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  • 1.
    Abdelgalil, Mohammed Saqr
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Lopez-Pernas, Sonsoles
    Idiographic Learning Analytics:A single student (N=1) approach using psychological networks2021Conference paper (Refereed)
    Abstract [en]

    Recent findings in the field of learning analytics have brought to our attention that conclusions drawn from cross-sectional group-level data may not capture the dynamic processes that unfold within each individual learner. In this light, idiographic methods have started to gain grounds in many fields as a possible solution to examine students’ behavior at the individual level by using several data points from each learner to create person-specific insights. In this study, we introduce such novel methods to the learning analytics field by exploring the possible potentials that one can gain from zooming in on the fine-grained dynamics of a single student. Specifically, we make use of Gaussian Graphical Models —an emerging trend in network science— to analyze a single student's dispositions and devise insights specific to him/her. The results of our study revealed that the student under examination may be in need to learn better self-regulation techniques regarding reflection and planning.

  • 2.
    Abdelgalil, Mohammed Saqr
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID. Univ Eastern Finland, Sch Comp, Joensuu Campus,Yliopistokatu 2,POB 111, FI-80100 Joensuu, Finland..
    Lopez-Pernas, Sonsoles
    Univ Politecn Madrid, ETSI Telecomunicac, Dept Ingn Sistemas Telemat, Avda Complutense 30, Madrid 28040, Spain..
    The longitudinal trajectories of online engagement over a full program2021In: Computers and education, ISSN 0360-1315, E-ISSN 1873-782X, Vol. 175, article id 104325Article in journal (Refereed)
    Abstract [en]

    Student engagement has a trajectory (a timeline) that unfolds over time and can be shaped by different factors including learners' motivation, school conditions, and the nature of learning tasks. Such factors may result in either a stable, declining or fluctuating engagement trajectory. While research on online engagement is abundant, most authors have examined student engagement in a single course or two. Little research has been devoted to studying online longitudinal engagement, i.e., the evolution of student engagement over a full educational program. This learning analytics study examines the engagement states (sequences, successions, stability, and transitions) of 106 students in 1396 course enrollments over a full program. All data of students enrolled in the academic year 2014-2015, and their subsequent data in 2015-2016, 2016-2017, and 2017-2018 (15 courses) were collected. The engagement states were clustered using Hidden Markov Models (HMM) to uncover the hidden engagement trajectories which resulted in a mostly-engaged (33% of students), an intermediate (39.6%), and a troubled (27.4%) trajectory. The mostly-engaged trajectory was stable with infrequent changes, scored the highest, and was less likely to drop out. The troubled trajectory showed early disengagement, frequent dropouts and scored the lowest grades. The results of our study show how to identify early program disengagement (activities within the third decile) and when students may drop out (first year and early second year).

  • 3.
    Abdelgalil, Mohammed Saqr
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Lopez-Pernas, Sonsoles
    Univ Politecn Madrid, ETSI Telecomunicac, Dept Ingn Sistemas Telemat, Madrid, Spain..
    Toward self big data2021In: International Journal of Health Sciences (IJHS), ISSN 1658-3639, Vol. 15, no 5, p. 1-2Article in journal (Refereed)
  • 4.
    Abdelgalil, Mohammed Saqr
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID. University of Eastern Finland, Joensuu, Finland.
    López-Pernas, S.
    Idiographic learning analytics: A single student (N=1) approach using psychological networks2021In: CEUR Workshop Proceedings, CEUR-WS , 2021, p. 16-22Conference paper (Refereed)
    Abstract [en]

    Recent findings in the field of learning analytics have brought to our attention that conclusions drawn from cross-sectional group-level data may not capture the dynamic processes that unfold within each individual learner. In this light, idiographic methods have started to gain grounds in many fields as a possible solution to examine students' behavior at the individual level by using several data points from each learner to create person-specific insights. In this study, we introduce such novel methods to the learning analytics field by exploring the possible potentials that one can gain from zooming in on the fine-grained dynamics of a single student. Specifically, we make use of Gaussian Graphical Models -an emerging trend in network science- to analyze a single student's dispositions and devise insights specific to him/her. The results of our study revealed that the student under examination may be in need to learn better self-regulation techniques regarding reflection and planning. 

  • 5.
    Adam, Jonathan
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Analyzing Function and Potential in Cuba's El Paquete: A Postcolonial Approach2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The dire state of Cuban internet connectivity has inspired local informal innovations. One such innovation is El Paquete, a weekly distribution of downloaded content spread through an informal network. Taking a postcolonial approach, I investigate through user experiences how this network operates in a resource-poor environment. This investigation articulates a model of El Paquete centered on social interactions, which inform the system’s function but also shape El Paquete’s design and role in society. Based on this model, a set of speculative design exercises probe possibilities to streamline El Paquete’s compilation, involve consumer preferences in its design directions, or act as a disruption tolerant network. In uncovering the technical possibilities of El Paquete, these designs illuminate how its current design serves Cuban communities by embodying realities and limitations of Cuban society. El Paquete’s embodiment of informal innovation serves as a call to designers to continuously rethink development design processes, centering communities and their knowledge and technical practices.

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  • 6.
    Afework, Miriam
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Using Magic Machines to Elaborate Menstrual Self-Tracker­s for Women with Endometriosis2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Existing self-tracking tools for women concentrate on one’s general well-being and keeping track of ovulation and periods. With around 10% of women worldwide suffering from endometriosis there is an unmet need to leverage self-tracking for women whose cycles are affected by more variables. The disease is enigmatic with an unknown cause and cure and the ill­ness differs for each individual in symptoms and working treatments. It is therefore critical to understand how women can learn about their bodies and how to treat their condition. In this research I work with two sufferers to identify their secret de­sires through a workshop and a series of interviews. Results suggest that women with endometriosis could benefit from ex­perimenting with different habits and make personalized routines to suit their own needs. Finally I present design implica­tions for an existing menstrual app in the form of an add-on. The steps of the add-on tool included three steps. Firstly, choosing variables of one’s well being to track (mood, energy, pain etc.), choosing activities for one or more cycles (gluten-free diet, exercising etc.), and lastly viewing an analysis of any changes in the body.

