concerns, and to emerge instead as far-fetched ideas that offer a kind of knowledge, which belongs to no one. The format has evolved over time, from relatively elaborate workshops for technology prototyping, towards the point where they are now focussed on the making of work that is about technology, rather than of technology.

  • 17. Andersen, Kristina
    Making Magic Machines2013Inngår i: 10th European Academy of Design Conference  - Crafting the Future, Gothenburg, Sweden, 17 – 19 April 2013: Crafting the Future, 2013Konferansepaper (Fagfellevurdert)
    Abstract [en]

    It is becoming increasingly common to include design methodology into innovation processes, but this is still mostly done to problem-solve or user-test technologies that are already at a late stage of innovation. This paper describes an attempt to use a fine art sculptural process to access unspoken desires and fears of the new and unknown: an exploratory children's workshops aimed at uncovering new technological objects and needs using craft and embodied making. The workshop uses the notion of magic and machine as substitute for technology to allow a broader range of response. We ask questions like: How do we design magic? What is magical to you? If you could make anything at all, what would it be? The responses are low-fi objects built from paper, cardboard, wood, string and plastic. These objects are in turn treated as props in a process of enacting a future scenario-of-use. The paper describes the process itself as well as a small selection of the resulting objects and suggests some tentative guidelines for using this type of workshop format.

  • 18. Andersen, Kristina
    The deliberate cargo cult2014Inngår i: Proceedings of the 2014 conference on Designing interactive systems (DIS '14), New York, USA: ACM Press, 2014, s. 627-636Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Taking it’s origin from the notion of the cargo cult as anelaborate misunderstanding, this paper suggests a series ofexploratory design methods to support users in generatingrequirements and scenarios-of-use for technological objectsthat do not yet exist. Strategies from fields such as art andperformance are used to create experiences of userinvolvementcentered on the making of non-functionalmock-ups. These can then act as props through which theparticipant can express their intuitions and concerns with agiven technological notion. The processes described makesuse of a broad range of cultural drivers to engage users inplayful misunderstandings that facilitate new, out of theordinary, interpretations of objects. The paper outlines thebasis of three projects, discusses the drivers behind eachproject and suggests guidelines for creating these kinds ofexploratory embodied experiences.

  • 19. Andersen, Kristina
    et al.
    Gibson, Dan
    The Instrument as the Source of New in New Music2017Inngår i: Design Issues, ISSN 0747-9360, E-ISSN 1531-4790, Vol. 33, nr 3, s. 37-55Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    How can we treat technological matter as yet another material from which our notions of possible future instruments can be constructed, intrinsically intertwined with, and informed by a practice of performance? We strive to develop musical-performance instruments not only by creating technology, but also in developing them as aesthetic and cultural objects. A musical instrument is not an interface and should not be designed as such; instead, new instruments are the source of new in new music. Like any traditional instrument, a new instrument's potential for producing quality musical sound can only be revealed when it is played. We present an instrument-design process conducted by a visionary and an agenda-setting musician. The resulting objects are experimental prototypes of technological matter, which allow analysis and meaning to be specified through physical and tactile interaction with the objects themselves. As the instruments evolve through various stages, their capability is continually enhanced, making them all the more desirable for musicians to play.

  • 20. Andersen, Kristina
    et al.
    Knees, Peter
    Johannes Kepler University.
    The Dial: Exploring Computational Strangeness2016Inngår i: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA '16), New York, USA: ACM Press, 2016Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper describes the process of a computational ideaemerging from a process of user engagement: algorithmicrecommendations as artistic obstructions in creativework. Through a collaboration between HCI and Music InformationRetrieval, we conducted open-ended interviewswith professional makers of Electronic Dance Music. Wedescribe how the idea emerged from this process, and considerhow algorithmic recommendation systems could bere-considered as tools for artistic inspiration. We proposethe concept of a “Strangeness Dial,” which allows the gradualadjustment of the degree of desired otherness, which istested through the use of a non-functional prop and a seriesof interviews.

