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  • 151.
    Rudqwist, Lucas
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Designing an interface for a teleoperated vehicle which uses two cameras for navigation.2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The Swedish fire department have been wanting a robot that can be sent to situations where it’s too dangerous to send in firefighters. A teleoperated vehicle is being developed for exactly this purpose. This thesis has its base in research that previously has been conducted within Human-Robot Interaction and interface design for teleoperated vehicles. In this study, a prototype was developed to be able to simulate the experience of driving a teleoperated vehicle. It visualised the intended interface of the operator and simulated the operating experience. The development followed a User-Centered Design process and was evaluated by users. After the final evaluation a design proposal, based on previous research and user feedback, was presented. The study discusses the issues discovered when designing an interface for a teleoperated vehicle that uses two cameras for maneuvering. One challenge was how to fully utilize the two video feeds and create an interplay between them. The evaluations showed that users could keep better focus with one larger, designated main feed and the second one being placed where it can be easily glanced at. Simplicity and were to display sensor data were also shown to be important aspects to consider when trying to lower the mental load on the operator. Further modifications to the vehicle and the interface has to be made to increase the operators awareness and confidence when maneuvering the vehicle.

  • 152. Sahlgren, Magnus
    et al.
    Ylipää, Erik
    Brown, Barry
    Helms, Karey
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Lampinen, Airi
    McMillan, Donald
    Karlgren, Jussi
    KTH, School of Computer Science and Communication (CSC), Theoretical Computer Science, TCS.
    The Smart Data Layer2018In: Papers from the 2018 AAAI Spring Symposium on Artificial Intelligence for the Internet of Everything, AAAI Press, 2018Conference paper (Refereed)
    Abstract [en]

    This paper introduces the notion of a smart data layerfor the Internet of Everything. The smart data layer canbe seen as an AI that learns a generic representationfrom heterogeneous data streams with the goal of un-derstanding the state of the user. The smart data layercan be used both as materials for design processes andas the foundation for intelligent data processing.

  • 153.
    Salamat, Rana
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    RichComment: Designing an Interactive Commenting System for Visual Content in Fashion Social Networks2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this study, a new design of commenting system for visual contents is investigated. The aim is to explore the elements which enrich the user interaction and enhance the user experience while commenting, specifically on fashion social networks. This study explores how an improved commenting system may motivate fashion social networks’ users to express their idea about fashion products.  A speculative design approach is used as a means for investigation. A design process consisting of semi structured interviews, thematic analysis, paper prototype, online prototype and user testing is followed to design a human-centered commenting system. 

    The results suggest that providing richer tools for commenting could improve the user interaction. The most promising elements to use in fashion social media commenting system are color and pattern palettes, tagging comment and comment categorization. These elements enable fashion customers to express their ideas easier and obtain a holistic overview around other peoples’ comments.

    Apart from fashion brands’ social networks, the approach may also be more effective in fashion brand websites. People would like to have a strong impact on fashion brands. Therefore, commenting somewhere that is tightly connected to fashion brands are preferred rather than having the conversation just among themselves in social media.

  • 154.
    Samuelsson, David
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Identifying Opportunities for Digital Tools to Support Energy Advisors Working with Housing Cooperatives2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Living in the modern world is an energy-intensive activity. The residential sector accounts for almost a quarter of Sweden's total energy consumption and many buildings in Sweden are not as energy efficient as they could be. Estimations indicate that the energy consumption of the entire residential sector could be halved if improvements such as improved isolation and updated heating systems were implemented. About 65% of the total energy consumption in apartment buildings comes from heating and water heating. This makes it difficult to influence on an individual level since these systems are managed on a building level. In housing cooperatives which is common in Sweden, such changes take long time and the board managing the building usually lacks relevant competence.

    All Sweden's municipalities offer free and objective energy advisors to both individuals and companies. This paper examines, through interviews and a field study, how these energy advisors work towards housing cooperatives and if digital tools could in any way facilitate their working process.

    Four major areas of concern have been identified and a design concept that addresses these issues will be presented. The results indicate that digital tools could lead to more time and resources being put on housing cooperatives that have high potential to make energy savings and help to create longer relationships and offer the right kind of support at the right time.

  • 155.
    Sanches, Pedro
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Brown, Barry
    Data Bites Man: The Production of Malaria by Technology2018In: Proceedings of the ACM on Human-Computer Interaction, Vol. 2, no CSCWArticle in journal (Refereed)
  • 156.
    Sanches, Pedro
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Sas, Corina
    Stahl, Anna
    Ambiguity as a resource to inform proto-practices: The case of skin conductance2019In: ACM Transactions on Computer-Human Interaction, ISSN 1073-0516, E-ISSN 1557-7325, Vol. 26, no 4, article id 21Article in journal (Refereed)
    Abstract [en]

    Skin conductance is an interesting measure of arousal level, largely unfamiliar to most end-users. We designed a mobile application mirroring end-users’ skin conductance in evocative visualizations, purposefully made ambiguous to invite rich interpretations. Twenty-three participants used the system for a month. Through the lens of a practice-based analysis of weekly interviews and the logged data, several quite different—sometimes even mutually exclusive—interpretations or proto-practices arose: as stress management; sports performance; emotion tracking; general life logging; personality representation; or behavior change practices. This suggests the value of a purposefully open initial design to allow for the emergence of broader proto-practices to be followed by a second step of tailored design for each identified goal to facilitate the transition from proto-practice to practice. We contribute to the HCI discourse on ambiguity in design, arguing for balancing openness and ambiguity with scaffolding to better support the emergence of practices around biodata.