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  • 7. Agres, K. R.
    et al.
    Schaefer, R. S.
    Volk, A.
    van Hooren, S.
    Holzapfel, Andre
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Dalla Bella, S.
    Müller, M.
    de Witte, M.
    Herremans, D.
    Ramirez Melendez, R.
    Neerincx, M.
    Ruiz, S.
    Meredith, D.
    Dimitriadis, T.
    Magee, W. L.
    Music, Computing, and Health: A Roadmap for the Current and Future Roles of Music Technology for Health Care and Well-Being2021In: Music & Science, E-ISSN 2059-2043, Vol. 4Article in journal (Refereed)
    Abstract [en]

    The fields of music, health, and technology have seen significant interactions in recent years in developing music technology for health care and well-being. In an effort to strengthen the collaboration between the involved disciplines, the workshop “Music, Computing, and Health” was held to discuss best practices and state-of-the-art at the intersection of these areas with researchers from music psychology and neuroscience, music therapy, music information retrieval, music technology, medical technology (medtech), and robotics. Following the discussions at the workshop, this article provides an overview of the different methods of the involved disciplines and their potential contributions to developing music technology for health and well-being. Furthermore, the article summarizes the state of the art in music technology that can be applied in various health scenarios and provides a perspective on challenges and opportunities for developing music technology that (1) supports person-centered care and evidence-based treatments, and (2) contributes to developing standardized, large-scale research on music-based interventions in an interdisciplinary manner. The article provides a resource for those seeking to engage in interdisciplinary research using music-based computational methods to develop technology for health care, and aims to inspire future research directions by evaluating the state of the art with respect to the challenges facing each field.

  • 8. Agres, Kat Rose
    et al.
    Schaefer, Rebecca
    Volk, Anja
    van Hooren, Susan
    Holzapfel, Andre
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Dalla Bella, Simone
    Mueller, Meinard
    de Witte, Martina
    Herremans, Dorien
    Ramirez Melendez, Rafael
    Neerincx, Mark A.
    Ruiz, Sebastian
    Meredith, David
    Dimitriadis, Theo
    Magee, Wendy L.
    Music, Computing, and Health: A roadmap for the current and future roles of music technology for health care and well-being2021Manuscript (preprint) (Other academic)
  • 9. Agélii Genlott, Annika
    et al.
    Grönlund, Åke
    Viberg, Olga
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Andersson, Annika
    Leading dissemination of digital, science-based innovation in school–a case study2021In: Interactive Learning Environments, ISSN 1049-4820, E-ISSN 1744-5191, p. 1-11Article in journal (Refereed)
    Abstract [en]

    Digitalizing school is a process that comes with challenges. It requires strategic leadership and transformational change to work processes. Nevertheless, some succeed, and it is useful to understand what makes for success. This paper studies the challenges of leading digitalization of education in a city which decided to implement an IT-supported method for teaching literacy in primary schools. The method required transformational change; teachers not only had to learn to use technologies, they also had to review their pedagogy. This study is guided by the Diffusion of Innovation theory and draws on interviews with school principals. We find that the critical factors relate to the communication channel, the social system within and across schools, and the time perspective.

  • 10.
    Ahlström, Marcus
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, 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 credits / 30 HE creditsStudent thesis
    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.

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  • 11. Ahmed, A. A.
    et al.
    Almeida, Teresa
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Choi, J. O.
    Pincus, J.
    Ireland, K.
    What’s at issue: Sex, stigma, and politics in ACM publishing2018In: Proceeding CHI EA '18 Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2018, article id alt07Conference paper (Refereed)
    Abstract [en]

    Because publishing with the ACM is essentially required to advance our careers, we must examine its practices critically and constructively. To this end, we reflect on our experience working with the ACM student publication Crossroads. We encountered rigid content limitations related to sex and sexuality, preventing some contributors from foregrounding their connection to political activism, and others from publishing altogether. We explore the underlying institutional and sociopolitical problems and propose starting points for future action, including developing a transparent content approval policy and new organizations for politically-engaged computing researchers, all of which should center the leadership of marginalized individuals.

  • 12.
    Albrecht, Tomás
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Designing the Publikvitto, a system to make government expenditure tangible2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    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.

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  • 13.
    Alfaras, Miquel
    et al.
    PLUX Wireless Biosignals, Ave 5 Outubro 70, P-1050059 Lisbon, Portugal.;Univ Jaume 1, Dept Engn & Ciencia Comp, RobInLab, Avinguda Vicent Sos Baynat S-N, Castellon de La Plana 12071, Spain..
    Primett, William
    PLUX Wireless Biosignals, Ave 5 Outubro 70, P-1050059 Lisbon, Portugal.;UNL Univ NOVA Lisboa, Dept Fis, LIBPhys FCT, P-2825149 Caparica, Portugal..
    Umair, Muhammad
    Univ Lancaster, Comp & Commun Dept, InfoLab21, Lancaster LA1 4WA, England..
    Windlin, Charles
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Karpashevich, Pavel
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Chalabianloo, Niaz
    Bogazici Univ, Comp Engn Dept, TR-34470 Sariyer, Turkey..
    Bowie, Dionne
    Univ Lancaster, Comp & Commun Dept, InfoLab21, Lancaster LA1 4WA, England.;Leeds Teaching Hosp NHS Trust, Res & Innovat Ctr, Beckett St, Leeds LS9 7TF, W Yorkshire, England..
    Sas, Corina
    Univ Lancaster, Comp & Commun Dept, InfoLab21, Lancaster LA1 4WA, England..
    Sanches, Pedro
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Ersoy, Cem
    Bogazici Univ, Comp Engn Dept, TR-34470 Sariyer, Turkey..
    Gamboa, Hugo
    UNL Univ NOVA Lisboa, Dept Fis, LIBPhys FCT, P-2825149 Caparica, Portugal..
    Biosensing and Actuation-Platforms Coupling Body Input-Output Modalities for Affective Technologies2020In: Sensors, E-ISSN 1424-8220, Vol. 20, no 21, article id 5968Article in journal (Refereed)
    Abstract [en]

