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  • 151.
    Pauletto, Sandra
    et al.
    The University of York, UK.
    Walus, Bartlomiej Piotr
    Reflecting on the Role of Sound in an Immersive Multimedia Intervention for Health Communication2018Conference paper (Refereed)
  • 152.
    Pernestål Brenden, Anna
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Machine Design (Dept.), Product and Service Design. KTH, School of Computer Science and Communication (CSC), Centres, School of Architecture and the Built Environment (ABE), Centres, Centre for Sustainable Communications, CESC, Green Leap. KTH, School of Industrial Engineering and Management (ITM), Centres, Integrated Transport Research Lab, ITRL.
    Hesselgren, Mia
    KTH, School of Industrial Engineering and Management (ITM), Machine Design (Dept.), Product and Service Design. KTH, School of Computer Science and Communication (CSC), Centres, School of Architecture and the Built Environment (ABE), Centres, Centre for Sustainable Communications, CESC, Green Leap.
    Possibilities and barriers in ride-sharing in work commuting – a case study in Sweden2018Conference paper (Refereed)
    Abstract [en]

    To understand possibilities and barriers for ride-sharing in work commuting, 451 persons living in the same suburban area and working at the same site were invited to join a ride-sharing program and use a mobile application. Two quantitative web surveys and 16 in-depth interviews have been performed. The results have been analysed using social practice theories as an analytical lens. The participants understood the benefits with the ride-sharing practice, but out of the 451 invited participants, only 8 downloaded the required mobile application for the ride-sharing program. Different to previous results in the literature, trust and security were not seen as issues in this case. Instead the expected loss of flexibility was seen as the main barrier. The participants found a meaning in “being a green commuter” and understood that ride-sharing could contribute to decrease challenges of congestion, environmental impact, and overfull parking places. However, they rated their own current flexibility and convenience in commuting higher than the expected benefits from ride-sharing.

  • 153.
    Persson, Hans
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID. Institute for Humane Technology (IHT), Sweden.
    Åhman, Henrik
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Yngling, Alexander Arvei
    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.
    Universal design, inclusive design, accessible design, design for all: different concepts—one goal? On the concept of accessibility—historical, methodological and philosophical aspects2015In: Universal Access in the Information Society, ISSN 1615-5289, E-ISSN 1615-5297, Vol. 14, no 4, p. 505-526Article in journal (Refereed)
    Abstract [en]

    Accessibility and equal opportunities for all in the digital age have become increasingly important over the last decade. In one form or another, the concept of accessibility is being considered to a greater or smaller extent in most projects that develop interactive systems. However, the concept varies among different professions, cultures and interest groups. Design for all, universal access and inclusive design are all different names of approaches that largely focus on increasing the accessibility of the interactive system for the widest possible range of use. But, in what way do all these concepts differ and what is the underlying philosophy in all of these concepts? This paper aims at investigating the various concepts used for accessibility, its methodological and historical development and some philosophical aspects of the concept. It can be concluded that there is little or no consensus regarding the definition and use of the concept, and consequently, there is a risk of bringing less accessibility to the target audience. Particularly in international standardization the lack of consensus is striking. Based on this discussion, the authors argue for a much more thorough definition of the concept and discuss what effects it may have on measurability, conformance with standards and the overall usability for the widest possible range of target users.

  • 154. Puiggròs, Montserrat
    et al.
    Gómez, Emilia
    Ramírez, Rafael
    Serra, Xavier
    Bresin, Roberto
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Music Acoustics.
    Automatic characterization of ornamentation from bassoon recordings for expressive synthesis2006In: 9th International Conference on Music Perception & Cognition / [ed] Baroni, M.; Addessi, A. R.; Caterina, R.; Costa, M., Bologna: Bonomia University Press , 2006, p. 1533-1538Conference paper (Refereed)
    Abstract [en]

    Expressive performance characterization is traditionally based on the analysis of the main differences between performances, players, playing styles and emotional intentions. This work addresses the characterization of expressive bassoon ornaments by analyzing audio recordings played by a professional bassoonist. This characterization is then used to generate expressive ornaments from symbolic representations by means of Machine Learning

  • 155.
    Raghothama, Jayanth
    et al.
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    Meijer, Sebastiaan
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    Rigor in Gaming for Design: Conditions for Transfer Between Game and Reality2018In: Journal Simulation & Gaming, ISSN 1046-8781, E-ISSN 1552-826X, Vol. 49, no 3, p. 246-262Article in journal (Refereed)
    Abstract [en]

    Background. The increasing cognizance of complexity in systems has brought into focus important questions about the methods and tools we use to address them. Games for design, where games and computer simulations are used together to create concrete and tangible designs in a pluralistic way, with multiple stakeholders within the game is a new area for simulation gaming. Aim. In this article about gaming for design, embedded in the design science approach towards game science, we raise important philosophical questions about this new area, as well as attempt to address practical questions at the application level. We attempt to bridge the analytical science and design science approaches to games, and analyze them through meta-constructs of games such as fidelity, abstraction and resolution. Results. Results from two applications, through analysis of game play and debriefing of game sessions from two applications, COMPLEX and ProtoWorld are gathered and analyzed to understand the respresentational requirements for simulations and games. Conclusion. Results point to the need for rigor in gaming, particularly when modeling reference systems and rigor in assessing effects, both during game play and while debriefing. Results also point to expanded definitions of meta-constructs of games, as well as to their linked nature.

