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  • 1. Beskow, J.
    et al.
    Edlund, J.
    Granström, B.
    Gustafson, J.
    Gjermani, T.
    Jonsson, O.
    Skantze, G.
    Tobiasson, Helena
    KTH, School of Computer Science and Communication (CSC), Human - Computer Interaction, MDI.
    Innovative interfaces in MonAMI: The reminder2008In: ICMI'08: Proceedings of the 10th International Conference on Multimodal Interfaces, 2008, p. 199-200Conference paper (Refereed)
    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"?

  • 2.
    Beskow, Jonas
    et al.
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Speech Communication and Technology.
    Edlund, Jens
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Speech Communication and Technology.
    Granström, Björn
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Speech Communication and Technology.
    Gustafson, Joakim
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Speech Communication and Technology.
    Skantze, Gabriel
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Speech Communication and Technology.
    Tobiasson, Helena
    KTH, School of Computer Science and Communication (CSC), Human - Computer Interaction, MDI.
    The MonAMI Reminder: a spoken dialogue system for face-to-face interaction2009In: Proceedings of the 10th Annual Conference of the International Speech Communication Association, INTERSPEECH 2009, Brighton, U.K, 2009, p. 300-303Conference paper (Refereed)
    Abstract [en]

    We describe the MonAMI Reminder, a multimodal spoken dialogue system which can assist elderly and disabled people in organising and initiating their daily activities. Based on deep interviews with potential users, we have designed a calendar and reminder application which uses an innovative mix of an embodied conversational agent, digital pen and paper, and the web to meet the needs of those users as well as the current constraints of speech technology. We also explore the use of head pose tracking for interaction and attention control in human-computer face-to-face interaction.

  • 3. Bowers, John
    et al.
    Hellström, Sten-Olof
    Tobiasson, Helena
    Taxén, Gustav
    KTH, Superseded Departments (pre-2005), Numerical Analysis and Computer Science, NADA.
    Designing mixed media artefacts for public settings2004In: Cooperative Systems Design. Scenario-Based Design of Collaborative Systems / [ed] Darses, F., Simone, C. and Zacklad, M., Amsterdam: IOS Press , 2004, p. 195-210Conference paper (Refereed)
    Abstract [en]

    This paper describes how principles which are emerging from socialscientific studies of people’s interaction with mixed media artefacts in public place have been used to support the development of two installations, the second of which is a long term museum exhibit. Our principles highlight the design of ‘emergent collaborative value’, ‘layers of noticeability’ and ‘structures of motivation’ to create an ‘ecology of participation’ in installations. We describe how our first installation was used as a ‘research vehicle’ that guided and shaped the design of the museum installation. We also provide an account of how people interact with our installations and how this analysis has shaped their design. The paper closes with some general remarks about the challenges there are for the design of collaborative installations and the extent to which we have met them.

  • 4. Bowers, John
    et al.
    Taxén, Gustav
    KTH, Superseded Departments (pre-2005), Numerical Analysis and Computer Science, NADA.
    Hellström, Sven-Olof
    Tobiasson, Helena
    KTH, Superseded Departments (pre-2005), Numerical Analysis and Computer Science, NADA.
    Back, Mariana
    The well of inventions - learning, interaction and parcipatory design in museum installations.2003In: Proceedings of the Seventh International Cultural Heritage Informatics Meeting(ICHIM 2003)., 2003Conference paper (Refereed)
  • 5.
    Bälter, Olle
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Hedin, Björn
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Helena, Tobiasson
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Toivanen, Susanna
    Mälardalen University.
    Walking Outdoors during Seminars Improved Perceived Seminar Quality and Sense of Well-Being among Participants2018In: International Journal of Environmental Research and Public Health, ISSN 1661-7827, E-ISSN 1660-4601, Vol. 15, no 303Article in journal (Refereed)
    Abstract [en]