    Research in the use of ubiquitous technologies, tracking systems and wearables within mental health domains is on the rise. In recent years, affective technologies have gained traction and garnered the interest of interdisciplinary fields as the research on such technologies matured. However, while the role of movement and bodily experience to affective experience is well-established, how to best address movement and engagement beyond measuring cues and signals in technology-driven interactions has been unclear. In a joint industry-academia effort, we aim to remodel how affective technologies can help address body and emotional self-awareness. We present an overview of biosignals that have become standard in low-cost physiological monitoring and show how these can be matched with methods and engagements used by interaction designers skilled in designing for bodily engagement and aesthetic experiences. Taking both strands of work together offers unprecedented design opportunities that inspire further research. Through first-person soma design, an approach that draws upon the designer's felt experience and puts the sentient body at the forefront, we outline a comprehensive work for the creation of novel interactions in the form of couplings that combine biosensing and body feedback modalities of relevance to affective health. These couplings lie within the creation of design toolkits that have the potential to render rich embodied interactions to the designer/user. As a result we introduce the concept of "orchestration". By orchestration, we refer to the design of the overall interaction: coupling sensors to actuation of relevance to the affective experience; initiating and closing the interaction; habituating; helping improve on the users' body awareness and engagement with emotional experiences; soothing, calming, or energising, depending on the affective health condition and the intentions of the designer. Through the creation of a range of prototypes and couplings we elicited requirements on broader orchestration mechanisms. First-person soma design lets researchers look afresh at biosignals that, when experienced through the body, are called to reshape affective technologies with novel ways to interpret biodata, feel it, understand it and reflect upon our bodies.

  • 14. Alfaras, Miquel
    et al.
    Tsaknaki, Vasiliki
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Sanches, Pedro
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Windlin, Charles
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Umair, Muhammad
    Lancaster University.
    Sas, Corina
    Lancaster University.
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    From Biodata to Somadata2020Conference paper (Refereed)
    Abstract [en]

    Biosensing technologies are increasingly available as off-the-shelf products, yet for many designers, artists and non-engineers, these technologies remain difficult to design with. Through a soma design stance, we devised a novel approach for exploring qualities in biodata. Our explorative process culminated in the design of three artefacts, coupling biosignals to tangible actuation formats. By making biodata perceivable as sound, in tangible form or directly on the skin, it became possible to link qualities of the measurements to our own somatics - our felt experience of our bodily bioprocesses - as they dynamically unfold, spurring somatically-grounded design discoveries of novel possible interactions. We show that making biodata attainable for a felt experience - or as we frame it: turning biodata into somadata - enables not only first-person encounters, but also supports collaborative design processes as the somadata can be shared and experienced dynamically, right at the moment when we explore design ideas.

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  • 15. Allen D'Ávila Silveira, C.
    et al.
    Kilic Afsar, Özgun
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Fdili Alaoui, S.
    Wearable Choreographer: Designing Soft-Robotics for Dance Practice2022In: DIS 2022 - Proceedings of the 2022 ACM Designing Interactive Systems Conference: Digital Wellbeing, Association for Computing Machinery, Inc , 2022, p. 1581-1596Conference paper (Refereed)
    Abstract [en]

    In this pictorial, we describe an auto-biographical design process that led to the fabrication of a soft robotic wearable for lower limb movement guidance that we designated Wearable Choreographer. We first explored the design from a first-person perspective and then shared it with four dancers. Our experiments illustrate how the wearable both constrains and inspires the dancers towards new ways of performing, challenging them to rethink their movements. Our design inquiry contributes with reflections on soft robotics that uncover the challenges and prospects designers and researchers in Human-Computer Interaction face when designing, prototyping and experimenting with such technologies for embodied interactions.

  • 16.
    Almeida, Teresa
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Critical Wearables2018Conference paper (Other academic)
  • 17.
    Almeida, Teresa
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Designing for Women: Situated Knowledge, Intimate Health and Everyday Life2018Conference paper (Other academic)
  • 18.
    Almeida, Teresa
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Designing Technologies for Intimate Care in Women2018Conference paper (Other (popular science, discussion, etc.))
  • 19.
    Almeida, Teresa
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Haré lo que deseo/I Will What I Want: Women, Design, and Empowerment: diseño y empoderamiento femenino2018Other (Other (popular science, discussion, etc.))
    Abstract [es]

    El catálogo y la exposición Haré lo que deseo/I Will What I Want: Women, Design, and Empowerment: diseño y empoderamiento femenino son un concepto curatorial desarrollado por Jimena Acosta Romero y Michelle Millar Fisher. En Abril de 2017 esta exposición fue organizada para exhibirse por primera vez en Arnold and Sheila Aronson Galleries, en el Sheila C. Johnson Design Center (Parsons School of Design / The New School, Nueva York) del 11 al 23 de abril de 2017. Su segunda sede fue en MUCA-Roma, Ciudad de México (Enero 18 - Mayo 22, 2018).

    El catálogo y la exposición Will What I Want: Women, Design, and Empowerment / Haré lo que deseo: Diseño y empoderamiento femenino explora el complejo y contradictorio rol que ha jugado el diseño desde la mitad del siglo XX, pasando por la segunda ola feminista, hasta las intersecciones no binarias del presente. La exhibición presenta objetos, interfaces e indumentaria que ha buscado habilitar como sujetos independientes y creativos, a aquellos que tienen úteros, menstrúan o se identifican como mujer; en un mundo material en su mayoría diseñado por hombres y para hombres.

    Haré lo que deseo: Diseño y empoderamiento femenino invita al lector que contemple, desde su propia perspectiva, las maneras en que estos productos, interfaces e indumentaria han - a veces para bien y otras para mal - gobernado, formado, y facilitado las experiencias modernas y contemporáneas.