  • 21.
    Andersson, Johanna
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    The Heart Companion:: Designing an empowering application for heart failure patients2015Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Healthcare practices are changing as focus shifts fromtreating acute illnesses to chronic diseases. Theresponsibility of managing the treatment has shifted fromhealthcare providers to the individual in a higher degree. Toachieve good treatment the patients need to be empoweredso that they understand their condition and can makeinformed choices throughout their self-care. A researchthrough design approach was used to investigate how todesign a personalized empowering application for heartfailure patients. Aside from information relating to thecondition, the themes of physical activity, dieting and socialconnectedness were identified as central to address for theempowerment of this group. Patients, partners andhealthcare providers contributed with different perspectivesthroughout the design process. As a result five personas,representing potential users, were developed. Based on thepersonas and knowledge of the domain, user scenarios incurrent- and preferred state were constructed in order toguide the design of the empowering application called ‘TheHeart Companion’. It is a tablet application catering to thedifferent needs of the personas that also addresses the threethemes relevant for empowerment. The purpose of theapplication is to facilitate better understanding, a feeling ofsafety and a more active empowered life for the patient.The application enables personalization of the content byproviding bookmarking and addresses empowerment ofphysical activity by enabling various guided exercisesessions, personalized feedback, the possibility of reflectionand construction of personalized exercise sessions.

  • 22.
    Andersson, Jonas E.
    KTH.
    Standardizing Human Abilities and Capabilities Swedish Standardization with a Design for All Approach2019Inngår i: Proceedings of the 20th Congress of the International Ergonomics Association (IEA 2018), Springer, 2019, Vol. 825, s. 459-468Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Several standard works in Sweden from the period 2000–2017 have been focused on converting visionary welfare political goals into down-to-earth-oriented guidelines for subsequent realization and implementation. The present paper is focused on the conversion of general welfare goals into standards that apply to areas that require a trans-disciplinary approach to address accessibility issues in built environment, services and transportation. The study suggests that standardization with a design for all perspective becomes an interpretive work in which words and phrases are contemplated in relation to the ethical stance of the national disability policy. This framework is situated at the very interface between real-life settings and visionary thinking. Consequently, participants in standardization works revolving around design for all activate several individual knowledge fields of ethical, ideological, practical and theoretical nature. In communal discussions between the participants, the development of standards proceeds through an analytical work that is like an iterative creative process that uses concepts, phrases and words as instruments. The overall conclusion is that standardization with a design for all approach has left the strict focus on products and started to target the design process in view of a built environment, products or services that are centered on the fit between the design and a wide range of human abilities.

  • 23.
    Andersson, Karl
    KTH, Skolan för datavetenskap och kommunikation (CSC).
    Manipulating Control-Display Ratios in Room-Scale Virtual Reality2017Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    This study examined how reduced control-display ratios on motion-tracked handheld controllers in virtual reality affected user immersion and sense of control. 24 participants played a puzzle game in virtual reality using one of three control-display ratios: one normal, and two that were reduced using the “Go-Go” technique. Results indicate that the control-display ratio can be reduced drastically while retaining user immersion and sense of control, but that the effectiveness of this seems to differ between individuals and is heavily influenced by previous experiences. Even so, these results could be of use for future virtual reality interaction designers as well as researchers studying the senses of vision and proprioception. 

  • 24.
    Andersson, Lisa
    KTH, Skolan för datavetenskap och kommunikation (CSC).
    EquumTemp: A palpation aid that document and detect temperature changes on the surface of horse’s forelimbs2016Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    At the moment, in the daily health care for horses there is a lack of technical aids for private use. As a horse owner you need to physically palpate the horse’s limbs to detect signs of injury and lameness. It is difficult and the signs are usually vague and hard to distinguish. Technology and interaction design could be the solution to this problem. The related research this paper builds on are: clinical complementary diagnostic methods for lameness diagnosis, wearable health monitor systems for humans and smart textiles on horses. The question this paper tries to answer is:

    How to develop and design a prototype of a product that is an aid for horse owners to document and better understand changes in surface temperature of the horse’s fetlock?

    To answer this question a user-centered design process was used. A survey, expert domain interview, design and development of a prototype, two different user testings’ and a design workshop. The result is a prototype of a palpating aid called EquumTemp. It is used by the horse owner as a second opinion on the status of their horse fetlock temperature. EquumTemp measures, stores and documents surface temperature of the fetlock. The prototype was tested by the author for 2 weeks and by three different potential users. The knowledge gained from the project resulted in defined product requirements.