    Low levels of physical activity and sedentary behaviour are a growing health problem globally. Physical inactivity is associated with increased risk of numerous ailments, cardiovascular disease and mortality. Our primary aim was to perform a feasibility study on how to incorporate physical activity among students and teachers in regular teaching activities. The second aim was to investigate how students and teachers perceived the differences between outdoor walking seminars and regular indoor seminars. By transforming an on-campus course into a blended course, we were able to conduct seminars outdoors in nearby nature while walking. These walking seminars were evaluated among 131 students and nine teachers leading the walking seminars. The responses to the student survey and teacher interviews indicate that discussions, sense of well-being and the general quality of the seminar improved, regardless of how physically active participants were the rest of the time. The study shows one way to increase physical activity with small means; in our case, a reorganization of how we prepared for the seminars which allowed for walking discussions.

  • 6.
    Bälter, Olle
    et al.
    KTH, School of Computer Science and Communication (CSC), Human - Computer Interaction, MDI.
    Hedin, Björn
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Tobiasson, Helena
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Walking with Seminars2015In: KTH Scholarship of Teaching and Learning 2015, KTH Royal Institute of Technology, 2015Conference paper (Refereed)
    Abstract [en]

    Sedentary behavior is a growing health problem in the Western world. According to WHO, physical inactivity is the fourth most common cause of death in the world and behind 6 % of deaths. Students in teaching and learning situations are no exception where for example students from Luleå University of Technology on average sits around 10 hours per day, of which more than 6 hours are when at their university (Dijkstra & Syrén Sandström, 2014).

    There is, therefore, from a public health aspect, reasons to find alternatives to sedentary teaching and learning situations. However, we have gone a step further and looked at opportunities to move also from a learning perspective. For example, "mind- wandering" is very widespread in teaching situations, where studies show that students can focus on average between 3-5 minutes before they lose focus (Rosen, Cheever & Carrier, 2012; Judd & Kennedy, 2011), which increased physical activity could possibly counteract . Furthermore, studies have shown that walking lead to increased creativity Oppezzo & Schwart, 2014).

    In our study, four groups of 5-8 students performed a seminar while walking outdoors with a twofold purpose: to achive the health benefits mentioned above, but also to improve the quality of the seminars. In a questionnaire we examined how students experienced these seminars compared to traditional classroom-based seminars and their perception of communication during the seminars, the overall quality of the workshops and how they felt after the seminars.

    The results are in favour of the walking seminars: the 23 students of 27) who answered the questionnaire report improved communication, sense of well-being and quality and 3 would like to see more such walking seminars at their university.

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  • 7.
    Hedin, Björn
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Bälter, Olle
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Tobiasson, Helena
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Promenadseminarier - en seminarieform för ökad kvalitet och hälsa2014In: LTHs 8:e Pedagogiska Inspirationskonferens, Lund, December 17, 2014, Lund University , 2014Conference paper (Other academic)
    Abstract [sv]

    Stillasittande beteende är ett ökande hälsoproblem i västvärlden, så även bland studenter som i undervisnings- och studiesituationer oftast sitter. Vi har undersökt möjligheterna att genomföra seminarier i promenadform, där inte bara hälsovinster kan uppnås utan även att seminarierna i sig blir bättre. Resultaten visar att en stor majoritet av studenterna i studien föredrog promenadseminarier framför traditionella seminarier, där framför allt ökat välmående efter seminarierna uppnåddes, men även förbättrad kommunikation och förbättrad kvalitet. En överväldigande majoritet önskade också att promenadseminarier kunde erbjudas på fler kurser.