  • 20.
    Almeida, Teresa
    et al.
    IT University of Copenhagen, Rued Langgaards Vej 7, Copenhagen S, DK-2300, Denmark.
    Balaam, Madeline
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Bardzell, Shaowen
    Hansen, Lone Koefoed
    Introduction to the special issue on HCI and the body: Reimagining women's health2020In: ACM Transactions on Computer-Human Interaction, ISSN 1073-0516, E-ISSN 1557-7325, Vol. 27, no 4, article id 20Article in journal (Refereed)
  • 21.
    Almeida, Teresa
    et al.
    IT University of Copenhagen, Copenhagen, Denmark.
    Balaam, Madeline
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Comber, Robert
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Woman-centered design through humanity, activism, and inclusion2020In: ACM Transactions on Computer-Human Interaction, ISSN 1073-0516, E-ISSN 1557-7325, Vol. 27, no 4, p. 1-30Article in journal (Refereed)
    Abstract [en]

    Women account for over half of the global population, however, continue to be subject to systematic and systemic disadvantage, particularly in terms of access to health and education. At every intersection, where systemic inequality accounts for greater loss of life or limitations on full and healthy living, women are more greatly impacted by those inequalities. The design of technologies is no different, the very definition of technology is historically cast in terms of male activities, and advancements in the field are critical to improve women's quality of life. This article views HCI, a relatively new field, as well positioned to act critically in the ways that technology serve, refigure, and redefine women's bodies. Indeed, the female body remains a contested topic, a restriction to the development of women's health. On one hand, the field of women's health has attended to the medicalization of the body and therefore is to be understood through medical language and knowledge. On the other hand, the framing of issues associated with women's health and people's experiences of and within such system(s) remain problematic for many. This is visible today in, e.g., socio-cultural practices in disparate geographies or medical devices within a clinic or the home. Moreover, the biological body is part of a great unmentionable, i.e., the perils of essentialism. We contend that it is necessary, pragmatically and ethically, for HCI to turn its attention toward a woman-centered design approach. While previous research has argued for the dangers of gender-demarcated design work, we advance that designing for and with women should not be regarded as ghettoizing, but instead as critical to improving women's experiences in bodily transactions, choices, rights, and access to and in health and care. In this article, we consider how and why designing with and for woman matters. We use our design-led research as a way to speak to and illustrate alternatives to designing for and with women within HCI.

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  • 22.
    Almeida, Teresa
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Chen, Ko-Le
    Newcastle University, UK.
    Comber, Robert
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Balaam, Madeline
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Dismantling Feminist Biology through the Design of eTextiles2019In: Research through Design 2019, 2019Conference paper (Refereed)
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  • 23.
    Almeida, Teresa
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Juul Søndergaard, Marie-Louise
    Aarhus University, Denmark.
    Homewood, Sarah
    IT University of Copenhagen, Denmark.
    Morrissey, Kellie
    Newcastle University, UK.
    Balaam, Madeline
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Woman-Centred Design2018In: DRS 2018: Book of DRS 2018 Conversations / [ed] Sharon Prendeville, Abigail Durrant, Nora O’ Murchú and Keelin Leahy, UK, 2018Conference paper (Other academic)
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  • 24. Almqvist, Andreas
    et al.
    Hedman, Anders
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Clear, Adrian K
    Comber, Rob
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Different Together: Design for Radical Placemaking2023In: Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM) , 2023, p. 1-16Conference paper (Refereed)
    Abstract [en]

    This work responds to isolating urban places, and contributes new ways for thinking about placemaking. Progressing through autoethnography and prototyping, we critique design proposals with Lefebvre’s theory of utopia. There inhabitants can enjoy and shape their place together without risking depletion of their abilities and motivations to do so. The critique produces political sensibilities that help us make sense of common tensions among inhabitants, landowners, and visitors, and generate possible responses. The critique process itself illustrates how designing through critique with theory can help us think in new ways. This paper contributes a display of how design with critical theory can happen, ultimately to support our abilities and motivations to envision and make places of social flourishing that can respond to our socio-environmental crises.

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  • 25.
    Al-Taie, Ammar
    et al.
    University of Glasgow, United Kingdom.
    Pöhlmann, Katharina Margareta Theresa
    University of Glasgow, United Kingdom.
    Goodge, Thomas
    University of Glasgow, United Kingdom.
    Matviienko, Andrii
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Pollick, Frank
    University of Glasgow, United Kingdom.
    Brewster, Stephen
    University of Glasgow, United Kingdom.
    Cyborgs on the Road: Workshop on Augmenting Road Users to Quantify their Behaviour2023In: Proceedings of the Augmented Humans International Conference 2023, Association for Computing Machinery (ACM), 2023, p. 374-378Conference paper (Refereed)
    Abstract [en]

    There is an increasing number of studies evaluating road user (e.g. cyclists or drivers) behaviour in traffic. These are important for informing traffic safety, road infrastructure design and the impact of automated vehicles on traffic. Road user evaluations often involve collecting data such as perceived safety and motion sickness. However, collecting objective, quantified forms of these behaviours is challenging. Experimenters commonly measure these with questionnaires after the study. Finding solutions to collect these data in real-time without relying on participants’ subjective input could result in more rigorous study designs and a better understanding of user behaviour. This workshop aims to gain insights on how road users may be augmented with devices, such as heart rate monitors, in evaluation studies to quantify behaviour on-the-go. The workshop will result in study designs that augment road users to quantify their behaviour, which would inform future research with novel techniques for data collection.

  • 26.
    Andersson López, Lisa
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Svenns, Thelma
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Holzapfel, Andre
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Sensitiv – Designing a Sonic Co-play Tool for Interactive Dance2021In: Proceedings International Conference on New Interfaces for Musical Expression  2021, PubPub , 2021Conference paper (Refereed)
    Abstract [en]

    In the present study a musician and a dancer explore the co-play between themthrough sensory technology. The main questions concern the placement andprocessing of motion sensors, and the choice of sound parameters that a dancer canmanipulate. Results indicate that sound parameters of delay and pitch altered dancers’experience most positively and that placement of sensors on each wrist and ankle witha diagonal mapping of the sound parameters was the most suitable.

  • 27.
    Andreasson, Annika
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Artman, Henrik
    Brynielsson, Joel
    FOI Swedish Defence Research Agency, Stockholm, Sweden.
    Franke, Ulrik
    RISE Research Institutes of Sweden.
    A Census of Swedish Government Administrative Authority Employee Communications on Cybersecurity during the COVID-19 Pandemic2020In: 2020 IEEE/ACM International Conference on Advances in Social Networks Analysis and Mining (ASONAM), IEEE, 2020Conference paper (Refereed)
    Abstract [en]

    Cybersecurity is the backbone of a successful digitalization of society, and cyber situation awareness is an essential aspect of managing it. The COVID-19 pandemic has sped up an already ongoing digitalization of Swedish government agencies, but the cybersecurity maturity level varies across agencies. In this study, we conduct a census of Swedish government administrative authority communications on cybersecurity to employees at the beginning of the COVID-19 pandemic. The census shows that the employee communications in the beginning of the pandemic to a greater extent have focused on first-order risks, such as video meetings and telecommuting, rather than on second-order risks, such as invoice fraud or social engineering. We also find that almost two thirds of the administrative authorities have not yet implemented, but only initiated or documented, their cybersecurity policies.