  • 25.
    Andersson, Ulrika
    KTH, Skolan för datavetenskap och kommunikation (CSC).
    Effect of depth cues on visual search in a web-based environment2017Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    In recent years, 3D graphics has become more available for web development with low-level access to graphics hardware and increased power of web browsers. With core browsing tasks for users being to quickly scan a website and find what they are looking for, can 3D graphics – or depth cues – be used to facilitate these tasks? Therefore, the main focus of this work was to examine user performance on websites in terms of visual attention. Previous research on the use of 3D graphics in web design and other graphical interfaces has yielded mixed results, but some suggest depth cues might be used to segment a visual scene and improve visual attention. In this work, the main question asked was:  How do depth cues affect visual search in a web-based environment? To examine the question, a user study was conducted where participants performed a visual search task on four different web-based prototypes with varying depth cues. The findings suggest depth cues might have a negative effect by increasing reaction time, but certain cues can improve task completion (hit rate) in text-rich web environments. It is further elaborated that it might be useful to look at the problem from a more holistic perspective, also emphasizing other factors such as visual complexity and prototypicality of websites.

  • 26.
    Andrieux, Alexandre
    KTH, Skolan för datavetenskap och kommunikation (CSC).
    Improving HSL Recognition Skills with a Color Game2016Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Improving color matching skills requires a specifically designed interface as much as well-calculated feedback on the underlying color model. This thesis relates to the production of a game for learning HSL and elaborates on learning patterns with regard to hue and game progression. A quantification of learning based on performance variation is proposed. In an effort to balance data quantity and relevance, several variables of pure analysis interest are defined. Results on learning inhomogeneities are presented through Hue Learning Curves with streamgraphs and detailed bar charts. The consequences of design choices and gameplay on performance and learning are discussed.

  • 27. Annebäck, Jesper
    et al.
    Bratt, Jesper
    Huanca Montes, Connie
    Jernström, Erik
    Stenseth, Viggo
    OMNES, "All trafik kan vara kollektivtrafik": Ett projekt av gruppen Omnes2014Rapport (Annet vitenskapelig)
    Abstract [sv]

    I kurserna DH2655: Kooperativ IT-design och DH2460: Programvarudesign, ekonomi och ledarskap är det traditionsenligt att utföra en projektuppgift i grupper, som kursledare satt ihop med hänsyn till elevernas egenskaper. Temat för årets projekt var Framtidens kollektiv- trafik. I denna rapport beskrivs projektgruppen Omnes hela designprocess från att uppgiften blev tilldelad till slutredovisningen, en utställning på Spårvägsmuséet i Stockholm.

    Vid projektstarten började samtliga medlemmar att definiera sin roll och individuella mål för kursen. I påföljande process utvecklas en frågeställning baserat olika litterära undersökning- ar och metoder för omvärldsanalys. Stor tyngd av projektet ligger på själva dokumentationen och utförandet av designprocessen. I designprocessen använder projektgruppen de metoder som kursen tagit upp i dess första del. Att kunna välja rätt metod för det rätta syftet samt uppföljande analys på utfallet är någon som visar sig vara signifikant för att lyckas gå vidare i processen. Detta är något som görs i omvärldsanalysen och genom den insamlade datan från momentet kan projektgruppen kristallisera sin idé. Idén är ett sammansatt system som ligger mellan 15-20 år framåt i tiden, beroende på hur bra det måste vara. En installation av idén görs i samtal med Spårvägsmuséets utställningsansvarig och projektgruppens representant. Detta är en parallellt löpande process som projektgruppen hanterar samtidigt som de ska fullfölja själva projektet. Allt som gjort i projektet från start till utställning tas upp i en diskussion som reflekterar över de problem vi stött på likväl som framtida planer för ytterligare utveckling. Slutligen knyts allt ihop av en slutsats som konfirmerar några av de teorier som framkommit under projektets gång, genom jämförelse med de andra projektgrupperna i kursen. 