  • 156.
    Rauh, Sebastian Felix
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID. Heilbronn University.
    Exploring the Potential of Head Worn Displays for Manual Work Tasks in Industrial Environments2017Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    In this thesis I explore the potential of modern Head-Worn Displays for aiding manual work tasks in the manufacturing industries. In such settings, workers are already supported by using mobile hand-held devices that show instructions and enable the worker to document work tasks. However, the most important disadvantage of hand-held devices is that users need to put them aside when performing tasks that require both of their hands. The current generation of Head-Worn Displays promises hands-free usage with little added complexity and also enables the augmentation of workers’ vision,

    thereby supporting the work task in a more effective and efficient way.

    For assessing the potential of Head-Worn Displays on factory floors, a series of studies has been conducted. The studies have been carried out directly on the production line of a German car manufacturer together with workers or in-lab, depending on the study goals. Together with workers and managers in the industrial settings we identified two work tasks whereby support for Head-Worn Displays showed good potential for increasing productivity, quality and worker comfort. The Head-Worn Display support was improved in an iterative manner within a Human-Centred Design approach.

    The thesis contributes with experiences on introducing Head-Worn Displays in real world settings and for long time periods. The recorded productivity increases attributed to the Head-Worn Displays are discussed, along with worker and manager feedback. For long-term use on a factory floor, extending battery operating time was found to be of central importance. CPU and Camera were identified as the most energy consuming devices and an approach to address that is presented. A benchmark suite is introduced to enable designers, developers, and project managers to make informed decisions when selecting Head-Worn Displays. Finally, a theoretical discussion of Head-Worn Displays is presented by situating them in a sense-based Augmented Reality taxonomy, I proposed.

  • 157.
    Rigo, Riccardo
    et al.
    KTH.
    Kortbeek, Charlotte
    KTH.
    Grama, Cristian
    KTH.
    Laure, Denis
    KTH.
    Tommy Blocks: A modern redesign of the classical children's building blocks2016In: TEI 2016 - Proceedings of the 10th Anniversary Conference on Tangible Embedded and Embodied Interaction, Association for Computing Machinery (ACM), 2016, p. 738-742Conference paper (Refereed)
    Abstract [en]

    In this paper we present Tommy Blocks, a low-poly (polygon mesh) magnetic construction set. We set out to redesign the classic building blocks, some of the most used (and loved) toys by children of all ages. Tommy Blocks is composed of various types of blocks of different shapes and sizes that can be joined together thanks to magnets on the inside. The blocks have irregular low-poly shapes. This is the main difference between Tommy Blocks and other regular and well-known building blocks sets. Triangular faces invite the player to build completely different constructions than the traditional squares. We also explored how technology can contribute to the creative development of children and added some electronics to the main component of the set to make the game more challenging. Moreover, a small story-telling component is included, giving personality to the actual toy. In this paper we describe the design process and present the latest prototype of Tommy Blocks.

  • 158.
    Roa Rodríguez, Rodrigo
    et al.
    KTH, School of Computer Science and Communication (CSC).
    Lundin, Robert
    KTH, School of Computer Science and Communication (CSC).
    Heatmap Visualization of Neural Frequency Data2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Complex spatial relationships and patterns in multivariate data are relatively simple to identify visually but di cult to detect computation- ally. For this reason, Anivis, an interactive tool for visual exploration of multivariate quantitative pure serial periodic data was developed. The data has four dimensions depth, laterality, frequency and time. The data was visualized as an animated heatmap, by mapping depth and laterality to coordinates in a pixel grid and frequency to color. Transfer functions were devised to map a single variable to color through parametric curves. Anivis implemented heatmap generation through both weighted sum and deconvolution for comparison reasons. Deconvolution exhibited a to have better theoretical and practical performance. In addition to the heatmap visualization a scatter-plot was added in order to visualize the causal relationships between data points and high value areas in the heatmap visualization. Performance and applicability of the tool were tested and verified on experimental data from the Karolinksa Institute’s Department of Neuroscience. 

  • 159. Rocchesso, Davide
    et al.
    Avanzini, Federico
    Rath, Matthias
    Bresin, Roberto
    KTH, Superseded Departments, Speech, Music and Hearing.
    Serafin, Stefania
    Contact sounds for continuous feedback2004In: Proceedings of International Workshop on Interactive Sonification: (Human Interaction with Auditory Displays) / [ed] Hunt, A.; Hermann, T., 2004Conference paper (Refereed)
    Abstract [en]

    The role of continuous auditory feedback in multimodal embodied interfaces is advocated. Examples of physics based cartoon sound models (rolling and friction) are usedto display deviation from equilibrium and exerted effort inmanipulative interfaces.

  • 160.
    Roungas, Bill
    et al.
    Delft Univ Technol, Dept Multi Actor Syst, Jaffalaan 5, NL-2628 BX Delft, Netherlands..
    Verbraeck, Alexander
    Delft Univ Technol, Dept Multi Actor Syst, Jaffalaan 5, NL-2628 BX Delft, Netherlands..
    Meijer, Sebastiaan
    KTH, School of Engineering Sciences in Chemistry, Biotechnology and Health (CBH), Biomedical Engineering and Health Systems, Health Informatics and Logistics.
    The future of contextual knowledge in gaming simulations: A research agenda2018In: 2018 Winter Simulation Conference (WSC), Institute of Electrical and Electronics Engineers (IEEE), 2018, p. 2435-2446Conference paper (Refereed)
    Abstract [en]

    Gaming simulations (games) are increasingly becoming the tool of choice for modeling and understanding the complexity of today's systems. This increased popularity has consequently revealed the weaknesses of games in several areas. These limitations range from inconsistencies on the game design to the unexploited explicit and tacit knowledge that games invoke. This paper focuses on games that do not aim at generalizing the produced knowledge but, instead, at understanding how a system works within a specific context. The first step of the analysis is identifying these limitations based on an extensive literature review. Based on this, different directions that could mitigate or even fully address these limitations are proposed. The paper concludes with a focused research agenda.