  • 28.
    Andreasson, Annika
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Artman, Henrik
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID. FOI Swedish Defence Research Agency, Stockholm, SE-164 90, Sweden.
    Brynielsson, Joel
    KTH, School of Electrical Engineering and Computer Science (EECS), Computer Science, Theoretical Computer Science, TCS. FOI Swedish Defence Research Agency, Stockholm, SE-164 90, Sweden.
    Franke, Ulrik
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID. RISE Research Institutes of Sweden, Kista, SE-164 29, Sweden.
    A Census of Swedish Public Sector Employee Communication on Cybersecurity during the COVID-19 Pandemic2021In: Proceedings of the International Conference on Cyber Situational Awareness, Data Analytics and Assessment, CyberSA 2021, Institute of Electrical and Electronics Engineers (IEEE), 2021, p. 1-8Conference paper (Refereed)
    Abstract [en]

    The COVID-19 pandemic has accelerated the digitalization of the Swedish public sector, and to ensure the success of this ongoing process cybersecurity plays an integral part. While Sweden has come far in digitalization, the maturity of cybersecurity work across entities covers a wide range. One way of improving cybersecurity is through communication, thereby enhancing employee cyber situation awareness. In this paper, we conduct a census of Swedish public sector employee communication on cybersecurity at the beginning of the COVID-19 pandemic using questionnaires. The study shows that public sector entities find the same sources of information useful for their cybersecurity work. We find that nearly two thirds of administrative authorities and almost three quarters of municipalities are not yet at the implemented cybersecurity level. We also find that 71 % of municipalities have less than one dedicated staff for cybersecurity.

  • 29.
    Anindita, Puspita Parahita
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Falkenberg, Kjetil
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Design Approaches to Alert Sounds for Interactions in Shops2021In: Nordic Sound and Music Computing Conference, Zenodo , 2021Conference paper (Refereed)
  • 30. Anne Cochrane, Karen
    et al.
    Mah, Kristina
    Ståhl, Anna
    Núñez-Pacheco, Claudia
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Balaam, Madeline
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Ahmadpour, Naseem
    Loke, Lian
    Body Maps: A Generative Tool for Soma-Based Design2022In: Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction, Association for Computing Machinery (ACM) , 2022Conference paper (Refereed)
    Abstract [en]

    Body maps are visual documents, where somatic experiences can be drawn onto a graphical representation of an outline of the human body. They hold the ability to capture complex and non-explicit emotions and somatic felt sensations, elaborating narratives that cannot be simply spoken. We present an illustrative example of “how-to” complete a body map, together with four case studies that provide examples of using body maps in design research. We identify five uses of body maps as generative tools for soma-based design, ranging from sampling bodily experience, heightening bodily self-awareness, understanding changing bodily experience over time, identifying patterns of bodily experience, and transferring somatic experiential qualities into physical designs. The different requirements for scaffolding the use of body maps in user-centred design versus first-person autobiographical design research are discussed. We provide this Pictorial as a resource for designers and researchers who wish to integrate body maps into their practice.

  • 31.
    Arfvidsson, Gustav Frisk
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Ljungdahl Eriksson, Martin
    Lidbo, Håkan
    Falkenberg, Kjetil
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Design considerations for short alerts and notification sounds in a retail environment2021In: Proceedings of the Sound and Music Computing Conference, 2021Conference paper (Refereed)
    Abstract [en]

    The design and noticeability of alert sounds have been widely researched and reported, and not least, notification sounds are ubiquitous in both software and hardware product development. In an ongoing research project concerning the retail industry, we aim at designing short alert sounds that only grab attention from one group of customers, while others do not register the alerts: this particular aspect has to our knowledge not yet been studied. To establish design guidelines for such alert sounds, we conducted an experiment where test subjects would experience ordinary shopping activity including background music and an ambient soundscape in a virtual reality clothing store, but with added alert sounds. We tested, specifically, six differently designed sound alerts belonging to two classes: contextual-specific congruent sounds, and incongruent sounds that did not fit the sonic context. The results disproved our assumptions that incongruent sounds would outperform the congruent and thus in the context more anticipated sounds. The findings suggest that alert sounds can be designed with subtlety and still be noticeable and that customers will not necessarily be annoyed. We present here a first approach towards design guidelines for short alert sounds in a shop environment.

     

  • 32. Aronsson, S.
    et al.
    Artman, Henrik
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID. Swedish Air Force Combat Simulation Centre (FLSC), Swedish Defence Research Agency (FOI), Sweden.
    Mitchell, M.
    Ramberg, R.
    Woltjer, R.
    A live mindset in Live Virtual Constructive simulations: a spin-up for future LVC air combat training2022In: The Journal of Defence Modeling and Simulation: Applications, Methodology, Technology, ISSN 1548-5129, E-ISSN 1557-380XArticle in journal (Refereed)
    Abstract [en]

    Combining Live, Virtual, and Constructive (LVC) aircraft in the same training scenario holds promise for developing and enhancing fighter pilot training. The simulator study reported here builds on joint pilot-researcher co-design work of beyond visual range LVC training (LVC-T) scenarios to provide training value to pilots in both Live and Virtual aircraft. One fourship of pilots simulated Live entities by acting under peacetime restrictions, while other pilots acted as during regular Virtual training. The objective was to investigate pilots’ reflections on the implications of LVC-T and on the methodology used to provide hands-on experience of a plausible LVC-T scenario. The purpose is to inform the design and use of future LVC in air combat training from the perspective of training value. Results indicate that pilots are positive toward the LVC scenario design, especially the dynamics that a large-scale scenario brings to training of decision making. They indicate a high degree of presence, the need for specific regulations to enforce flight safety, and that restrictions put on the simulated Live entities had implications for the other pilots. In addition to regular Live (L) and simulator (V + C) training, LVC-T may enhance pilots’ repertoires and decision-making patterns. 