  • 28.
    Ardal, Dui
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC).
    Frisk Arfvidsson, Gustav
    KTH, Skolan för datavetenskap och kommunikation (CSC).
    Heuristiska vs. användarinkluderande utvärderingar: En jämförelse av två MDI-metoder.2017Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Denna uppsats ämnar undersöka olika utvärderingsmetoder inom fältet användbarhet. Alltsedan webbteknologier har tagit en större plats i vår vardag har efterfrågan ökat för gränssnitt och design med hög användbarhet. Vi har därför utfört tester på tvåutvärderingsmetoder för att utvärdera användbarhet på en prototyp som vi har utvecklat. Användarinkluderande och heuristiska tester är två utvärderingsmetoder som vi har undersökt i denna uppsats. De är båda väldokumenterade och används ofta för att mäta aspekter inom användbarhet. Således finns det ett intresse i att studera skillnader i resultat och hur metoderna bäst kan användas. Vi utförde tester på båda dessa utvärderingsmetoder, med fem olika personer per test. De heuristiska testerna resulterade i fler användbarhetsproblem av funktionell karaktär än vad de användarinkluderande testerna gjorde, vilka resulterade i fleranvändbarhetsproblem inom kategorin layout. Likaså resulterade de heuristiska testerna i att testsubjekten identifierade en större andel likartade användbarhetsproblem än vad de användarinkluderande testerna gjorde. Vi tror att detta kan bero på själva utvärderingsmetodernas utformning, där miljön och testsubjekten är kontrollerade i olika utsträckning. De slutsatser vi har dragit är att de båda är användbara för att mäta användbarhetoch för att hitta fel/brister med ett gränssnitt i ett tidigt prototypstadie, men att den heuristiska metoden kan vara aningen bättre för en prototyp i ett tidigt stadie i utvecklingen, likt detgränssnitt vi utvärderade befann sig i. Vidare har vi konkluderat att användandet av båda dessa tester tillsammans ger optimalt resultat.

  • 29.
    Arkenson, Caroline
    KTH, Skolan för datavetenskap och kommunikation (CSC).
    Music Control in the Car – Designing voice interactions between user and a music service with a focus on in-car usage2016Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Music is an important part of people’s lives and thanks to technology development music is more accessible than ever. It creates a pleasant auditory environment in many situations such as when driving, and in-car music streaming is one of the most requested features amongst drivers. Using technology such as mobile devices when driving is a major safety concern which can be addressed by implementing voice control. Said modality, if implemented successfully, puts less cognitive demand on the driver than using manual controls or looking at a monitor.

    This thesis has resulted in a set of design suggestions for voice interaction between driver and a music service for a safe and pleasant user experience where the dialogues aim at providing drivers with a feeling of familiarity and brand recognition with the music service. The design suggestions are based on design guidelines and previous research on voice interaction and in-car technology including cognitive demands on the driver. Input from drivers and music listeners have been collected first through a questionnaire on controlling music applications while driving followed by a design workshop where the participants, based on different stories, designed dialogues between driver and a music service.

    The research found that drivers are highly concerned with traffic safety, and want to be able to quickly and safely search for specific music or music that suits a current mood. In terms of familiarity, drivers should be able to use existing features from the music service when interacting through voice and be able to make actions that affect their private account - such as saving songs to a playlist.

  • 30. Arkenson, Caroline
    et al.
    Chou, Y. -Y
    Huang, C. -Y
    Lee, Y. -C
    Tag and seek a location-based game in tainan city2014Inngår i: CHI PLAY 2014 - Proceedings of the 2014 Annual Symposium on Computer-Human Interaction in Play, Association for Computing Machinery (ACM), 2014, s. 315-318Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Tag and Seek is a location-based game which leads a traveler through Tainan City in Taiwan. The traveler's task is to find Harry's friends who are hiding at different sites in the city. Once at the site, the traveler has to scan a Near Field Communication (NFC) tag placed on a board looking like Harry's friend. When the NFC tag is scanned the lost friend is found, information about the site is presented and instructions to the next site will be available. The game lets the traveler experience culture, gain knowledge about sites in the city and meet local citizens - without the traveler having to plan the trip ahead. By implementing NFC technology as check points the interaction with the game differs from regular tourist guides and the threat of privacy which comes with location-based services is greatly lowered as the traveler is not being tracked by GPS. From our user evaluation we found that both the interface and interaction with the boards could use some improvements to increase the usability.