  • 157.
    Sanches, Pedro
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Janson, Axel
    KTH.
    Karpashevich, Pavel
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Nadal, Camille
    Qu, Chengcheng
    Daudén Roquet, Claudia
    Umair, Muhammad
    Windlin, Charles
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Doherty, Gavin
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Corina, Sas
    HCI and Affective Health: Taking stock of a decade of studies and charting future research directions2019Conference paper (Refereed)
  • 158.
    Shafqat, Omar
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Electric Power and Energy Systems.
    Rosberg, Erik
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Bogdan, Cristi
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Lundström, Anders
    KTH, School of Industrial Engineering and Management (ITM), Energy Technology.
    Per-appliance energy feedback as a moving target2019In: Proceedings of the 6th International Conference on ICT for Sustainability, CEUR-WS , 2019, Vol. 2382Conference paper (Refereed)
    Abstract [en]

    Energy feedback through interactive technologies is often proposed as a major approach to reduce household energy consumption and carbon footprint. However, this vision is challenged by critics. This paper seeks to inform this debate through a case study of an advanced energy feedback device providing runtime and de-aggregated per-appliance feedback through a smartphone app. This study, based on 15 contextual interviews, aims to investigate how users understand and act on the various levels of feedback received from the device and the resulting impact on user behaviour. We found that appliance detection can be a “moving target” that hampers the intended aims of energy feedback, as it reduces user understanding of the technology. The lack of understanding was further deepened by unrelated supplementary functionality added in the package, in the form of smart plugs. Despite gaining a better understanding of their energy consumption, the users felt limited in terms of their ability to change their behaviour considerably.

  • 159. Shao, W.
    et al.
    Lin, Y.
    Bao, B.
    Wang, L.
    Ge, Q.
    Li, Haibo
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Blind deblurring using discriminative image smoothing2018In: 1st Chinese Conference on Pattern Recognition and Computer Vision, PRCV 2018, Springer Verlag , 2018, p. 490-500Conference paper (Refereed)
    Abstract [en]

    This paper aims to exploit the full potential of gradient-based methods, attempting to explore a simple, robust yet discriminative image prior for blind deblurring. The specific contributions are three-fold: Above all, a pure gradient-based heavy-tailed model is proposed as a generalized integration of the normalized sparsity and the relative total variation. On the second, a plug-and-play algorithm is deduced to alternatively estimate the intermediate sharp image and the nonparametric blur kernel. With the numerical scheme, image estimation is simplified to an image smoothing problem. Lastly, a great many experiments are performed accompanied with comparisons with state-of-the-art approaches on synthetic benchmark datasets and real blurry images in various scenarios. The experimental results show well the effectiveness and robustness of the proposed method. 

  • 160.
    Shao, Wen-Ze
    et al.
    NUPT, Coll Telecommun & Informat Engn, Nanjing, Jiangsu, Peoples R China.;NUPT, Natl Engn Res Ctr Commun & Networking, Nanjing, Jiangsu, Peoples R China..
    Ge, Qi
    NUPT, Coll Telecommun & Informat Engn, Nanjing, Jiangsu, Peoples R China..
    Wang, Li-Qian
    NUPT, Coll Telecommun & Informat Engn, Nanjing, Jiangsu, Peoples R China..
    Lin, Yun-Zhi
    Georgia Inst Technol, Sch Elect & Comp Engn, Atlanta, GA 30332 USA.;Southeast Univ, Sch Automat, Nanjing, Jiangsu, Peoples R China..
    Deng, Hai-Song
    Nanjing Audit Univ, Sch Sci, Nanjing, Jiangsu, Peoples R China..
    Li, Haibo
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID. NUPT, Coll Telecommun & Informat Engn, Nanjing, Jiangsu, Peoples R China.
    Nonparametric Blind Super-Resolution Using Adaptive Heavy-Tailed Priors2019In: Journal of Mathematical Imaging and Vision, ISSN 0924-9907, E-ISSN 1573-7683, Vol. 61, no 6, p. 885-917Article in journal (Refereed)
    Abstract [en]

    Single-image nonparametric blind super-resolution is a fundamental image restoration problem yet largely ignored in the past decades among the computational photography and computer vision communities. An interesting phenomenon is observed that learning-based single-image super-resolution (SR) has been experiencing a rapid development since the boom of the sparse representation in 2005s and especially the representation learning in 2010s, wherein the high-res image is generally blurred by a supposed bicubic or Gaussian blur kernel. However, the parametric assumption on the form of blur kernels does not hold in most practical applications because in real low-res imaging a high-res image can undergo complex blur processes, e.g., Gaussian-shaped kernels of varying sizes, ellipse-shaped kernels of varying orientations, curvilinear kernels of varying trajectories. The paper is mainly motivated by one of our previous works: Shao and Elad (in: Zhang (ed) ICIG 2015, Part III, Lecture notes in computer science, Springer, Cham, 2015). Specifically, we take one step further in this paper and present a type of adaptive heavy-tailed image priors, which result in a new regularized formulation for nonparametric blind super-resolution. The new image priors can be expressed and understood as a generalized integration of the normalized sparsity measure and relative total variation. Although it seems that the proposed priors are simple, the core merit of the priors is their practical capability for the challenging task of nonparametric blur kernel estimation for both super-resolution and deblurring. Harnessing the priors, a higher-quality intermediate high-res image becomes possible and therefore more accurate blur kernel estimation can be accomplished. A great many experiments are performed on both synthetic and real-world blurred low-res images, demonstrating the comparative or even superior performance of the proposed algorithm convincingly. Meanwhile, the proposed priors are demonstrated quite applicable to blind image deblurring which is a degenerated problem of nonparametric blind SR.