  • 161.
    Saxena, Vidhu Vaibhav
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID. Indian Institute of Technology Delhi (IITD).
    Explorative Design of an Indoor Positioning based Mobile Application for Workplaces: To ease workflow management while investigating any privacy concerns in sharing one’s location data indoors2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis elaborates on the design process of a mobile phone based application for indoor positioning at workplaces. The aim of the application is to ease workflow management and help increase the work efficiency of individuals and teams by reducing the amount of time spent in looking and waiting for each other. In doing so, the research takes a closer look on the user’s perspective on sharing one’s location data. An attempt is made to explore users’ behavior, investigating if any privacy concerns arise out of sharing one’s indoor location data and how it effects the adoption of the service within the context of a workspace. This exploratory approach employed a number of qualitative tools in order to gather data and analyze it.

    In order to understand the complex context of a work environment where activities (or actions) are defined by a number of factors, actors, mediators, communication channels, etc., the research followed an activity centred approach. The resulting solution is in the form of a service that provides layers of contextual information, responding to the overall activity being performed and the smaller actions that constitute it. A prototype of this application is then taken for user testing. The test results show that the users were hesitant in sharing their location data; citing a number of speculated scenarios where this information may be used in ways that induced a sense of being spied upon. However, in the overall acceptance and adoption of the system, the context of use (the workspace) was found to play a very crucial role.

  • 162.
    Saxena, Vidhu Vaibhav
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID. Indian Institute of Technology Delhi (IITD).
    Explorative Design of an Indoor Positioning based Mobile Application for Workplaces: To ease workflow management while investigating any privacy concerns in sharing one’s location data indoors2016Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis elaborates on the design process of a mobile phone based application for indoor positioning at workplaces. The aim of the application is to ease workflow management and help increase the work efficiency of individuals and teams by reducing the amount of time spent in looking and waiting for each other. In doing so, the research takes a closer look on the user’s perspective on sharing one’s location data. An attempt is made to explore users’ behavior, investigating if any privacy concerns arise out of sharing one’s indoor location data and how it effects the adoption of the service within the context of a workspace. This exploratory approach employed a number of qualitative tools in order to gather data and analyze it.

    In order to understand the complex context of a work environment where activities (or actions) are defined by a number of factors, actors, mediators, communication channels, etc., the research followed an activity centred approach. The resulting solution is in the form of a service that provides layers of contextual information, responding to the overall activity being performed and the smaller actions that constitute it. A prototype of this application is then taken for user testing. The test results show that the users were hesitant in sharing their location data; citing a number of speculated scenarios where this information may be used in ways that induced a sense of being spied upon. However, in the overall acceptance and adoption of the system, the context of use (the workspace) was found to play a very crucial role.

  • 163.
    Schäfer, Philip
    et al.
    Heilbronn University.
    Koller, Marius
    Heilbronn University.
    Diemer, Julia
    University of Regensburg.
    Meixner, Gerrit
    Heilbronn University.
    Development and Evaluation of a Virtual Reality-System with integrated Tracking of Extremities under the Aspect of Acrophobia2015Conference paper (Refereed)
    Abstract [en]

    With the help of a Virtual Reality-System (VRsystem) an exposure therapy can be done comfortably within the usual treatment room of the psychologist. The presented Acrophobia Therapy with Virtual Reality (AcTiVity-System) is constructed to be such a treatment instrument. Due to the integration of an avatar and the use of the Oculus Rift it positively differs from common VR system. In an evaluation with42 subjects the effect of the integrated avatar on the individual’s presence was explored. Therefore two groups were formed with 21 persons each. In the first group the subjects were lead througha virtual height scenario with the avatar, while the second group experienced the same scenario without this feature. Further, the suitability of the AcTiVity-System as a treatment system was investigated. T-Tests showed that the avatar’s influence on thebehavior of the participants was significant. To control the systemthe subject was given an input device but participants in the group with the avatar enabled tried subconsciously to control the system through physical interaction with their bodies. Furthermore the comparison with other VR systems showed that participants inour study with the AcTiVity-System scored significantly.

  • 164.
    Simbelis, Vygandas
    et al.
    KTH.
    Lundström, Anders
    KTH.
    Synesthetic experience in STRATI C2018In: TEI 2018 - Proceedings of the 12th International Conference on Tangible, Embedded, and Embodied Interaction, Association for Computing Machinery (ACM), 2018, p. 574-580Conference paper (Refereed)
    Abstract [en]

    How do we humanize digital interactive technology? One way is through our experience with technology. With S T R A T I C we present several post-digital concepts to discuss the relationship of the digital in regard to our human lives. We emphasize the synesthetic experience along with other aesthetic experiences and materiality issues with manifestations of the digital in the physical world, tangible approaches to sonic performances, or exposure of internal logics of technological processes. In this paper, we propose both exhibiting our work as an art installation and via a live performance. We regard it as being highly relevant to the topic of the TEI Arts Track exhibition: post-digital materiality at the intersection of the analog and the digital, and to its tangible aspects.