  • 31.
    Artman, Henrik
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI (stängd 20111231).
    Dovhammar, Ulrika
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI (stängd 20111231).
    Holmlid, Stefan
    Linköpings Universitet.
    Lantz, Ann
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI (stängd 20111231).
    Lindquist, Sinna
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI (stängd 20111231).
    Markensten, Erik
    Antrop.
    Swartling, Anna
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI (stängd 20111231).
    Att beställa något användbart är inte uppenbart: En motiverande bok om att beställa användbarhet2010Bok (Fagfellevurdert)
  • 32.
    Artman, Henrik
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Karlgren, Klas
    Ramberg, Robert
    Strååt, Björn
    Designing Interaction in Interaction Design: Using interactionarires in order to understand student use of interaction design concepts2012Inngår i: Designs for Learning 2012: Conference Proceedings, Copenhagen, Denmark: Aalborg University , 2012, s. 14-16Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Interaction design is about designing interaction. But how do first year students of interaction design understand and use concepts of interaction in their design processes? By interaction analysis of video material we analyse how students used concepts adhering to interaction. The aspect most frequently used was interactivity. Interaction was mainly handled by using spoken language. While working with physical materials, talk about interaction decreased

  • 33.
    Artman, Henrik
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID. FOI.
    Ramberg, Robert
    Jander, Hans
    Lindquist, Sinna
    Castor, Martin
    Borgvall, Jonathan
    Towards the Learning Organisation: Frameworks, Methods, and Tools for Resource-Efficient and Effective Training2013Rapport (Annet vitenskapelig)
    Abstract [en]

    The purpose of this report is to describe models for operational training of military personnel and frameworks, methodologies, and tools that support the analysis, planning, monitoring, and evaluation of such training. The primary example used is simulator-based training and exercises, and in particular the operations at FOI/FLSC (Swedish Defence Research Agency/Swedish Air Force Combat Simulation Centre). The report also includes specific recommendations on how frameworks, methodologies, and data from assessment tools can be used by an organization for effective training, and suggests a number of research and development activities that strive towards a learning organization. 

  • 34.
    Aslamy, Benjamin
    KTH, Skolan för teknik och hälsa (STH), Medicinsk teknik, Data- och elektroteknik.
    Utveckling av ett multisensorsystem för falldetekteringsanordningar2016Independent thesis Basic level (professional degree), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Fallolyckor bland äldre är ett stort folkhälsoproblem. Således har det utvecklats en rad olika system för fjärrövervakning av äldre för att möjliggöra en tidig detekte- ring av fallolyckor. Majoriteten av de forskningar som hittills har gjorts inom fallo- lyckor har fokuserat på att utveckla nya mer framgångsrika algoritmer just för att identifiera fall från icke-fall. Trots det visar statistiken att dödsfall och skador orsa- kade av fallolyckor ökar för varje år i samband med den ökande andel äldre perso- ner i befolkningen.

    Detta examensarbete handlar om att förbättra nuvarande falldetekteringsanord- ningar genom att täcka de brister och tillgodose de behov som finns i nuvarande tekniker. De förbättringar som har kartlagts är att kunna ge en säkrare bedömning av patientens hälsa och kunna påkalla snabbare hjälpinsats när en fallolycka har inträffat. En annan förbättring är rörelsefriheten för äldre. De ska kunna befinna sig utomhus och ha möjlighet att utföra sina dagliga aktiviteter utan att vara be- gränsade av platspositionen.

    Sammanfattningsvis kan det konstateras att ett multisensorsystem i form av en prototyp har konstruerats för att täcka de brister som har kartlagts. Utöver att pro- totypen detekterar fall och kroppsrörelser med hjälp av en accelerometersensor innehåller den även en sensor för detektering av livstecken i from av EKG. Den in- nehåller dessutom cellulära och trådlösa nätverksanslutningar i form av GPRS och Wi-Fi för att möjliggöra rörelsefriheten hos äldre. Vidare innehåller prototypen en sensor för GPS som ger information om platsposition. 