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    Promenadseminarier
  • 8.
    Lindquist, Sinna
    et al.
    KTH, School of Computer Science and Communication (CSC), Centres, Center for Useroriented IT Design, CID.
    Westerlund, Bo
    KTH, School of Computer Science and Communication (CSC), Centres, Center for Useroriented IT Design, CID.
    Sundblad, Yngve
    KTH, School of Computer Science and Communication (CSC), Centres, Center for Useroriented IT Design, CID.
    Tobiasson, Helena
    KTH, School of Computer Science and Communication (CSC), Centres, Center for Useroriented IT Design, CID.
    Beaudouin-Lafon, Michel
    Mackay, Wendy
    Co-designing Communication Technology with and for Families: Methods, Experience, Results and Impact2007In: The Disappearing Computer: Interaction Design, System Infrastructures and Applications for Smart Environments, Springer, 2007, Vol. 4500, p. 99-119Chapter in book (Other academic)
    Abstract [en]

    In academia and in industry there have been many projects focusing on technology in domestic spaces and the Smart home (Hindus 2001; Smith 2000). The focus has been on the place, i.e. the home, and the people living there, rather than the people and the places they inhabit. In this chapter we share experience from using cooperative and novel design methods developed within the project interLiving – Designing Interactive, Intergenerational Interfaces for Living Together. The methods were intended to involve families, both as groups and individuals of all ages, as well as the multidisciplinary research group, in co-design of communication devices for families. We highlight methods, results and impact for future research and development. Research presented here aimed to develop novel and appreciated communication artefacts and to improve design methods within participatory design.

  • 9. Tobiasson, H
    et al.
    Taxén, G
    Scaffolding, J
    Scaffolding Visitors Experience of Technology2003Conference paper (Refereed)
    Abstract [en]

    This paper is concerned with visitors' experience of new technologies in museums. We have designed and evaluated a technology-intensive installation at the Museum of Science and Technology in Stockholm, Sweden. The Museum aims at providing visitors with a comprehensive view of the history of technology and technical innovations. The science center, the ‘educational wing’ of the museum, focuses on participation and physical interaction. Two important aims are to extend as much as possible the visitors’ sensorial experience and allow for reflection. The exhibits include multi-modal interactive installations about scientific and technological themes (e.g. physics, human perception and natural history) .We have, rather than adopting a traditional narrative-didactic approach to exhibition design, attempted to provide a forum that relies on implicit design features to encourage dialogue and discussion. The Well of Inventions http://www.shape-dc.org/highlights/invent.htmlis an attempt to provide an arena for discussion, collaboration and communication. We will describe this installation and then discuss technology-intensive installations at museums from an esemplastic design-perspective with concern for reflective, as well as, bodily engagement. The Well of Inventions has been developed within the Shape project IST 2000-26 069 under the IST programme. The Disappearing Computer (DC) is a EU-funded proactive initiative of the Future and Emerging Technologies (FET) activity of the Information Society Technologies (IST) research program.

  • 10.
    Tobiasson, Helena
    KTH, School of Computer Science and Communication (CSC), Human - Computer Interaction, MDI.
    Fun - a powerful ingredients in rehab2011Conference paper (Refereed)
    Abstract [en]

    In this position paper we discuss and problematize the experience of conducting a participative design project aiming at supporting people with dementia living in a special housing with fun and physically engaging rehabilitation activities.

  • 11.
    Tobiasson, Helena
    KTH, School of Computer Science and Communication (CSC), Human - Computer Interaction, MDI.
    Fun and Joy of movement: powerful ingredient in rehabilitation2011In: ACE 2011 Digital Proceedings, ACM Digital Library, 2011Conference paper (Refereed)
    Abstract [en]

    In this position paper we discuss and problematize theexperience of conducting a participative design projectaiming at supporting people with dementia living in aspecial housing with fun and physically engagingrehabilitation activities.

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  • 12.
    Tobiasson, Helena
    KTH, School of Computer Science and Communication (CSC), Human - Computer Interaction, MDI.
    Movement matters2011Conference paper (Refereed)
    Abstract [en]

    In this position paper we hope to add to the discussionconcerning perspectives of embodiment on the designof computer technology. We would like to discussproblems and possibilities concerning a more bodilysustainable design. The body in HCI and ID is growingbut we still seem to move quite stiffly. We reflect onthe physical movement development in Human Factorsand Ergonomics (HF/Erg), Human Computer Interactionand Interaction Design (HCI/ID). Using design-methodswe problematize how movement are included orexcluded for various reasons in a life perspective.