  • 33. Aronsson, Sanna
    et al.
    Artman, Henrik
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Lindquist, Sinna
    Mikael, Mitchell
    Persson, Tomas
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Ramberg, Robert
    Stockholms Universitet.
    Romero, Mario
    KTH, School of Electrical Engineering and Computer Science (EECS), Computer Science, Computational Science and Technology (CST).
    van de Vehn, Pontus
    Supporting after action review in simulator mission training: Co-creating visualization concepts for training of fast-jet fighter pilots2019In: The Journal of Defence Modeling and Simulation: Applications, Methodology, Technology, ISSN 1548-5129, E-ISSN 1557-380X, Vol. 16, no 3, p. 219-231Article in journal (Refereed)
    Abstract [en]

    This article presents the design and evaluation of visualization concepts supporting After Action Review (AAR) in simulator mission training of fast-jet fighter pilots. The visualization concepts were designed based on three key characteristics of representations: re-representation, graphical constraining, and computational offloading. The visualization concepts represent combined parameters of missile launch and threat range, the former meant to elicit discussions about the prerequisites for launching missiles, and the latter to present details of what threats a certain aircraft is facing at a specific moment. The visualization concepts were designed to: 1) perceptually and cognitively offload mental workload from participants in support of determining relevant situations to discuss; 2) re-represent parameters in a format that facilitates reading-off of crucial information; and 3) graphically constrain plausible interpretations. Through a series of workshop iterations, two visualization concepts were developed and evaluated with 11 pilots and instructors. All pilots were unanimous in their opinion that the visualization concepts should be implemented as part of the AAR. Offloading, in terms of finding interesting events in the dynamic and unique training sessions, was the most important guiding concept, while re-representation and graphical constraining enabled a more structured and grounded collaboration during the AAR.

  • 34. Artman, Henrik
    et al.
    Brynielsson, Joel
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Herzing, Mathias
    Stockholm University.
    Jacobson, Adam
    Stockholm University.
    More efficient environmental inspections and enforcement2016In: Efficient Environmental Inspections and Enforcement / [ed] Herzing, M., Jacobsson, Adam, Naturvårdsverket , 2016, p. 246-Chapter in book (Other academic)
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  • 35.
    Artman, Henrik
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Ramberg, R.
    Sundholm, H.
    Cerratto-Pargman, T.
    Action context and target context representations: A case study on collaborative design learning2017In: Computer Supported Collaborative Learning 2005: The Next 10 Years!, Taylor and Francis , 2017, p. 1-7Chapter in book (Other academic)
    Abstract [en]

    This paper focuses on the concept of representations produced in the context of collaborative design. More specifically, on the interplay between collaborative creation of sketches (design proposals), and argumentation and negotiation processes taking place in the design activity. The question raised in this paper is how sketches produced during a design session reflect and mediate dialogues and argumentation in the design activity and how the sketches feed into an envisioned use context or vice versa. The concepts of action contextand target context representations are introduced and used to illustrate shifts of focus during a design session. We have studied a group of students working on a design task in an interactive space for two weeks. The purpose of the study was to investigate how an environment meant to support collaborative work and learning support collaborative and creative learning of interaction design. The results indicate that students attending a course on interaction design did not pay enough attention to target representations. Furthermore the results suggest that "action context representations" to a large extent occupy student activities as a result of either complex technology or as a result of the students thrust to do something instrumental. We suggest that pedagogical programs for collaborative learning of design may relieve some of the mapping, or interplay, of design proposals and the target context representation. 

  • 36.
    Arvidsson, Klara
    et al.
    Stockholm Univ, Dept Romance Studies & Class, SE-10691 Stockholm, Sweden..
    Jemstedt, Andreas
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    The Perceived Importance of Language Skills in Europe-The Case of Swedish Migrants in France2022In: Languages, E-ISSN 2226-471X, Vol. 7, no 4, article id 290Article in journal (Refereed)
    Abstract [en]

    In a European context, where member states of the European Union share a common language policy, multilingualism and foreign language (FL) learning are strongly promoted. The goal is that citizens learn two FLs in addition to their first language(s) (L1). However, it is unclear to what extent the multilingual policy is relevant in people's lives, at a time when the English language is established as a lingua franca. This survey-based study contributes insights into the relevance of the EU multilingual policy in an intra-European migration context, by focusing on Swedish migrants (n = 199) in France, who are L1 speakers of Swedish. We investigated the perceived importance of skills in FL French, FL English, and L1 Swedish, for professional and personal life. The quantitative analyses showed that participants perceive skills in French and in English to be equally important for professional life, whereas skills in Swedish were perceived to be less important. For personal life, skills in French were perceived as the most important, followed by skills in English, and then Swedish. In conclusion, the European multilingual language policy appears to be reflected in Europeans' lives, at least in the case of Swedish migrants in France.

  • 37. Atienza, Ricardo
    et al.
    Lindetorp, Hans
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Falkenberg, Kjetil
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Playing the design: Creating soundscapes through playful interaction2023In: SMC 2023 - Proceedings of the Sound and Music Computing Conference 2023, Sound and Music Computing Network , 2023, p. 362-369Conference paper (Refereed)
    Abstract [en]

    This study takes inspiration from provocative design methods to gain knowledge on sound preferences regarding future vehicles’ designed sounds. A particular population subset was a triggering component of this study: people with hearing impairments. To that aim, we have developed a public installation in which to test a hypothetical futuristic city square. It includes three electrical vehicles whose sound can be designed by the visitor. The interface allows the user to interact and play with a number of provided sonic textures within a real-time web application, thus “playing” the design. This opens a design space of three distinct sounds that are mixed into an overall soundscape presented in a multichannel immersive environment. The paper describes the design processes involved. 