  • 35.
    Backlund, Sara
    et al.
    Interactive Institute.
    Gyllensvärd, M.
    Gustafsson, A.
    Ilstedt Hjelm, Sara
    SVID (Swedish Industrial Design Foundation).
    Mazé, Ramia
    Interactive Institute.
    Redström, Johan
    Center for Design Research, Royal Academy of Fine Arts, School of Architecture, Copenhagen, Denmark.
    Static!: The aesthetics of energy in everyday life2006Inngår i: WonderGround 2006 / [ed] Ken Friedman, Terence Love, Eduardo Côrte-Real, Chris Rust, Lisbon: CEIADE – Centro Editorial do IADE , 2006Konferansepaper (Fagfellevurdert)
  • 36.
    Balaam, Madeline
    et al.
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Comber, Robert
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Clarke, Rachel E
    Northumbria University Newcastle upon Tyne, UK.
    Windlin, Charles
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Ståhl, Anna
    RISE SICS, Kista, Sweden.
    Höök, Kristina
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Fitzpatrick, Geraldine
    TU Wien, Vienna, Austria.
    Emotion Work in Experience-Centred Design2019Inngår i: CHI Conference on Human Factors in Computing Systems Proceedings (CHI 2019), May 4–9, 2019, Glasgow, Scotland UK, 2019Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Experience Centred Design (ECD) implores us to develop empathic relationships and understanding of participants, to actively work with our senses and emotions within the design process. However, theories of experience-centred design do little to account for emotion work undertaken by design researchers when doing this. As a consequence, how a design researcher’s emotions are experienced, navigated and used as part of an ECD process are rarely published. So, while emotion is clearly a tool that we use, we don’t share with one another how, why and when it gets used. This has a limiting effect on how we understand design processes, and opportunities for training. Here, we share some of our experiences of working with ECD. We analyse these using Hochschild’s framework of emotion work to show how and where this work occurs. We use our analysis to question current ECD practices and provoke debate.

  • 37. Barbosa, S.
    et al.
    McEwan, T.
    Palanque, P.
    Tsai, J.
    Wulf, V.
    Winckler, M.
    Prates, R.
    Normand, L. M.
    Gulliksen, Jan
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Lazar, J.
    Workshop on Engaging the Human-Computer Interaction Community with Public Policymaking Internationally: Extended Abstract2013Inngår i: Proceeding CHI EA '13 CHI '13 Extended Abstracts on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2013, Vol. 2013, s. 3279-3282Konferansepaper (Fagfellevurdert)
    Abstract [en]

    There is an increasing interest in the intersection of human-computer interaction and public policy. This day-long workshop will examine successes and challenges related to public policy and human computer interaction, in order to provide a forum to create a baseline of examples and to start the process of writing a white paper on the topic.

  • 38.
    Bark, Ida
    et al.
    Teleca Sweden South, Stockholm, Sweden .
    Folstad, Asbjorn
    SINEF ICT, Oslo, Norge.
    Gulliksen, Jan
    Uppsala Universitet.
    Use and usefulness of HCI methods: Results from an exploratory study among Nordic HCI practitioners2006Inngår i: People and Computers XIX - The Bigger Picture / [ed] McEwan, T, Gulliksen, J, Benyon, D, Springer London, 2006, s. 201-217Konferansepaper (Fagfellevurdert)
    Abstract [en]

    As an HCI practitioner, it would be of great value to know which methods other HCI practitioners find most useful in different project phases. Also it would be interesting to know whether the type of ICT projects has any effects on HCI practitioners' perception of the usefulness of the methods. This paper presents results from an exploratory survey of HCI practitioners in the Nordic countries conducted in the fall of 2004. 179 of the respondents were usability professionals or UI designers with two or more years of experience. The survey results give insights with regard to whether or not HCI practitioners are included in those project phases regarded as most important. Also it describes which HCI methods that are used in different project phases, and how useful different HCI methods are perceived to be. The study complements existing HCI practitioner survey investigations by an explicit allocation of the HCI methods under consideration to concrete project phases, and by including analyses of group differences between practitioners working with different kinds of development projects.

  • 39. Battel, G U
    et al.
    Bresin, Roberto
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Analysis by synthesis in piano performance - A study on the theme of the Brahms’ "Variations on a Theme of Paganini€", op. 351993Inngår i: Proceedings of SMAC 93 (Stockholm Music Acoustic Conference), Stockholm: KTH Royal Institute of Technology, 1993, s. 69-73Konferansepaper (Fagfellevurdert)
  • 40. Battel, G U
    et al.
    Bresin, Roberto
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    De Poli, G
    Vidolin, A
    Automatic performance of musical scores by mean of neural nerworks: evaluation with listening tests1993Inngår i: X CIM Colloquium on Musical Informatics, 1993, s. 97-101Konferansepaper (Fagfellevurdert)
  • 41. Bellini, R.
    et al.
    Strohmayer, A.
    Alabdulqader, E.
    Ahmed, A. A.
    Spiel, K.
    Bardzell, S.
    Balaam, Madeline
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Feminist hci: Taking stock, moving forward, and engaging community2018Inngår i: Conference on Human Factors in Computing Systems - Proceedings, Association for Computing Machinery (ACM), 2018, artikkel-id W09Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Feminist HCI has made a profound impact on perceptions of women’s health, emancipation through design, as well as gender identity, inclusion, and diversity. However, there is a distinct lack of connection between these disparate but inherently connected research spaces. This SIG meeting aims to bring scholars together to discuss emerging and evolving issues of feminist research, and finding ways of using feminist theory and practice as a tool in future HCI research. Ultimately, the SIG will facilitate the engagement of a community of feminist HCI researchers, designers, and practitioners. It brings together those who may feel isolated in their respective research groups or universities to create a platform for feminist thought within SIGCHI and facilitate collaboration to proactively move towards the mainstreaming of feminism in HCI.