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  • 13.
    Tobiasson, Helena
    KTH, School of Computer Science and Communication (CSC).
    Physical action gaming and fun as a tool within elderly care: Game over or play it again and again…2009In: Proceedings of the IEA 2009 conference. Beijing; 2009, 2009Conference paper (Refereed)
    Abstract [en]

    How can we support elderly living in special housing to be active and on the move?Around Europe and US there is a rapidly growing interest for use of computer games encouragingphysical motion, such as the Nintendo Wii, within healthcare and rehabilitation. We report a studywhere we introduced and used this game at a special housing for old people with severe dementia inOckelbo in Sweden. It was supposed to be a pilot-study during one month but the growing interestamong all involved, especially the players, led to an over six month long study. An example is 91-yearold Elsa saying “the motivation to win is still present”, “It is really exciting and fun – we have a matchevery day”. Examples of comments from the caregivers are “The ones I thought would never do thishas been the ones that liked it the most and has played a lot”, “This is not something especially for oldpeople, everyone does it”, “we need to change the repertoire of activities we propose for our elderly –me myself would get crazy if I when old were to be put in a room using potato-printing techniques ontable clothes”.Bridging the gap between differences in physical abilities to be able to play, compete or meet on anequal arena is tricky within elderly care. A conclusion is that Wii managed to bridge part of that gap,another that many of the elderly like to be more physically active, when the opportunities and thetechnologies are accessible for them.

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  • 14.
    Tobiasson, Helena
    KTH, School of Computer Science and Communication (CSC), Human - Computer Interaction, MDI.
    There’s More to Movement than Meets the Eye: perspectives on Physical Interaction2010Licentiate thesis, monograph (Other academic)
    Abstract [en]

    In this monograph the use of physical movements in the human-computer interaction situation is treated historically, theoretically and empirically. Current technology enables use of a broad variety of movements in interaction, which here has been studied in designing activities for and with elderly people. That experience is put into context of theories of bodily movement, and participatory design.

    A theme is to visualize perspectives on physical movements in the human computer interaction situation and to point out possible synergies for the design of interactive system from the domains of HCI (Human-Computer Interaction), Interaction Design and Human Factors/Ergonomics.

    With the thesis I want to add to the motivation to ensure that physical movements, and the way we physically can use our bodies, is incorporated as material in design and as a parameter in evaluation of interactive systems.

    My interest in this field derives from my background as practitioner in physiotherapy and expert in physical ergonomics during eight years and from ten years of design experience from research projects within the HCI domain. This background, with one leg from physiotherapy and ergonomics and the other in the HCI research domain, influences my perspective.

    The motivation for this work is that movements are central for human well-being in many situations and over time. We, as human beings, move. The way we seem to get opportunities to move differs in different stages of age.

    In the two projects described the theme has been to observe, analyse and reflect on the way bodily movements can be involved in and enhance interaction with computers in social situations. I have looked at the reaction and changed situation for elderly at caring institutions when introducing technology that encourages bodily movements. This includes analysis of bodily movements and participatory design with the elderly.

    My main study is about what will happen if elderly living at Special Housing for dementia or outer elderly patients coming for rehabilitation are given access to physical action gaming. The resulting outcome was way over our expectations. They surprised us all! So much of forceful, vivid and focused movements were hidden in the old gamers bodies when motivated to take action and enjoy.