  • 161.
    Shao, Wen-Ze
    et al.
    Nanjing Univ Posts & Telecommun, Coll Telecommun & Informat Engn, Nanjing, Jiangsu, Peoples R China.;Nanjing Univ Posts & Telecommun, Natl Engn Res Ctr Commun & Networking, Nanjing, Jiangsu, Peoples R China..
    Xu, Jing-Jing
    Nanjing Univ Posts & Telecommun, Coll Telecommun & Informat Engn, Nanjing, Jiangsu, Peoples R China..
    Chen, Long
    Nanjing Univ Posts & Telecommun, Coll Telecommun & Informat Engn, Nanjing, Jiangsu, Peoples R China..
    Ge, Qi
    Nanjing Univ Posts & Telecommun, Coll Telecommun & Informat Engn, Nanjing, Jiangsu, Peoples R China..
    Wang, Li-Qian
    Nanjing Univ Posts & Telecommun, Coll Telecommun & Informat Engn, Nanjing, Jiangsu, Peoples R China..
    Bao, Bing-Kun
    Nanjing Univ Posts & Telecommun, Coll Telecommun & Informat Engn, Nanjing, Jiangsu, Peoples R China..
    Li, Haibo
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID. Nanjing Univ Posts & Telecommun, Coll Telecommun & Informat Engn, Nanjing, Jiangsu, Peoples R China..
    On potentials of regularized Wasserstein generative adversarial networks for realistic hallucination of tiny faces2019In: Neurocomputing, ISSN 0925-2312, E-ISSN 1872-8286, Vol. 364, p. 1-15Article in journal (Refereed)
    Abstract [en]

    Super-resolution of facial images, a.k.a. face hallucination, has been intensively studied in the past decades due to the increasingly emerging analysis demands in video surveillance, e.g., face detection, verification, identification. However, the actual performance of most previous hallucination approaches will drop dramatically when a very low-res tiny face is provided, due to the challenging multimodality of the problem as well as lack of an informative prior as a strong semantic guidance. Inspired by the latest progress in deep unsupervised learning, this paper focuses on tiny faces of size 16 x 16 pixels, hallucinating them to their 8 x upsampling versions by exploring the potentials of Wasserstein generative adversarial networks (WGAN). Besides a pixel-wise L2 regularization term imposed to the generative model, it is found that our advocated autoencoding generator with both residual and skip connections is a critical component for WGAN representing the facial contour and semantic content to a reasonable precision. With the additional Lipschitz penalty and architectural considerations for the critic in WGAN, the proposed approach finally achieves state-of-the-art hallucination performance in terms of both visual perception and objective assessment. The cropped CelebA face dataset is primarily used to aid the tuning and analysis of the new method, termed as tfh-WGAN. Experimental results demonstrate that the proposed approach not only achieves realistic hallucination of tiny faces, but also adapts to pose, expression, illuminance and occluded variations to a great degree.

  • 162.
    Sidenmark, Ludvig
    et al.
    Lancaster University, Lancaster, United Kingdom.
    Lundström, Anders
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Gaze Behaviour on Interacted Objects during Hand Interaction in Virtual Reality for Eye Tracking Re-calibration2019In: Eye Tracking Research and Applications Symposium (ETRA), Association for Computing Machinery (ACM), 2019, article id a6Conference paper (Refereed)
    Abstract [en]

    In this paper, we investigate the probability and timing of attaining gaze fxations on interacted objects during hand interaction in virtual reality, with the main purpose for implicit and continuous eye tracking re-calibration. We conducted an evaluation with 15 participants in which their gaze was recorded while interacting with virtual objects. The data was analysed to fnd factors infuenc-ing the probability of fxations at diferent phases of interaction for diferent object types. The results indicate that 1) interacting with stationary objects may be favourable in attaining fxations to moving objects, 2) prolonged and precision-demanding interactions positively infuences the probability to attain fxations, 3) performing multiple interactions simultaneously can negatively impact the probability of fxations, and 4) feedback can initiate and end fxations on objects.

  • 163.
    Simbelis, Vygandas
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Delete by Haiku: Poetry from Old SMS Messages2017Conference paper (Refereed)
    Abstract [en]

    The work draws on repurposing practices to inform design for deletion and handling of digital waste – a way of letting go – in graceful and aesthetically appealing ways.

    Delete by Haiku 1 is a mobile phone application that explores how deleting old text messages can become an enjoyable and creative practice by turning messages into haiku poetry. Through the application users interactively repurpose selected old text messages on their mobile phone into a haiku poem aided by a haiku- generating algorithm. By repeatedly pinching the selected messages they break apart into words that tumble down in a Tetris like manner. Gradually words are deleted until the remaining words find their position and form a haiku.

    The video presents a walkthrough of how to interact with the application to select messages in various ways, how to apply ‘themes’ to gain some control over the generation process, and eventually share created poems with others through social media. 

  • 164.
    Simbelis, Vygandas
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Metaphone: Distinguishing Human and Machine2016Other (Refereed)
    Abstract [en]

    Through various forms of interaction, the Metaphone1 project asks important questions about relationship between human and machine (in the fields of interac- tive arts and Human-Computer Interaction) and how those two may interact creating artistic knowledge. Control issue is raising questions on combinations of chaos and systematic control, while one version of the art installation provides means for creating artworks through participants’ emotions and feelings (GSR and HR sensors). However, exploring ways of expression, the notion of authorship (from artistic perspective) is still in question: debating who owns the final artwork, if the machine could own the work and create artistically, is the participant still politically in charge, while finally, live creative process is always left free and open. 

  • 165.
    Simbelis, Vygandas
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Time and Space in Panoramic Photography2017In: Acoustic Space, Vol. 16, no 4, p. 233-245Article in journal (Refereed)
    Abstract [en]

    This article intends to show a usage-hacking case of everyday technology for creating visual narratives. The photographic art project “Panorama Time” is discussed through a techno-cultural perspective and examines the spatial-temporal dimension in panoramic photography, which, in this case, is a digital camera in a mobile phone. The post-media condition and its characteristic of embracing the fusion of different media in one device without specifying any single one is examined in our project through the combination of photographic and cinematographic processes combined in the mobile device. The rolling shutter feature, which is the technological core of digital cameras, enables the strip-photography technique, in our case used in a panoramic technique to deliver a set of concepts: glitch, repetition, frozen frames, and similar. Through deliberate navigation and control, the user breaks the panoramic view, and thus the project’s technique presents the distinction between fault and glitch aesthetics. We show examples and demonstrate the process of creating our digital photography art project “Panorama Time”. By showing how we hacked the digital artifact, we also discuss insights from several experiments in connection to broader photographic concepts in relation to time and space. 