  • 42. Bengtsson, Lars
    et al.
    Ivarsen, Ove
    UsersAward.
    Lind, Torbjörn
    UsersAward.
    Olve, Nils-Göran
    Sandblad, Bengt
    Uppsala Universitet och UsersAwards forskarpanel.
    Sundblad, Yngve
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI (stängd 20111231).
    Walldius, Åke
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI (stängd 20111231).
    Nya initiativ för användbarhetsarbetet: en pejling av behovet hos UsersAwards olika interessentgrupper2009Rapport (Annet vitenskapelig)
  • 43. Bentley, F.
    et al.
    Tollmar, Konrad
    KTH, Skolan för informations- och kommunikationsteknik (ICT), Kommunikationssystem, CoS, Mobile Service Laboratory (MS Lab).
    The power of mobile notifications to increase wellbeing logging behavior2013Inngår i: CHI '13 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, ACM Digital Library, 2013, s. 1095-1098Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Self-logging is a critical component to many wellbeing systems. However, self-logging often is difficult to sustain at regular intervals over many weeks. We demonstrate the power of passive mobile notifications to increase logging of wellbeing data, particularly food intake, in a mobile health service. Adding notifications increased the frequency of logging from 12% in a one-month, ten-user pilot study without reminders to 63% in the full 60-user study with reminders included. We will discuss the benefits of passive notifications over existing interruptive methods.

  • 44. Bentley, F
    et al.
    Tollmar, Konrad
    KTH, Skolan för informations- och kommunikationsteknik (ICT), Kommunikationssystem, CoS. KTH, Skolan för informations- och kommunikationsteknik (ICT), Centra, KTH Center för Trådlösa System, Wireless@kth.
    Dernirdjian, D
    Koile, K
    Darrell, T
    Perceptive presence2003Inngår i: IEEE Computer Graphics and Applications, ISSN 0272-1716, E-ISSN 1558-1756, Vol. 23, s. 26-36Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Perceptive presence systems automatically convey awareness of user states to a remote location or application without the user having to perform explicit commands or mode selection. The article describes a component-based architecture for creating presence applications using perceptual user interface widgets. Each widget performs a machine perception function, such as tracking a face or monitoring activity in a specific 3D location. Widgets provide an abstraction barrier between the perception algorithms and the needs of application writers. Two example applications developed using this framework are presented: one uses a luminous display to express a user’s availability for communication to a colleague at a remote location, and a second uses activity to control devices in a context-aware environment.

  • 45.
    Berglund, Fredrik
    KTH, Skolan för datavetenskap och kommunikation (CSC).
    Chatbots as Interaction Modality: An Explorative Design Study on Elderly Classical Music Concert Subscribers2017Independent thesis Advanced level (professional degree), 20 poäng / 30 hpOppgave
    Abstract [en]

    This thesis is a pilot study aimed at exploring how a chatbot can be designed to be used as a tool to give elderly classical music concert subscribers information about concerts they are attending. Previous works have indicated chatbots to be useful as information retrieval systems. To test this theory, a chatbot called “BerwaldBoten” was created and tested on eight elderly concert subscribers. Apart from testing the chatbot in everyday settings during a week leading up to a concert, the users also answered questionnaires before and after the study for qualitative data. Data from the chats was also collected for qualitative analysis. The results were generally positive, where most users found it easier to acquire concert information when using the chatbot. A need to provide the alternatives to interact using either quick reply buttons or free text was indicated. Furthermore, the importance of stating limitations and being transparent regarding the system state at all times is discussed.