  • 165.
    Sundblad, Yngve
    KTH, School of Computer Science and Communication (CSC), Human - Computer Interaction, MDI.
    From Utopia 1981 to Utopia 20082009In: (Re)searching the Digital Bauhaus / [ed] Binder, T., Löwgren, J. & Malmborg, L., London: Springer Publishing Company, 2009, p. 13-41Chapter in book (Refereed)
    Abstract [en]

    Studies and design of Information Technology support for workplaces, especially workshop floors and office floors, have a strong tradition in Scandinavia, involving workplace users and their trade unions and other stakeholders.

    The projects emphasized the active co-operation between researchers and workers of the organization to help improve their work situation. While researchers got their results, the people that they worked with were equally entitled to get something out of the projects.

    Since then the obvious idea to involve the users as early as possible in systems and interface design, using low and high tech prototypes, has become a standard to which most developers pay at least lip service. That it is not necessarily followed in practice is usually because of time constraints and lack of insight rather than reluctance, but there are also inherent difficulties.This tradition is put into perspective, starting with the roots in Norway in the early 1970s, highlighting the seminal UTOPIA project, led by Pelle Ehn 1981–86, and its off-springs all the way up to UsersAward, KLIV and other Scandinavian workplace projects of today.

    We analyse changes in design and use context, from social and technical aspects, over three decades.

    In the early 1970s computer technology and use in Scandinavia was dominated by mainframes in “computer centres”, guarded by technicians in white frocks, with text input and output, and rudimentary communication between the installations. Few were aware of the future, broad and powerful use of computers that was being formed in laboratories, especially in California.

    Today computer use and interaction possibilities are changing quickly, while usecontexts and application types are radically broadening. Technology no longerconsists of static tools belonging only to the workplace, but permeates work on the move, in homes and everyday lives.

    Pervasive technologies, augmented reality, small interfaces, tangible interfaces, etc. are dramatically changing the nature of HCI (human-computer interaction) and its possibilities for workplace settings. We witness the creation of ad-hoc configurations of large and small user interfaces. The new interfaces are moveable and used in changing locations and contexts; different tasks are done through a combination of specialized technologies. A wider repertoire of physical devices is available than just the keyboard, the screen and the mouse.

    The Scandinavian tradition of user involvement in development is facing up with the challenges of new contexts. Here we will concentrate on work contexts.

  • 166.
    Sundblad, Yngve
    KTH, School of Computer Science and Communication (CSC), Human - Computer Interaction, MDI (closed 20111231).
    UTOPIA - Participatory Design from Scandinavia to the World2010In: History of Nordic Computing 3 / [ed] John Impagliazzo, Per Lundin, Benkt Wangler, Berlin, London: Springer Publishing Company, 2010, p. 176-186Conference paper (Refereed)
    Abstract [en]

    Studies and design of Information Technology support for workplaces, especially workshop floors, office floors and hospital floors, have a strong tradition in Scandinavia, involving workplace users and their trade unions and other stakeholders. The projects emphasize the active co-operation between researchers and workers in the organizations to help improve their work situation. This tradition is here put into and analysed in its historic perspective, starting with the roots in Norway in the early 1970s and highlighting the seminal UTOPIA project from the early 1980s. Today computer use and interaction possibilities are changing quickly, with use contexts and application types radically broadening. Technology no longer consists of static tools belonging only to the workplace, but permeates work on the move, homes and everyday lives. The Scandinavian tradition of user involvement in development is facing up with the challenges of new contexts. The influence on past and current practices for ICT system design internationally in described and analysed.

  • 167.
    Sundblad, Yngve
    et al.
    KTH, School of Computer Science and Communication (CSC), Human - Computer Interaction, MDI (closed 20111231).
    Westerlund, Bo
    Industridesign, Konstfack.
    Design as a Democratic Process - and Implications for Innovation2016In: Action Research for Democracy: New Ideas and Perspectives from Scandinavia / [ed] Ewa Gunnarsson, Hans Peter Hansen, Birger Steen Nielsen, Nadarajah Sriskandarajah, New York & Abington: Routledge, 2016, p. 39-61Chapter in book (Refereed)
    Abstract [en]

    We discuss Participatory Design (PD) as a democratic process and its implications for innovation. We see strong similarities between PD and Action Research (AR), as both seek to create some kind of change based on the aquisition of knowledge. The knowledge aquired in PD and AR is intended to guide a sequence of necessary activities that lead to a desired change, yet there are also some fundamental differences between them.

  • 168.
    Svanberg, Christoffer
    et al.
    KTH, School of Computer Science and Communication (CSC). KTH, School of Education and Communication in Engineering Science (ECE).
    Westman, Anton
    KTH, School of Computer Science and Communication (CSC). KTH, School of Education and Communication in Engineering Science (ECE).
    Interaction Design - by the protocol : Combining user-centered design methods for finding user needs in a time-­‐constrained environment2015Independent thesis Basic level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    ABSTRACT

    Today there are lots of different health care computer systems in use. However, according to recent studies many of them lack necessary usability. Within Nordic pediatric cancer care, analogue treatment protocols on paper are currently used, as a complement to the digital medical records and prescription systems. In these protocols, doctors and nurses note information regarding the patient’s treatment. Comments and changes are noted in the margin, which sometimes leads to making the protocol messy and difficult to grasp. Since several people are involved in the handling of the treatment protocols it occasionally happens that the protocol disappears for periods of time. We had two aims with this project. The first was to examine and map requirements for a usable interactive treatment plan for acute lymphoblastic leukemia, ALL. The second was to investigate if our suggested

    combination of methods would be sufficient to acquire these requirements in a setting where the users, i.e. physicians, were time-­‐constrained.