  • 166.
    Simbelis, Vygandas
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Lindley, Siân
    Corish, Robert
    Ferreira, Pedro
    KTH.
    Vaara, Elsa
    Changing Perspectives of Time in HCI2013Conference paper (Refereed)
    Abstract [en]

    The aim of this workshop is to unpack different ways of thinking about time, drawing a distinction between time as experienced, and time as counted by a ticking clock or measured by a computer algorithm. The concept of time is often taken for granted within HCI, yet high- lighting the assumptions that underpin it could provide a resource for research and innovation. In this extended abstract, we illustrate how this is so. 

  • 167.
    Simbelis, Vygandas
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Lundström, AndersKTH, School of Electrical Engineering and Computer Science (EECS).
    Synesthetic Experience in S T R A T I C2018Conference proceedings (editor) (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. 

  • 168.
    Simbelis, Vygandas
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Lundström, Anders
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Synesthetic Experience in STRATIC2018In: 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.

  • 169.
    Stenis Perron, Simone
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Designing a user friendly search interface for analog workers: A pilot study inside a costume and prop warehouse2018Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The Swedish Television ́s department for costumes and props is digitizing the work processes concerning the documentation, rental and storage of over two million objects. This thesis is a pilot study with the objective of investigating which design elements are crucial to ensure a smooth transition from the analog domain to the digital, in a specialized field. By utilizing core usability techniques, such as observations, workshops, paper prototypes and workload estimates, the key habits and work methods of the employees became apparent. This information was used to produce a high fidelity prototype of a search user interface, which was tested by 7 employees, followed by the NASA Task Load Index questionnaire. Results showed a statistically significant decrease in mean subjective workload and an increase in satisfaction while using the prototype.

  • 170. Strohmayer, A.
    et al.
    Bellini, R.
    Meissner, J.
    Alabdulqader, E.
    Toombs, A.
    Finnigan, S. M.
    Balaam, Madeline
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    CHIversity: Implications for equality, diversity, and inclusion campaigns2018In: 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 alt03Conference paper (Refereed)
    Abstract [en]

    In this alt.chi paper, we reflect on #CHIversity; a grassroots campaign highlighting feminist issues related to diversity and inclusion at CHI2017, and in HCI more widely. #CHIversity was operationalised through a number of activities including: collaborative cross-stitch and ‘zine’ making events; the development of a ‘Feminist CHI Programme’; and the use of a Twitter hashtag ‘#CHIversity’. These events granted insight into how diversity discourses are approached within the CHI community. From these recognitions we provide examples of how diversity and inclusion can be promoted at future SIGCHI events. These include fostering connections between attendees, discussing ‘polarizing’ research in a conservative political climate, and encouraging contributions to the growing body of HCI literature addressing feminisms and related subjects. Finally, we suggest how these approaches and benefits can translate to HCI events extending beyond CHI, where exclusion may routinely go undetected.

  • 171.
    Strohmayer, Angelika
    et al.
    Newcastle Univ, Open Lab, Newcastle Upon Tyne, Tyne & Wear, England..
    Laing, Mary
    Northumbria Univ, Social Sci, Newcastle Upon Tyne, Tyne & Wear, England..
    Comber, Rob
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID. Newcastle Univ, Open Lab, Newcastle Upon Tyne, Tyne & Wear, England..
    Technologies and Social Justice Outcomes in Sex Work Charities: Fighting Stigma, Saving Lives2017In: PROCEEDINGS OF THE 2017 ACM SIGCHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS (CHI'17), ASSOC COMPUTING MACHINERY , 2017, p. 3352-3364Conference paper (Refereed)
    Abstract [en]

    Sex workers' rights are human rights, and as such are an issue inherently based in social, criminal, and political justice debates. As HCI continues to move towards feminist and social justice oriented research and design approaches, we argue that we need to take into consideration the difficulties faced by sex workers; and explore how technology can and does mediate social justice outcomes for them. We contribute directly to this challenge by providing an empirical account of a charity whose work is built on the underlying move towards social and criminal justice for sex workers in the UK. Through ethnographic fieldwork, meetings, interviews, surveys, and creative workshops we describe the different points of view associated with the charity from a variety of stakeholders. We discuss their service provision and the ways in which HCI is uniquely positioned to be able respond to the needs of and to support sex work support services.

  • 172.
    Ståhlberg, Louise
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    MusiCushions: Designing interactive cushions that integrate with the home environment2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This paper is about MusiCushions: Interactive cushions to control external speakers in a living room. The interactive cushions are made of smart and interactive textiles, which acceptance has been profoundly investigated. Several studies have come to the conclusion that the most important feature for acceptance of smart and interactive textiles is the aesthetics of the textile interface. Therefore, this study investigates the question: How is integration of interactive cushions in the home environment affected by design concepts with different levels of explicit interaction and types of use cues? The method used in this study is based on constructive design research (CDR), where the design process consisted of moodboarding, sketching, prototyping and evaluation. Three prototypes were built and tested in two different user observations. The interactive cushions were considered well integrated in the home environment but there is room for improvement of usability. The evaluation showed that visual cues were the most important feature for usability but that there is a trade off between use cues and aesthetics.