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    FULLTEXT01
  • 15.
    Tobiasson, Helena
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Traces of Movement: Exploring physical activity in societal settings2015Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    How are we moving, or how much physical activities are present in societal settingssuch as eldercare units, schools, universities and offices? This general question was explored using different design-oriented approaches in four cases, with children,elderly, students and office workers. The results unveil a complexity of the problemarea that initially seemed quite straightforward. In many of the explored settings and situations, and for many of the participants, the activities they are engaged with do not include or encourage their abilities for physical movements to any great extent and this is not in line with the extent of movement that they actually desire. Physical activity can be defined as an activity performed through movement that expends energy. Research results from the public health domains and related areas show a major concern for the negative effects related to low levels of physical activity and prolonged sedentary postures found in many of the above-mentioned settings. In general, physical activities of today seem mainly related to sports, and specific activities designed for improving health and well-being. The participants in the four explorative case studies in this thesis demonstrated how they would like their physical activities to be integrated in the everyday activities of the different settings explored and not mainly as a separate activity specifically dedicated for health and well-being. How can knowledge of physical activity inform the design and development of interactive products and systems in these settings? New insights were gained through design-oriented explorations together with the participants inthe different field settings and through analysis of these observations. The results are not only the insights gained through the analysed empirical observations but also include a physical activity-oriented design method called Physical Movement Sketching as well as experiences from using Movement Probes. The experiences from using these two design methods led me to formulate a proposal for a new approach called Movement Acumen Design. This approach applies a socioecological perspective on physical activities. It provides methods and concepts to support the integration of physical activities into everyday activities performed with the support of interactive technology and it argues that physical activity should reclaim a more central role in these situations. Let us design for it to happen!

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    traces
  • 16.
    Tobiasson, Helena
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Hedman, Anders
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Gulliksen, Jan
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Less Is Too Little – More Is Needed: Body-Motion Experience As A Skill In Design Education2014In: Design's Big Debates: Pusching the Boundaries of Design Research / [ed] Johan Redström, Erik Stolterman and Anna Valtonen (General Chairs), 2014, p. 1327-1341Conference paper (Refereed)
    Abstract [en]

    Research shows that lack of physical activity in westernized societies has seriousnegative health consequences. We explore a physically sustainable design approachcentered around joyful physical activity in an effort to remedy this situation in some way.Much technology development has been blind for our basic human need for healthy, joyfulphysical activity. This paper presents our approach as used in an explorative case study.During a college course, thirty students explored how physical movement of their bodiescould be used as creative components in the design process. They engaged in what weintroduce in this paper as "physical movement sketching" - a method for experiencing,sharing and reflecting on designs through body movement. The students used thisapproach to generate, test and discuss new design concepts for outdoor gyms. Engagingin physical movement sketching allowed the students to both enjoy and trust their bodiesas design tools. We discuss how our students used physical movement in design andwhat we learned from the case study.

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    DRS2014
  • 17.
    Tobiasson, Helena
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Hedman, Anders
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Sundblad, Yngve
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Design space and opportunities for physical movement participation in everyday life2012In: Proceedings of the 24th Australian Computer-Human Interaction Conference, OzCHI 2012, ACM , 2012, p. 607-615Conference paper (Refereed)
    Abstract [en]

    This paper is motivated by our work in the European Culture project "Faust - or dis-inventing the A-bomb". The project explored how to raise consciousness about distressing technology development through dialogue with old and young people. When reviewing our work it struck us that we had overlooked that some of the prototypes designed by the young participants called for embodied participation. We had naively expected to see sheer technology innovations of the future. Here we reflect on sensitivities for the bodily/physical will to interact. We also discuss everyday life situations that could allow for natural physical engagement as a health benefit. Physical aspects are typically of little consideration in design projects, apart from projects that has body-movement as specific focus. We seek ways to adequately include a critical perspective in future design and to consider physical aspects more broadly in ICT projects for a human sustainable future. In many cases, the young participants showed us their concern for sustainability and well-being of both the environment and themselves and demonstrated through their prototypes a willingness to contribute through physical interaction.

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  • 18.
    Tobiasson, Helena
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Hedman, Anders
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Sundblad, Yngve
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Intergenerational Participatory Design with Physical Interaction2012In: Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2012 / [ed] Theo Bastiaens; Gary Marks, 2012, p. 792-801Conference paper (Refereed)
    Abstract [en]

    In this paper Participatory design experience from several projects, involving people of allages and communication between them, is described and analysed. The projects range from design ofintergenerational communication in families and of school children’s tools for collaborative storytellingto interaction and communication around museum exhibits and ideas for interaction in a futuresustainable world. Special focus is put on approaches and methods used for motivating and encouragingactive participation. From this we conclude factors for success, e.g. selecting participants on motivation,equal footing, making stuff together, interesting technology. Common to the projects are not only usersof several generations but also instances of physical (bodily) interaction. Using not only eye and fingerbut also other senses and movements in the design not only gives resulting interaction ideas but alsostimulates user involvement in the design process, as another factor for success.