     

    Based on large variety of theories and methods from educational science and research in human computer interaction, we have conducted a qualitative study, iterating a combination of user-­‐centered design methods, with a revision of the requirements as well as the design following each iteration. The requirements analysis was performed in close collaboration with the doctors at the Astrid Lindgren Children's Hospital, Karolinska University Hospital, Stockholm, Sweden.

     

    Our results indicate that by using a combination of methods from usability engineering and participatory design, a well-­‐defined list of requirements from the doctors could be identified which might be sufficient to develop an interactive prototype for a digital treatment protocol. In addition we found that our method enabled an exchange of knowledge between the designers and the users.

    In conclusion, these combined methods were suitable for enhancing the software designer’s understanding of the user needs in this time-­‐constrained environment.

  • 169.
    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.

  • 170.
    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.

  • 171.
    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.

  • 172. Trouvain, Jürgen
    et al.
    Malisz, Zofia
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Speech Communication and Technology.
    Inter-speech clicks in an Interspeech keynote2016In: Proceedings of INTERSPEECH 2016, San Francisco, CA: International Speech Communication Association, 2016, p. 1397-1401Conference paper (Refereed)
    Abstract [en]

    Clicks are usually described as phoneme realisations in some African languages or as paralinguistic vocalisations, e.g. to signal disapproval or as sound imitation. A more recent discovery is that clicks are, presumably unintentionally, used as discourse markers indexing a new sequence in a conversation or before a word search. In this single-case study, we investigated more than 300 apical clicks of an experienced speaker during a keynote address at an Interspeech conference. The produced clicks occurred only in inter-speech intervals and were often combined with either hesitation particles like "uhm" or audible inhalation. Our observations suggest a link between click production and ingressive airflow as well as indicate that clicks are used as hesitation markers. The rather high frequency of clicks in the analysed sections from the 1- hour-talk shows that in larger discourse, the time between articulatory phases consists of more than silence, audible inhalation and typical hesitation particles. The rather large variation in the intensity and duration and particularly the number of bursts of the observed clicks indicates that this prosodic discourse marker seems to be a rather acoustically inconsistent phonetic category. 

  • 173.
    Tsaknaki, Vasiliki
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Balaam, Madeline
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Ståhl, Anna
    Sanches, Pedro
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Windlin, Charles
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Karpashevich, Pavel
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Teaching Soma Design2019In: In Proceedings of the 2019 Conference on Designing Interactive Systems (DIS '19), ACM Digital Library, San Diego, CA, USA: ACM , 2019, p. 1237-1249Conference paper (Refereed)
  • 174.
    Tsaknaki, Vasiliki
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Cohn, Marisa
    Boer, Laurens
    Fernaeus, Ylva
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Vallgarda, Anna
    Things Fall Apart: Unpacking the Temporalities of Impermanence for HCI2016In: PROCEEDINGS OF THE NORDICHI '16: THE 9TH NORDIC CONFERENCE ON HUMAN-COMPUTER INTERACTION - GAME CHANGING DESIGN, Association for Computing Machinery , 2016Conference paper (Refereed)
    Abstract [en]

    Hardware decays, software obsolesces, infrastructures sediment, devices patinate. While recent scholarship has examined longevity and sustainability, we have little empirical understanding of how things age, decay, and obsolesce and how we might approach impermanence as a resource for practice and reflection. This one-day NordiCHI'16 workshop will bring together researchers from the fields of design, HCI, and anthropology, in order to unpack the temporalities of these forms of impermanence from both theoretical and practical perspectives. The workshop aims to build a rich lexicon for the material and temporal qualities of aging, decay, degradation, and obsolescence by drawing together participants from a broad range of domains working to develop, maintain, or study systems as they age. Drawing together these different perspectives we will consider the various ways that impermanence might serve as a resource for design, use, and maintenance of long-lived technological artifacts.

  • 175.
    Tsaknaki, Vasilki
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Fernaeus, Ylva
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Jonsson, Martin
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID. SÖDERTÖRN UNIVERSITY, Sweden.
    Precious Materials of Interaction: Exploring Interactive Accessories as Jewellery Items2015In: Nordes, ISSN 1604-9705, no 6Article in journal (Refereed)
    Abstract [en]

    In this paper we present a series of design explorations on the theme of wearable and mobile technology through the lens of jewellery design. This is done by looking at properties of traditional fine jewellery in terms of material considerations and crafting processes, as well as considerations related to patterns of wear and interaction. By using jewellery as a point of departure, both theoretically and practically, we discuss four topics: a) the gestalt of electronic artefacts versus jewellery design, b) material preciousness, c) interactive properties of physical materials, and d) jewellery usage as an inspiration for new interactive designs.