  • 173. Svela, Alexander
    et al.
    Nouri, Jalal
    Viberg, Olga
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Zhang, Lechen
    A Systematic Review of Tablet Technology in Mathematics Education2019In: International Journal of Interactive Mobile Technologies, E-ISSN 1865-7923, Vol. 13, no 8, p. 139-158Article in journal (Refereed)
    Abstract [en]

    In 2019, the mobile learning body of knowledge is extensive and much is known about the technology impacts and affordances of mobile devices in educational settings. A particular focus has now shifted toward specific tech- nologies in specific subjects. Mathematics is one such subject and tablets are one such technology that is gaining attention. This systematic review represent- ing the latest generation of tablet technology within the tablet-mediated learning in mathematics body of knowledge sought to derive evidence that supported questions into (a) what math sub-disciplines were covered, (b) what technology (application/hardware) was utilized, and (c) what pedagogical approaches were deployed in educational settings. This included analysis of the (d) advantages and (e) disadvantages present in those elements. Thirty-nine relevant articles were collected from various academic technology and educational databases. The results demonstrate that tablets are being predominantly deployed in vari- ous sub-disciplines such as Arithmetic, Computation, and Geometry with the iPad as the dominant choice for tablet hardware/applications. Pedagogical ap- proaches lean heavily on game-based learning, environment interaction, and special needs support. Technological advantages include increased collabora- tion and mathematics engagement enabled by tablet mobility and a high poten- tial for customization of solutions. Developers, teachers, and researchers need to be informed of potential challenges in designing content for tablet technology deployments in mathematics.

  • 174. Talhouk, R.
    et al.
    Balaam, Madeline
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Toombs, A. L.
    Garbett, A.
    Akik, C.
    Ghattas, H.
    Araujo-Soares, V.
    Ahmad, B.
    Montague, K.
    Involving syrian refugees in design research: Lessons learnt from the field2019In: DIS 2019 - Proceedings of the 2019 ACM Designing Interactive Systems Conference, Association for Computing Machinery (ACM), 2019, p. 1583-1594Conference paper (Refereed)
    Abstract [en]

    With the Syrian crisis entering its 8th year, refugees have become the focus of research across multiple disciplines, including design and HCI research. While some researchers have reflected upon designing with refugees, these accounts have been limited to conducting design workshops in formal spaces. Through reflecting on our experiences of conducting design research in informal refugee settlements in Lebanon we unpack lessons learnt, design practices and research approaches that facilitate design engagements with refugees. We highlight the value in participants configuring the design space, using a dialogical approach as well as creating a safe space for both participants and the researcher. We also reflect on the roles that researchers may take on when conducting similar research. By doing so we contribute specific design practices that may be transferrable to other similar contexts.

  • 175. Talhouk, R.
    et al.
    Morrissey, K.
    Fox, S.
    Pantidi, N.
    Simpson, E.
    Michie, L. E.
    Balaam, Madeline
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Human computer interaction & health activism2018In: 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 SIG15Conference paper (Refereed)
    Abstract [en]

    In both developing and developed countries, policies implemented by governments are affecting the health of already marginalized communities. Within the HCI community there are examples of implicit and explicit forms of health activism as well as sub-communities adopting an activist approach to address issues of social justice that ultimately influence the social determinants of health. This SIG aims to bring together these groups of HCI scholars to outline an agenda for health activism and research—identifying and highlighting characteristics of this burgeoning domain.

  • 176.
    Talhouk, Reem
    et al.
    Open Lab, Newcastle Upon Tyne, Tyne & Wear, England..
    Montague, Kyle
    Open Lab, Newcastle Upon Tyne, Tyne & Wear, England..
    Garbett, Andrew
    Open Lab, Newcastle Upon Tyne, Tyne & Wear, England..
    Araujo-Soares, Vera
    Inst Hlth & Soc, Newcastle Upon Tyne, Tyne & Wear, England..
    Akik, Chaza
    Ctr Res Populat & Hlth, Beirut, Lebanon..
    Ghattas, Hala
    Ctr Res Populat & Hlth, Beirut, Lebanon..
    Ahmad, Balsam
    Inst Hlth & Soc, Newcastle Upon Tyne, Tyne & Wear, England..
    Balaam, Madeline
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    A Call For Embedding Dignity In Humanitarian Technologies2019In: 9TH INTERNATIONAL CONFERENCE ON COMMUNITIES & TECHNOLOGIES (C&T) / [ed] Cech, F Tellioglu, H, ASSOC COMPUTING MACHINERY , 2019, p. 1-4Conference paper (Refereed)
    Abstract [en]

    Increasingly, technologies are being designed to support refugees. While HCI research has explored several aspects of refugee experiences, the importance of embedding the principle of dignity within technological designs is yet to be explored. In this paper we focus on the theme of dignity that was a prominent theme across three research projects we conducted with Syrian refugee communities in Lebanon. We show that the experiences of refugee participants are characterised by a loss of dignity, as well as by attempts to maintain dignity that may be mediated by technology. By highlighting the value given to dignity by our participants we emphasise the need for designers and HCI researchers to consider how technologies may create a space in which dignity is maintained and dignified interaction may take place.

  • 177.
    Tariq, Muhammad Adnan
    et al.
    KTH.
    Brynielsson, Joel
    KTH, School of Electrical Engineering and Computer Science (EECS), Theoretical Computer Science, TCS.
    Artman, Henrik
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    The Security Awareness Paradox: A Case Study2014In: 2014 PROCEEDINGS OF THE IEEE/ACM INTERNATIONAL CONFERENCE ON ADVANCES IN SOCIAL NETWORKS ANALYSIS AND MINING (ASONAM 2014) / [ed] Wu, X Ester, M Xu, G, IEEE , 2014, p. 704-711Conference paper (Refereed)
    Abstract [en]

    Knowledge-intensive organizations are characterized by their dependency on highly skilled personnel who perform their daily work in a decentralized manner. In these organizations it is the users who make the important decisions, and therefore the organization's information security awareness is upheld by and depends on its users' combined security awareness. To assess the overall organizational security awareness it therefore becomes interesting to assess both the users' individual level of security awareness, as well as their level of consistency and conformity with regard to other users' awareness. In the present case study, 15 semi-structured interviews have been undertaken within a large telecommunication company in order to understand how significant IT security aspects are understood within the organization. The study highlights a number of perception differences where the technical IT staff and the ordinary users do not share the same understanding. It is suggested that these perception differences result from a paradoxical situation where the users' possibility to uphold security awareness is hindered because of security concerns.