  • 19.
    Tobiasson, Helena
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Hedman, Anders
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Yngve, Sundblad
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Still at the Office: Designing for Physical Movement-Inclusion During Office Work2014Conference paper (Refereed)
    Abstract [en]

    In this paper we describe, analyse and reflect onexperiences and knowledge generated from designing forphysical movement integration during office work. Work intraditional modern office settings provides few physicallydemanding tasks. Evidence from research indicates thatsedentary life styles are increasing our risk for developing ahost of diseases and other medical complications.Together with students and through user-centered design,concepts for inviting the body “back to work” weredeveloped. The concepts inspired the design of threephysical movement probes that were explored by officeworkers. The participants were encouraging to the attemptto transform the sedentary nature of office work into morephysically sustainable work. They described their workenvironments as filled with stuff for enhancing physicalactivity but these were seldom used. Integrating physicalmovements in the design of future office work tools mayhave considerable positive effects on public health.

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  • 20.
    Tobiasson, Helena
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Henje, Catharina
    Med rörelse i tankarna: Undersökande och utvecklande av designmetoder för fysisk aktivitet i kontorsmiljöe2016In: Fysisk aktivitet och hälsa: Erfarenheter och Aktuell forskning / [ed] Jens Wahlström, Umeå, 2016Conference paper (Other academic)
    Abstract [sv]

    Syftet med denna fallstudie har varit att undersöka hur undervisningsmetoderinom ämnet Interaktionsdesign IxD och MänniskaDatorinteraktion MDI kan bidra till ökad medvetenhet och design förfysisk aktivitet som prevention inom arbete och fritid? Ur materialet framkom att studenterna välkomnar mermångfacetterade undervisningsmetoder där design för ”kroppar irörelse” har en större plats. Det blev även tydligt genomRörelseDagboken att studenterna upplever att den egna arbetsmiljöninte uppmuntrar till fysisk aktivitet i önskvärd utsträckning. Konceptsom till stor del handlade om design för påminnelse att vara fysisktaktiv var ofta förekommande angreppsätt. En av grupperna hade enhelt omarbetad arbetsorganisation som koncept. Dessa initiala resultat och studenternasspontana återkoppling, ger grund att fortsätta utforska hur undervisningsmetoderi Interaktionsdesign med ett ökat fokus på människor irörelse, i förlängningen kan verka för fysisk aktivitet som preventioninom arbete och fritid. Studenternas egna erfarenheter visualiserade iRörelsedagboken beskrevs som en ögonöppnande och motiverandemetod att initiera beteendeförändring - därigenom promotion av fysiskaktivitet.

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  • 21.
    Tobiasson, Helena
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Sundblad, Yngve
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Walldius, Åke
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Hedman, Anders
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Designing for Active Life: Moving and Being Moved Together with Dementia Patients2015In: International Journal of Design, ISSN 1991-3761, Vol. 9, no 3, p. 47-62Article in journal (Refereed)
    Abstract [en]

    Life for older people with dementia tends to be inactive. This paper reports on two case studies in which exercise games (exergames) were introduced in dementia special care units with a focus on patients’ well-being. The first case used a participatory design (PD) approach to engage the patients as users in the process. The results highlight the patients’ enjoyment in playing these games in a socially encouraging environment. We have found that exergames in dementia care provide patients with the well-documented health benefits of physical activity and also result in social and cognitive benefits. The results indicate that the notions of games/competition, social interaction, physical activity and challenges are valuable ingredients when designing for the well-being of older people who suffer from moderate to severe dementia.

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