  • 176. Vallgårda, A.
    et al.
    Boer, L.
    Tsaknaki, Vasiliki
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Svanæs, D.
    Material programming: A new interaction design practice2016In: DIS 2016 Companion - Proceedings of the 2016 ACM Conference on Designing Interactive Systems: Fuse, Association for Computing Machinery (ACM), 2016, p. 149-152Conference paper (Refereed)
    Abstract [en]

    We propose the notion of material programming as a new practice for designing future interactive artifacts. Material programming would be a way for the interaction designer to better explore the dynamics of the materials at hand and through that familiarity be able to compose more sophisticated and complex temporal forms in their designs. As such it would blur the boundaries between programming and crafting these new smart and computational materials. We envision a material programming practice developed around physical tools (e.g. Fig 1) that draw on bodily skills and experiences (Fig 2) while enabling actions performed directly on the material with immediate effects (no program vs. execution mode). Finally, the tools would enable one layer of abstraction and as such encompass the potential of the computational materials but not that of possibly adjacent computers, which could run more complex algorithms.

  • 177.
    van Almkerk, Marc
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Li, Rui
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Marcon, Nicola
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Embodiment of Machine Olfaction: The Braitenberg Nose2018Conference paper (Refereed)
    Abstract [en]

    There is an increasing attention towards machine olfaction and many studies show useful application through this type of technology, both for industry as well as for our lives. To further research in this area, from an interaction point of view, this paper presents the Braitenberg Nose, an artifact that explores how olfactory devices can be implemented in our lives through a tangible form. Users can present various smells to the nose that, based on the chemical composition and smell intensity, will show different movements through its nostrils and the sides of the nasal bridge.

  • 178. van den Hoogen, J.
    et al.
    Lo, J.
    Meijer, Sebastiaan
    KTH, School of Technology and Health (STH), Health Systems Engineering, Health Care Logistics.
    Debriefing Research Games: Context, Substance and Method2016In: Journal Simulation & Gaming, ISSN 1046-8781, E-ISSN 1552-826X, Vol. 47, no 3, p. 368-388Article in journal (Refereed)
    Abstract [en]

    Background. Debriefing is an intrinsic part of games for learning and proper debriefing can also be beneficial to research games. However, the literature on how to debrief research games is sparse and only provides the professional with an abstract topic guide. Aim. The purpose of this study was to design a framework for the debriefing of research games that are used in ongoing innovation processes. Method. We used the literature on debriefing and experimental research and our experience as game designers to build a framework that tackles the context, substance and method of debriefing research games. Results. Our framework provides three contributions. First, it shows how the context in which a research game is applied sometimes impacts the functionality of the game in negative ways. This can be helped by designing both the game and the debriefing together. Second, we operationalize validity to a greater extent, as this is the core of a good research game. Third, we provide a methodology for debriefing professionals that opens up the black box of the gaming simulation session. Conclusion. The debriefing framework provides a method to collectively assess the validity, reliability and robustness of the causal claims associated with the research conducted.

  • 179. Van Den Hoogen, J.
    et al.
    Meijer, Sebastiaan
    KTH, School of Technology and Health (STH).
    Lessons on the design of gaming simulations for convergence and divergence in volatile innovation environments2016In: Proceedings - Winter Simulation Conference, IEEE conference proceedings, 2016, p. 1044-1055Conference paper (Refereed)
    Abstract [en]

    Gaming simulation allows innovation stakeholders to experiment with innovations in a shielded environment. The main contribution to innovation processes is not solely the provision of knowledge to stakeholders but also the manipulation of process volatility. Volatility is the speed and magnitude by which innovations, stakeholders and institutions change during the process, creating unpredictability and uncontrollability. This paper posits that a more even distribution of volatility over time is beneficial and that gaming simulation is able to contribute to this. The use of games allows innovation managers to front-load volatility beforehand or diminish it when it occurs. Crucial is that both effects demand from games qualitatively different design choices. This paper distills, from a multitude of gaming experiments in the U.K. And Dutch railroad sector, a set of design choices to consider. This enables game designers and innovation managers to improve the impact of gaming simulation on innovation processes.

  • 180. Waern, Annika
    et al.
    Back, Jon
    Sallnäs Pysander, Eva Lotta
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Heefer, Caspar J. H.
    KTH.
    Rau, Andreas
    KTH.
    Paget, Susan
    Petterson, Linda
    DigiFys: The interactive play landscape2015In: 12TH ADVANCES IN COMPUTER ENTERTAINMENT TECHNOLOGY CONFERENCE (ACE15), Association for Computing Machinery (ACM), 2015Conference paper (Refereed)
    Abstract [en]

    The DigiFys project explores the design of interactive landscapes for children's outdoor play. The project combines landscape architecture with design of interactive technology, working towards designs that support children in their everyday play activity, close to home. In the creative lab session, we want to co-design the play landscape together with local children. The focus is on acquiring a perspective on similarities and differences between the children's play culture in Sweden where the project originates, and Malaysia.