  • 178.
    Torekull, Lisa
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Service design to improve the contraceptive counselling at youth centers2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Sweden has a high rate of unintended pregnancies (UP) despite being a rather open society regarding sexual health education. New technology provides new possibilities to improve access by providing contraceptive consultations online, but will that lower the rate of UP? Very few studies have been done on the people working with the young women to find out what can be done to improve the quality of the contraceptive counseling. That is why this study involved two midwives practicing at a youth center at an early stage of the design process.

    Cultural Probes was used as method to better understand what needs midwives experience in their daily work. Three key findings stating the needs of the midwives were knowledge, missed appointments and trust. In addition, a service evaluation was done to investigate when and how midwives and young women interact.

    Making the contraceptive consultations available online with a digital care provider would make it more accessible for the young women and the results of this study do not contradict that hypothesis. However, availability is not the sole influencing factor on contraceptive usage. This study shows that encouragement for young women to seek general knowledge and information about contraceptives prior to the consultation is an important factor in order to improve the quality of contraceptive counselling.

  • 179.
    Tsaknaki, Vasiliki
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Elblaus, Ludvig
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    A wearable nebula material investigations of implicit interaction2019In: TEI 2019 - Proceedings of the 13th International Conference on Tangible, Embedded, and Embodied Interaction, Association for Computing Machinery, Inc , 2019, p. 625-633Conference paper (Refereed)
    Abstract [en]

    In this paper we present the Nebula, a garment that translates intentional gestures and implicit interaction into sound. Nebula is a studded cloak made from a heavy fabric that envelopes the wearer with pendulous folds and has strong experiential qualities that were especially appreciated by performing artists. We describe the design process in detail, and highlight three material investigations that show material connections that were fundamental to the experience of the garment: How the draping and construction of the garment allowed for implicit interaction, how the studs were used both as a computational sensing material and a strong visual component, and how the sound design exploited tangible material qualities in the garment. We offer these three material investigations as contributions and discuss how material investigations more broadly can produce evocative connections in the materials available in design work, but also as a way to extract legible design intentions for other designers and researchers.

  • 180. Unander-Scharin, Carl
    et al.
    Unander-Scharin, Åsa
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Elblaus, Ludvig
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    The Vocal Chorder2014In: interactions, ISSN 1072-5520, E-ISSN 1558-3449, Vol. 21, no 6, p. 14-15Article in journal (Refereed)
  • 181.
    van Almkerk, Marc
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Influence of Mindfulness Practices on Feelings of Place Illusion in Virtual Reality2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This study investigates how mindfulness influences feelingsof place illusion in Virtual Reality (VR) experiences, i.e. the feeling of being inside the mediated world that is displayed through the VR technology. To research the effects, a design called Mindsition was proposed that consist of two Virtual Environments (VEs) that transfers the user from the physicalworld to a task environment in VR and altering the user’s state of mind. In the first VE, a guided meditation exercise was introduced to bring the user to a more mindful state, changing how the mediated world was perceived. The user was then brought to the task environment to complete a task. The design was evaluated using a between-subjects experimental design in which half of the participants were exposed to the entire experience, while the other half only experienced the task environment.

    Results are inconclusive, but revealed tentative evidence that the Mindsition does increase feelings of place illusion, as participants felt more captivated by the environment and had a stronger overall feeling of ’being inside’ the VE. However, the results also show that Mindsition compromises reality judgement, i.e. how veritable the environment felt, as participants were more aware that the virtual world co-existed with the physical world. Overall, the study suggests that Mindfulness has the potential to make users more observant about various aspect of the VE and place less attention on the fact that the environment is perceived through a screen, making memories about the VR experience more vivid. Implications of these findings are discussed in relation to place illusionas well as mindfulness, and directions are given for future research.

  • 182.
    van der Heide, Ewoud
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Using games as educational tools: An evaluation of a game for children to train facial expression recognition2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Facial expressions play a large role in non verbal communication. Research shows promising results for using games to improve facial expression recognition in children with autism spectrum disorder. Games are effective educational tools and are successful in motivating students. Using a game to improve facial expression recognition could be beneficial for all children as it reduces the risk for problematic behavior and mental health issues.

    For this study a game to train facial expression recognition to children was developed and evaluated. The goal of the evaluation was to determine which factors influence performance and engagement in the game and if there are expressions that are often identified incorrectly. Additionally the children’s attitude towards the game was evaluated.

    The results show that performance is affected by the difficulty, context and intensity. The children that showed the most engagement also performed better in the beginning of the game, however the correlation between performance and engagement is complex. Unfortunately it was not possible to evaluate the effect of rewards on the children’s engagement, but children were generally positive on the rewards. The confusion of expressions was in line with earlier research, but not as symmetrical. The players were generally positive about the game. Further research is needed to determine the long term learning effects of the game and to assess ways to engage players more.