  • 46.
    Bergsmark, Moa
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    From Patchwork to Appliqué: Exploring Material Properties Through an Interaction Design Remake2017Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Materials and materiality in interaction design has become more and more important perspectives within the field. Material explorations of a specific material could contribute to this ongoing discussion. As means to investigate how material properties affect interactive qualities for a tangible interaction design, a remake of an existing design was created. The starting point for remake is a tangible programming space for children called Patcher where custom built RFID readers is interacted with. For this investigation, Android mobile phones with NFC readers is the material of choice when recreating the same concept. Design values in Patcher are identified as collaborative play and open-ended programming play. The creation process of Alfombra Applique, the remake, is presented, the design choices and how they relate to the shift of material. This leads to learnings regarding how material properties differ when using the prebuild product with a lot of design possibilities in relationship to custom built hardware. These learning can be summarized into three topics. (1) When using a prebuilt product as material there will be more limitations to how a designer can change the material, it can only be bent using software. (2) A consumer market product opens up to getting the artefact available to more users, but it could depend on how the product normally is used. (3) The designer and users will have a lot more preknowledge of the material whish gives implications on expectations. Also, the paper investigates how exploring materials and having a bricolage mindset made it possible to create a meaningful remake with other material of an existing design. It is concluded that the choice of materials and how designers work with their properties changes what is relevant and possible to design. 

  • 47.
    Bergsmark, Moa
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    Fernaeus, Ylva
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID.
    From patchwork to appliqué: Reflections from an interaction design remake2016Inngår i: TEI 2016 - Proceedings of the 10th Anniversary Conference on Tangible Embedded and Embodied Interaction, Association for Computing Machinery (ACM), 2016, s. 236-244Konferansepaper (Fagfellevurdert)
    Abstract [en]

    We present a case in which an existing tangible system and its core design values has been used to create a new variation with available standard technology exactly one decade later. We reflect on how the new technological setup fundamentally changed the interaction in terms of electronic media and behavior, as well as regarding perception, physical manipulation, and overall social activity. The new design is discussed in terms of transformations of practice, which shifted our conceptual understanding of the interaction from the metaphor of making a patchwork to that of an appliqué.

  • 48.
    Berns, Tomas
    et al.
    KTH.
    Lantz, Ann
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI (stängd 20111231).
    Toomingas, Allan
    Karolinska Institutet.
    Special issue of Behavioural and Information Technology with key note lectures and selected papers from the 8th international conference on Work With Computing Systems 2007 - WWCS 2007 - in Stockholm May 21st-24th 2007 - Foreword2008Inngår i: Behavior and Information Technology, ISSN 0144-929X, E-ISSN 1362-3001, Vol. 27, nr 4, s. 283-284Artikkel i tidsskrift (Fagfellevurdert)
  • 49. Beskow, J.
    et al.
    Edlund, J.
    Granström, B.
    Gustafson, J.
    Gjermani, T.
    Jonsson, O.
    Skantze, G.
    Tobiasson, Helena
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI (stängd 20111231).
    Innovative interfaces in MonAMI: The reminder2008Inngår i: ICMI'08: Proceedings of the 10th International Conference on Multimodal Interfaces, 2008, s. 199-200Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This demo paper presents an early version of the Reminder, a prototype ECA developed in the European project MonAMI, which aims at "mainstreaming accessibility in consumer goods and services, using advanced technologies to ensure equal access, independent living and participation for all". The Reminder helps users to plan activities and to remember what to do. The prototypemerges mobile ECA technology with other, existing technologies:Google Calendar and a digital pen and paper. The solution allows users to continue using a paper calendar in the manner they are used to, whilst the ECA provides notifications on what has been written in the calendar. Users may ask questions such as "When was I supposed to meet Sara?" or "What's my schedule today"?

  • 50.
    Björklund, Linnea
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Robotik, perception och lärande, RPL.
    Knock on Wood: Does Material Choice Change the Social Perception of Robots?2018Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    This paper aims to understand whether there is a difference in how socially interactive robots are perceived based on the material they are constructed out of. Two studies to that end were performed; a pilot in a live setting and a main one online. Participants were asked to rate three versions of the same robot design, one built out of wood, one out of plastic, and one covered in fur. This was then used in two studies to ascertain the participants perception of competence, warmth, and discomfort and the differences between the three materials. Statistically significant differences were found between the materials regarding the perception of warmth and discomfort

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