  • 38. Avila, J. M.
    et al.
    Tsaknaki, Vasiliki
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Karpashevich, Pavel
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Windlin, Charles
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Valenti, Niclas
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    McPherson, A.
    Benford, S.
    Soma design for nime2020In: Proceedings of the International Conference on New Interfaces for Musical Expression, International Conference on New Interfaces for Musical Expression , 2020, p. 489-494Conference paper (Refereed)
    Abstract [en]

    Previous research on musical embodiment has reported that expert performers often regard their instruments as an extension of their body. Not every digital musical instrument seeks to create a close relationship between body and instrument, but even for the many that do, the design process often focuses heavily on technical and sonic factors, with relatively less attention to the bodily experience of the performer. In this paper we propose soma design as an alternative approach to explore this space. Soma method aims to attune the sensibilities of designers, as well as their experience of their body, and make use of these notions as a resource for creative aesthetic design. We report on a series of workshops exploring the relationship between the body and the guitar with a soma design approach. The workshops resulted in a series of guitar-related artefacts and NIMEs that emerged from the somatic exploration of balance and tension during guitar performance. Lastly we present lessons learned from our research that could inform future Soma-based musical instrument design, and how NIME research may also inform soma design. 

  • 39.
    Baars, Martine
    et al.
    Erasmus Univ, Rotterdam, Netherlands..
    Viberg, Olga
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Mobile Learning to Support Self- Regulated Learning: A Theoretical Review2022In: International Journal of Mobile and Blended Learning, ISSN 1941-8647, E-ISSN 1941-8655, Vol. 14, no 4Article, review/survey (Refereed)
    Abstract [en]

    This paper discusses the possibilities of using and designing mobile technology for learning purposes coupled with learning analytics to support self-regulated learning (SRL). Being able to self-regulate one's own learning is important for academic success but is also challenging. Research has shown that without instructional support, students are often not able to effectively regulate their own learning. This is problematic for effective self-study and stands in the way of academic success. Providing instructional support for both metacognitive processes such as planning, monitoring, and reflection and cognitive processes such as learning strategies can help students to learn in a self-regulated way more optimally. Mobile learning provides opportunities to provide 'just in time' support for both cognitive and metacognitive processes. To provide insights into how mobile learning can support SRL, this theoretical review discusses selected studies that have used mobile learning to support SRL in different domains.

  • 40.
    Baars, Martine
    et al.
    Department of Psychology, Education and Child Studies, Erasmus University Rotterdam, The Netherlands.
    Viberg, Olga
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Supporting metacognitive and cognitive processes during self-study through mobile learning2023In: Metacognition and Education: Future Trends, Informa UK Limited , 2023, p. 147-166Chapter in book (Other academic)
    Abstract [en]

    Being able to self-regulate one’s own learning is important for academic success, but was also found to be challenging and difficult for students. This is problematic for effective self-study and stands in the way of academic success. Metacognitive processes such as planning, monitoring and reflection are crucial to successful self-regulated learning. Yet, research has shown that without instructional support, students are often not able to effectively regulate their own learning. In relation to this, students often do not use the right learning strategies (e.g. summarising and self-testing) when engaging in self-regulated learning. Yet, providing instructional support for both metacognitive processes such as planning, monitoring and reflection, and cognitive processes such as learning strategies, can help students to learn in a self-regulated way more optimally. In this chapter, the possibilities of using and designing mobile technology for learning purposes coupled with learning analytics to support both metacognitive and cognitive processes during self-regulated learning are discussed. Finally, future trends and implications for practice and research are also provided.

  • 41.
    Balaam, Madeline
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Campo Woytuk, Nadia
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Ciolfi Felice, Marianela
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Kilic Afsar, Ozgun
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Stål, Anna
    Søndergaard, Marie Louise Juul
    Intimate Touch2020In: interactions, ISSN 1072-5520, E-ISSN 1558-3449, Vol. 27, no 6, p. 14-17Article in journal (Other academic)
  • 42.
    Balaam, Madeline
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Comber, Robert
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Clarke, Rachel E
    Northumbria University Newcastle upon Tyne, UK.
    Windlin, Charles
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Ståhl, Anna
    RISE SICS, Kista, Sweden.
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Fitzpatrick, Geraldine
    TU Wien, Vienna, Austria.
    Emotion Work in Experience-Centred Design2019In: CHI Conference on Human Factors in Computing Systems Proceedings (CHI 2019), May 4–9, 2019, Glasgow, Scotland UK, 2019Conference paper (Refereed)
    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.

  • 43. Barahona, Adrián
    et al.
    Pauletto, Sandra
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Perceptual evaluation of modal synthesis for impact-based sounds2019In: Proceedings of the Sound and Music Computing Conferences, CERN , 2019, p. 34-38Conference paper (Refereed)
    Abstract [en]

    The use of real-time sound synthesis for sound effects can improve the sound design of interactive experiences such as video games. However, synthesized sound effects can be often perceived as synthetic, which hampers their adoption. This paper aims to determine whether or not sounds synthesized using filter-based modal synthesis are perceptually comparable to sounds directly recorded. Sounds from 4 different materials that showed clear modes were recorded and synthesized using filter-based modal synthesis. Modes are the individual sinusoidal frequencies at which objects vibrate when excited. A listening test was conducted where participants were asked to identify, in isolation, whether a sample was recorded or synthesized. Results show that recorded and synthesized samples are indistinguishable from each other. The study outcome proves that, for the analysed materials, filter-based modal synthesis is a suitable technique to synthesize hit sound in real-time without perceptual compromises.

  • 44.
    Barahona-Rios, Adrián
    et al.
    The University of York.
    Pauletto, Sandra
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Synthesising Knocking Sound Effects Using Conditional WaveGAN2020In: SMC Sound and Music Computing Conference 2020, 2020Conference paper (Refereed)
    Abstract [en]

    In this paper we explore the synthesis of sound effects using conditional generative adversarial networks (cGANs). We commissioned Foley artist Ulf Olausson to record a dataset of knocking sound effects with different emotions and trained a cGAN on it. We analysed the resulting synthesised sound effects by comparing their temporal acoustic features to the original dataset and by performing an online listening test. Results show that the acoustic features of the synthesised sounds are similar to those of the recorded dataset. Additionally, the listening test results show that the synthesised sounds can be identified by people with experience in sound design, but the model is not far from fooling non-experts. Moreover, on average most emotions can be recognised correctly in both recorded and synthesised sounds. Given that the temporal acoustic features of the two datasets are highly similar, we hypothesise that they strongly contribute to the perception of the intended emotions in the recorded and synthesised knocking sounds.