  • 183. Vasilchenko, A.
    et al.
    Cajander, A.
    Daniels, M.
    Balaam, Madeline
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    The self-flipped classroom concept: Underlying ideas and experiences2019In: Proceedings - Frontiers in Education Conference, FIE, Institute of Electrical and Electronics Engineers Inc. , 2019Conference paper (Refereed)
    Abstract [en]

    In the modern fast changing world no formal education is able to provide learners with a complete set of knowledge, skills and competences that they would need to successfully compete on tomorrow's job market. Therefore, the role of universities is increasingly shifting towards provision of an environment where students have a chance to acquire lifelong learning skills. This paper presents underlying ideas of, and practical experiences with, an innovative pedagogy that addresses the lifelong learning skills acquisition along with additional benefits for science and technology students. The proposed approach, called self-flipped classroom (SFC), is built on a synergy of two pedagogies: learning through making and flipped classroom. To unveil the construct of the SFC, we discuss each of its components individually presenting appropriate theoretical grounding. We also report on our experiences from self-flipped classroom implementations in two countries, UK and Sweden, and in three different educational settings. From our work with the SFC concept we have identified four different roles the students can assume in a SFC scenario: creators, collaborators, communicators, and learners. We present our observations regarding the identified roles that have been found in the studied settings. We also outline some implications for teaching using the SFC concept and future research directions in this space.

  • 184. Vasilchenko, A.
    et al.
    Qarabash, H.
    Tarawneh, G.
    Balaam, Madeline
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Collaborative content creation: Impact of media type on author behavior2018In: Proceedings of the ACM Conference on Computer Supported Cooperative Work, CSCW, Association for Computing Machinery , 2018, p. 341-344Conference paper (Refereed)
    Abstract [en]

    Modern education incorporates strong elements of collaborative learning: activities that prompt students to collaborate on completing learning tasks. In this work we investigate the relationship between media type and student collaboration and attribution patterns during collaborative content creation. We run similarity analyses on text and video artifacts submitted by students as part of collaborative exercises in an undergraduate module. Our main finding is that the same cohort of students was significantly more likely to attribute non-original content to its sources when authoring text compared to video content and when this content is not produced by a peer student. Our preliminary results based on only two media suggest that media type has a considerable impact on student collaborative behavior. We conclude that media type must be taken into consideration when designing collaborative learning exercises and addressing issues of academic integrity and copyright infringements.

  • 185. Vasilchenko, A.
    et al.
    Wilde, A.
    Snow, S.
    Balaam, Madeline
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Devlin, M.
    Video coursework: Opportunity and challenge for HCI education2018In: Proceedings of the Workshop on Advanced Visual Interfaces AVI, Association for Computing Machinery (ACM), 2018, article id a87Conference paper (Refereed)
    Abstract [en]

    Human-Computer Interaction (HCI) is a challenging subject to study due to its highly multidisciplinary nature and the fast change of advancing technology. Keeping pace with these changes requires innovation in pedagogical approach, such as student-authored video, which is presented here. In case studies from two UK universities, students were assessed on video making. The results suggest increased student engagement and satisfaction, as well as acquisition of design skills taught in HCI, not typically taught elsewhere in computer science. Here we share our experiences of using this practice along with key challenges and some preliminary findings from analysis of the student artefact-creation process. We also outline future research directions in this space.

  • 186.
    Viberg, Olga
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Andersson, Annika
    The Role of Self-Regulation and Structuration in Mobile Learning2019In: International Journal of Mobile and Blended Learning, ISSN 1941-8647, E-ISSN 1941-8655, Vol. 11, no 4, article id 4Article in journal (Refereed)
    Abstract [en]

    The roles of self-regulation and structuration in mobile learning are poorly understood. This study therefore examines these aspects in relation to the design and use of mobile technology in an online language learning setting. The online self-regulated learning (SRL) instrument was adopted to measure students' perceived level of self-regulation. Structuration Theory was applied as the theoretical lens for understanding students' technology-mediated learning practices. The results show that several factors defining learners' level of self-regulation were correlated with their mode of structuration. The analysis indicates that students' SRL characteristics are correlated with their structures regarding their technologies-in-practice and their practical assumptions about effectiveness in learning. An implication for practice is that students' SRL dimensions need to be taken into account when designing educational software for mobile technology. For research, this study has demonstrated the explanatory power of ST and how students' structures are related to their SRL characteristics.

  • 187.
    Viberg, Olga
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Andersson, Annika
    Örebro Universitet.
    Wiklund, Matilda
    Stockholm University.
    Designing for sustainable mobile learning – re-evaluating the concepts “formal” and “informal”2018In: Interactive Learning Environments, ISSN 1049-4820, E-ISSN 1744-5191, no 46739192417Article in journal (Refereed)
    Abstract [en]

    Practitioners designing for mobile learning (mLearning) and scholars exploring the same are faced with the challenge of planning for and understanding a variety of ways and places of learning. This study focuses on one crucial distinction concerning this; that of formal and informal learning. Through the analysis of contemporary research literature, we found that informal learning is represented as more enriching than formal learning. We also identified that some representations of informal learning, such as subconscious and tacit, actually gainsay the idea of designing the learning process. Based on these results we propose a number of implications to enhance pedagogical sustainability in mLearning design. We argue that in order to fuse informal and formal learning, mLearning designers need to offer more clear definitions of the concepts “formal” and “informal”; they need to omit some design aspects to the learners themselves, or to offer a design in form of a learning path that students themselves can customise according to their learning habits, routines, and preferences.