  • 181.
    Walldius, Åke
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Thorén, Clas
    Att beställa användbara it-system: Hur användarbehoven kan synliggöras tidigt i beställningen2014 (ed. 600)Book (Other (popular science, discussion, etc.))
  • 182. Walus, B
    et al.
    Pauletto, Sandra
    Mason-Jones, Amanda J
    SOUND AND MUSIC IN INTERACTIVE SONIFICATION: A NOVEL WAY TO COMMUNICATE THE HEALTH RISKS OF ALCOHOL TO YOUNG PEOPLE2014In: SoniHED: Conference on Sonification of Health and Environmental Data, 2014Conference paper (Refereed)
  • 183. Walus, Bartlomiej P
    et al.
    Pauletto, Sandra
    Mason-Jones, Amanda
    Evaluating the use of sonification and music to support the communication of alcohol health risk to young people: initial results2015Conference paper (Refereed)
  • 184. Walus, Bartlomiej P.
    et al.
    Pauletto, Sandra
    Department of Theatre, Film and Television, University of York, York, United Kingdom.
    Mason-Jones, Amanda
    Sonification and music as support to the communication of alcohol-related health risks to young people. Study design and results2016In: Journal on Multimodal User Interfaces, ISSN 1783-7677, E-ISSN 1783-8738, Vol. 10, no 3, p. 235-246Article in journal (Refereed)
    Abstract [en]

    Excessive consumption of alcohol has been recognised as a significant risk factor impacting the health of young people. Effective communication of such risk is considered to be one key step to improve behaviour. We evaluated an innovative multimedia intervention that utilised audio (sonification-using sound to display data-and music) and interactivity to support the visual communication of alcohol health risk data. A 3-arm pilot experiment was undertaken. The trial measures included health knowledge, alcohol risk perception and user experience of the intervention. Ninety-six subjects participated in the experiment. At 1 month follow-up, alcohol knowledge and alcohol risk perception improved significantly in the whole sample. However, there was no difference between the intervention groups that experienced (1) visual presentation with interactivity (VI-Exp group) and, (2) visual presentation with audio (sonification and music) and interactivity (VAI-Exp group), when compared to the control group which experienced a (3) visual only presentation (V-Cont group). Participants reported enjoying the presentations and found them educational. The majority of participants indicated that the audio, music and sonification helped to convey the information well, and, although a larger sample size is needed to fully establish the effectiveness of the different interventions, this study provides a useful model for future similar studies.

  • 185.
    Wang, Lihui
    et al.
    KTH, School of Industrial Engineering and Management (ITM), Production Engineering, Production Systems.
    Fratini, L.
    Italy.
    Shih, A. J.
    United States.
    Special Issue of Journal of Manufacturing Systems on Advancing Manufacturing Systems Research at NAMRC 462018In: 46th SME North American Manufacturing Research Conference, NAMRC 2018, Elsevier, 2018, Vol. 26, p. 6-7Conference paper (Refereed)
  • 186.
    Xu, Yinan
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Exploring the benefits and challenges of AR in an outdoor tourism experience2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    With the development of resilient computer vision algorithms, mobile augmented reality (MAR) technology is now accessible for most smartphone users. There are a lot of MAR applications available on the App Store and Google Play. However, most of the applications are games for indoor usage. Outdoor MAR commercial applications are rare. Evidently, outdoor MAR in tourism is a promising and challenging field. This study focuses on Djurgården, an island in Stockholm. The purpose is to develop a MAR prototype for some underexplored places on the island and see the benefits and challenges of AR as a method for helping tourists in sightseeing. A MAR application was developed to explore the research question surrounding its benefits and challenges. a user study was conducted to compare the MAR prototype with general usage of smartphone applications, where both quantitative and qualitative data was gathered. The results indicate that MAR has an advantage in providing more immersive, content travelling experience as well as reducing feelings of boredom. However, MAR also has challenges in avoiding collision with real objects and limiting possible risks.

  • 187.
    Yang, Fangkai
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Computational Science and Technology (CST).
    Qureshi, A.
    Shabo, Jack
    KTH.
    Peters, Christopher
    KTH, School of Electrical Engineering and Computer Science (EECS), Computational Science and Technology (CST).
    Do you see groups?: The impact of crowd density and viewpoint on the perception of groups2018In: Proceedings of the 18th International Conference on Intelligent Virtual Agents, IVA 2018, Association for Computing Machinery (ACM), 2018, p. 313-318Conference paper (Refereed)
    Abstract [en]

    Agent-based crowd simulation in virtual environments is of great utility in a variety of domains, from the entertainment industry to serious applications including mobile robots and swarms. Many studies of crowd behavior simulations do not consider the fact that people tend to congregate in smaller social gatherings, such as friends, or families, rather than walking alone. Based on a real-time crowd simulator which has been implemented as a unilateral incompressible fluid and augmented with group behaviors, a perceptual study was conducted to determine the impact of groups on the perception of the crowds at various densities from different camera views. If it is not possible to see groups under certain circumstances, then it may not be necessary to simulate them, to reduce the amount of calculations, an important issue in real-time simulations. This study provides researchers with a proper reference to design better algorithms to simulate realistic behaviors.

  • 188.
    Yberg, Viktor
    KTH, School of Electrical Engineering and Computer Science (EECS).
    Native-like Performance and User Experience with Progressive Web Apps2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Users spend more time than ever on mobile devices like smartphones and tablets, while native app development continues to become harder due to platform fragmentation. The web is a promising platform for mobile applications because of its easy access and standardised technologies that work unanimously across many different platforms and operating systems. However, native applications have always had an edge over the web because of important features that have not been available anywhere else, such as push notifications, background synchronisation and offline support. Progressive Web Apps aim to bring the web platform closer to native by enabling many of these important features while still running completely in the web browser, with the possibility to install the application, effectively promoting it to a top-level application.

    This project will evaluate the capabilities of web-based mobile applications compared to traditional native mobile applications. Three simple proof of concept applications will be built to test the performance and user experience with the help of different JavaScript libraries and techniques for building a Progressive Web App. Then one of the implementations will be further developed and matched against an existing native application with similar features in terms of functionality and performance.