  • 45.
    Barreto, Carlos
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Computer Science, Network and Systems Engineering. Digital Futures.
    Reinert, Olof
    Wiesinger, Tobias
    Franke, Ulrik
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID. Digital Futures.
    Duopoly insurers’ incentives for data quality under a mandatory cyber data sharing regime2023In: Computers & security (Print), ISSN 0167-4048, E-ISSN 1872-6208, Vol. 131, p. 1-16, article id 103292Article in journal (Refereed)
    Abstract [en]

    We study the impact of data sharing policies on cyber insurance markets. These policies have been proposed to address the scarcity of data about cyber threats, which is essential to manage cyber risks. We propose a Cournot duopoly competition model in which two insurers choose the number of policies they offer (i.e., their production level) and also the resources they invest to ensure the quality of data regarding the cost of claims (i.e., the data quality of their production cost). We find that enacting mandatory data sharing sometimes creates situations in which at most one of the two insurers invests in data quality, whereas both insurers would invest when information sharing is not mandatory. This raises concerns about the merits of making data sharing mandatory.

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  • 46. Baytaş, M. A.
    et al.
    Cappellaro, A.
    Fernaeus, Ylva
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Stakeholders and Value in the NFT Ecosystem: Towards a Multi-disciplinary Understanding of the NFT Phenomenon2022In: Conference on Human Factors in Computing Systems - Proceedings, Association for Computing Machinery (ACM) , 2022Conference paper (Refereed)
    Abstract [en]

    Non-fungible tokens (NFTs) have been a defining trend for design, technology, and business in 2021. The value, legitimacy, and utility of NFTs is disputed: proponents highlight revolutionary economic and cultural potentials of an open, secure, and immutable ownership database, while opponents are displeased by the environmental issues and abundant wrongdoing in the ecosystem. Nevertheless, the phenomenon is relevant to HCI, and signifies important developments for future interactive products. To better understand the NFT phenomenon, and to inform future HCI research and design, we investigated the stakeholders in the NFT ecosystem and relations between them. Based on open data we mined from the social news website Hacker News, we contribute the first data-backed model of stakeholders in the NFT ecosystem. The model reveals a nuanced account of the outlooks of creators, owners, and technologists; identifies investment firms and auction houses as arbiters of knowledge and value; and presents implications for future research.

  • 47.
    Bell, Fiona
    et al.
    Department of Computer Science, University of New Mexico, Albuquerque, New Mexico, USA.
    Wu, Shanel
    School of Information Technology, Carleton University, Ottawa, Ontario, Canada.
    Campo Woytuk, Nadia
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Vasquez, Eldy S.Lazaro
    ATLAS Institute, University of Colorado Boulder, Boulder, Colorado, USA.
    Alistar, Mirela
    ATLAS Institute and Computer Science, University of Colorado Boulder, Boulder, Colorado, USA.
    Buechley, Leah
    Department of Computer Science, University of New Mexico, Albuquerque, New Mexico, USA.
    Making Biomaterials for Sustainable Tangible Interfaces2024In: TEI 2024 - Proceedings of the 18th International Conference on Tangible, Embedded, and Embodied Interaction, Association for Computing Machinery (ACM) , 2024, article id 55Conference paper (Refereed)
    Abstract [en]

    In this studio, we will explore sustainable tangible interfaces by making a range of biomaterials that are bio-based and readily biodegradable. Building off of previous TEI studios that were centered around one specific biomaterial (i.e., bioplastics at TEI'22 and microbial cellulose at TEI'23), this studio will provide participants the ability to experience a wide variety of biomaterials from algae-based bioplastics, to food-waste-based bioclays, to gelatin-based biofoams. We will teach participants how to identify types of biomaterials that are applicable to their own research and how to make them. Through hands-on activities, we will demonstrate how to implement biomaterials in the design of sustainable tangible interfaces and discuss topics sensitized by biological media such as more-than-human temporalities, bioethics, care, and unmaking. Ultimately, our goal is to facilitate a space in which HCI researchers and designers can collaborate, create, and discuss the opportunities and challenges of working with sustainable biomaterials.

  • 48. Bellini, R.
    et al.
    Strohmayer, A.
    Alabdulqader, E.
    Ahmed, A. A.
    Spiel, K.
    Bardzell, S.
    Balaam, Madeline
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Feminist hci: Taking stock, moving forward, and engaging community2018In: Conference on Human Factors in Computing Systems - Proceedings, Association for Computing Machinery (ACM), 2018, article id W09Conference paper (Refereed)
    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.

  • 49. Bendor, Roy
    et al.
    Eriksson, Elina
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Pargman, Daniel
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Looking backward to the future:: On past-facing approaches to futuring2021In: Futures: The journal of policy, planning and futures studies, ISSN 0016-3287, E-ISSN 1873-6378, Vol. 125Article in journal (Refereed)
    Abstract [en]

    While the past is present in all futuring activities it tends to remain implicit and has not received adequate attention by futures scholars and practitioners. In response, this conceptual paper offers a novel framework with which the past can be brought into futures studies in a structured and comprehensive way. We begin by providing a brief account of how the past already figures in futures studies as part of efforts to understand the lingering effects of the past on the future; as part of a drive for ontological pluralization; and as a way to augment more mainstream futuring exercises. We then introduce two past-facing approaches to futuring, recasting and pastcasting, and illustrate their symmetry with the more familiar future-facing approaches, forecasting and backcasting. The symmetry, we argue, is based on shared aims and a shared style of inquiry. We then compare the different approaches and illustrate the landscape of futuring as an interplay of two dimensions: the focus of the activity on outcomes or pathways, and the stakes involved in it.

  • 50.
    Berglund, Anders
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Machine Design (Dept.), Integrated Product Development.
    Havtun, Hans
    KTH, School of Industrial Engineering and Management (ITM), Energy Technology, Applied Thermodynamics and Refrigeration.
    Hedin, Björn
    KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
    Kjellgren, Björn
    KTH, School of Industrial Engineering and Management (ITM), Learning.
    Will this be on the exam?: Or, How to Motivate your Students to Learn2017In: KTH SoTL 2017, 2017Conference paper (Refereed)
1234567 1 - 50 of 733
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