    The study finds that for this use case, a Progressive Web App may be used instead of a native app without missing out on any important functionality. This simplifies development and releases, by enabling rich code sharing between the different platforms as well as avoiding the app distribution platforms by distributing the application entirely through the web, automatic and transparent to the users. However, this solution means more responsibility in terms of infrastructure for developers to maintain and optimise as the application needs to be distributed by own servers.

  • 189. Ying, Z.
    et al.
    Zhao, Kun
    KTH, School of Electrical Engineering (EES), Electromagnetic Engineering. Network Technology, Sweden .
    Bolin, T.
    Helander, J.
    Sjöberg, D.
    He, Sailing
    KTH, School of Electrical Engineering (EES), Electromagnetic Engineering.
    Scannavini, A.
    Foged, L. J.
    Nicolas, G.
    Study of phased array in UE for 5G mm wave communication system with consideration of user body effect2016In: 2016 10th European Conference on Antennas and Propagation, EuCAP 2016, Institute of Electrical and Electronics Engineers (IEEE), 2016, article id 7481215Conference paper (Refereed)
    Abstract [en]

    The latest study of the millimeter wave (mmWave) phased array in user device (UE) for 5G communication is presented in this paper. Particularly, the body effect on the phased array in a UE/mobile terminal at 15 GHz is investigated with the 3D measured data. Its impact on the recently introduced parameter for phased array in mobile terminal, the total scanning pattern, body loss and the coverage efficiency, is analyzed.

  • 190.
    Yudhanira, Ela
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Optimize the user experience of Linked Data visualization2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The use of Linked Data to model and visualize complex information entails usability challenges and opportunities to improve the user experience. This study seeks to enhance the user experience of a product information tool which is developed with Linked Data approach. The research was carried out in an industrial setting and follows the case study paradigm. It consists of 1) user research and literature review to define design requirements, 2) prototyping, and 3) usability testing. The user research produced a list of user experience issues which were in turn translated into design requirements by reflecting on related research and following the user's needs and goals. The design requirements formed the design elements which are embedded into the development of low- and high-fidelity prototypes. Next, usability evaluation of the final high-fidelity prototype examined the extent to which the design decisions could optimize the Linked Data visualization. The results show that several design decisions, such as adding interaction dynamics and the use of rich color representation, could indeed improve it. Also, in terms of general information and visual notation, the shift from UML diagram to node-links diagram received positive feedback from the users. But both node-links diagram and UML diagram received similar scores for the effectiveness and efficiency.

  • 191. Zhang, Y.
    et al.
    Beskow, Jonas
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH.
    Kjellström, Hedvig
    KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH.
    Look but Don’t Stare: Mutual Gaze Interaction in Social Robots2017In: 9th International Conference on Social Robotics, ICSR 2017, Springer, 2017, Vol. 10652, p. 556-566Conference paper (Refereed)
    Abstract [en]

    Mutual gaze is a powerful cue for communicating social attention and intention. A plethora of studies have demonstrated the fundamental roles of mutual gaze in establishing communicative links between humans, and enabling non-verbal communication of social attention and intention. The amount of mutual gaze between two partners regulates human-human interaction and is a sign of social engagement. This paper investigates whether implementing mutual gaze in robotic systems can achieve social effects, thus to improve human robot interaction. Based on insights from existing human face-to-face interaction studies, we implemented an interactive mutual gaze model in an embodied agent, the social robot head Furhat. We evaluated the mutual gaze prototype with 24 participants in three applications. Our results show that our mutual gaze model improves social connectedness between robots and users.

  • 192.
    Zhou, Hanyue
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Fashion E-Commerce in the 3D Digital Era: A 3D Interactive Web User Interface for Online Products2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Fashion brands have always been avant-garde in embracing new technologies and new formats of retail business models. The rapid development in 3D digital technologies, including 3D scanning, 3D modelling and 3D web rendering, have brought many new opportunities to the fashion industry, especially in shaping the future fashion e-commerce. The traditional 2D user interface and 2D media content have limited ability of displaying every detail of a product in full 360 degree, and the color accuracy of products in pictures is also a common problem. This thesis focuses on how to use 3D technologies to enhance the brand identity and  to reduce return rate, by designing and implementing a web 3D user interface for fashion e-commerce. An interactive 3D product user interface were designed and used for test. The results presented the pros and cons of the designed 3D user interface, and evaluated to what extent can this approach help to solve the brand identity problem and the high return rate issue for fashion e-commerce. It turns out that indeed the 3D user interface is rich in detail storytelling and the product accuracy can be improved by using the Physically Based Rendering technology and dynamic virtual lighting environments. However, the results also indicate that there are still lots of technical constraints for developing the virtual showrooms and the 3D user interface.

  • 193.
    Zhu, Bin
    et al.
    KTH.
    Kürth-Landwehr, S.
    Corbi, Victor Guerrero
    KTH.
    YU: An artistic exploration of interface design for home healthcare2014In: TEI '14 Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction, 2014, p. 332-334Conference paper (Refereed)
    Abstract [en]

    YU is an artistic home healthcare system including measuring, visualizing and displaying personal bio-data as well as biofeedback. It integrates with the home setting and aims for bringing aesthetic experience. Through the system YU, we explore possibilities of design health technologies with artistic interface into our home life. Instead of commonly used numeric or graphical interface, we use Chinese ink painting to visualize the pulse and HRV (Heart Rate Variability). We design an artistic interface with two display modes and three levels of interactivity involving in the home life.

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