  • 188.
    Viberg, Olga
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Bälter, Olof
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Hedin, Björn
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Riese, Emma
    KTH, School of Electrical Engineering and Computer Science (EECS), Theoretical Computer Science, TCS.
    Mavroudi, Anna
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Faculty pedagogical developers as enablers of technology‐enhanced learning2018In: British Journal of Educational Technology, ISSN 0007-1013, E-ISSN 1467-8535, p. 1-14Article in journal (Refereed)
    Abstract [en]

    As the integration of digital technologies in higher education continues to increase, there is a need to understand how to best support university teachers as designers of technology‐enhanced learning (TEL) in order to support students to achieve academic success. In this study, we have examined the Faculty Pedagogical Developer Initiative at KTH Royal Institute of Technology in Sweden, an innovative project to support a bottom‐up change process of teachers as designers of TEL, with the intent to strengthen the professional pedagogical development for the faculty. Data were collected from interviews and official documents. Actor–network theory was applied for the analysis. The results suggest that the initiative stimulated both practical implementation of digital technology in educational programmes and also spurred a debate about teachers as designers of TEL between these pedagogical developers and other teachers across different schools and subjects at KTH. However, there are important social, organisational and technical challenges that should be considered when developing support for university teachers as designers of TEL. This paper concludes that this process requires a deep understanding of four interrelated elements: information, technology, organisation and social arrangements.

  • 189.
    Viberg, Olga
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Hatakka, Mathias
    Örebro Universitet.
    Bälter, Olle
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Mavroudi, Anna
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    The current landscape of learning analytics in higher education2018In: Computers in human behavior, ISSN 0747-5632, E-ISSN 1873-7692, Vol. 89, p. 98-110Article in journal (Refereed)
    Abstract [en]

    Learning analytics can improve learning practice by transforming the ways we support learning processes. This study is based on the analysis of 252 papers on learning analytics in higher education published between 2012 and 2018. The main research question is: What is the current scientific knowledge about the application of learning analytics in higher education? The focus is on research approaches, methods and the evidence for learning analytics. The evidence was examined in relation to four earlier validated propositions: whether learning analytics i) improve learning outcomes, ii) support learning and teaching, iii) are deployed widely, and iv) are used ethically. The results demonstrate that overall there is little evidence that shows improvements in students' learning outcomes (9%) as well as learning support and teaching (35%). Similarly, little evidence was found for the third (6%) and the forth (18%) proposition. Despite the fact that the identified potential for improving learner practice is high, we cannot currently see much transfer of the suggested potential into higher educational practice over the years. However, the analysis of the existing evidence for learning analytics indicates that there is a shift towards a deeper understanding of students’ learning experiences for the last years.

  • 190.
    Viberg, Olga
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Laaksolahti, Jarmo
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Mynard, Jo
    Mavroudi, Anna
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Assessing the Potential Role of Technology in Promoting Self-Directed Language Learning: A Collaborative Project Between Japan and Sweden2018In: Relay Journal, ISSN 2433-5444, Vol. 1, no 2Article in journal (Refereed)
    Abstract [en]

    This report begins with a summary of ways in which technology has been used to attempt to increase learning opportunities and support for self-directed learners at Kanda University of International Studies (KUIS) with limited success. A collaboration between KUIS and the Royal Institute of Technology (KTH) in Sweden has highlighted the need for a more thorough needs analysis and evaluation of the learning environment before any technological designs are implemented. In addition, such implementation should be done in collaboration with the end users. The second part of the paper provides preliminary results related to an initial needs analysis conducted with end users at KUIS that will form the basis of ongoing collaboration with the aim of creating a platform and/or series of tools that will enhance self-directed language learning.

  • 191.
    Viberg, Olga
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Mavroudi, Anna
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Digitalisation of Education: Application and Best Practices2019Report (Other academic)
    Abstract [en]

    The topic of digitalisation of education has attracted the interest of the research community worldwide owing to unprecedented capabilities provided by technology to capture digital traces of today’s students who, being ‘digital natives’, are active in technology-rich learning environments. The aim of this report is to present solutions on the topic that can be applicable in a Swedish context and raise an awareness of potential barriers and challenges. The solutions emerge as best practices, or as examples from recent literature. 

  • 192.
    Viberg, Olga
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Mavroudi, Anna
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    The Role of Ubiquitous Computing and the Internet of Things for Developing 21st Century Skills Among Learners: Experts’ Views2018In: 13th European Conference on Technology Enhanced Learning, EC-TEL 2018, Springer, 2018, Vol. 11082, p. 640-643Conference paper (Refereed)
    Abstract [en]

    This explorative study aims to understand the role of ubiquitous computing and the IoT for developing and practicing learners’ 21st century skills. Data was collected from ten expert interviews. Based on the conventional content analysis, our results suggest that the integration and use of such technologies in learning settings can enable the development of the learners’ 21st century skills. Also, our findings identified several success factors and challenges that have to be considered when developing and practicing the identified skills. The paper is of interest to practitioners, researchers and to educational policymakers, since our study’s results can guide them in planning effective learning interventions that exploit ubiquitous computing and the IoT with the aim to cultivate 21st century skills among learners.

  • 193.
    Viberg, Olga
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Mavroudi, Anna
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Fernaeus, Ylva
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Bogdan, Cristian M.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Laaksolahti, Jarmo
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Reducing Free Riding: CLASS–A System for Collaborative Learning Assessment2019In: Methodologies and Intelligent Systems for Technology Enhanced Learning, 9th International Conference, Workshops / [ed] Elvira PopescuAna Belén Gil, Loreto Lancia Luigia Simona Sica, Anna Mavroudi, Springer, 2019, Vol. 1008, p. 132-138Conference paper (Refereed)
    Abstract [en]

    In today’s era of digitalization of education, Computer Supported Collaborative Learning is becoming increasingly important in higher education. This type of learning has been frequently associated in the recent research literature with student regulation, feedback from peers and a student assessment schema which can incorporate both formative and summative assessment strategies. This work-in-progress paper presents the CLASS system which caters for all these aspects. Furthermore, the system supports mechanisms for the prevention of the free riding phenomenon, which has been reported in the literature as one of the most important disadvantages in group student work. The paper discusses the higher education context in which the CLASS system was developed and used, along with its design affordances and how these affordances can facilitate CSCL. The paper can be useful to designers and developers of CSCL systems as well as to practitioners that are interested in how they can exploit CSCL with their students working in groups.

  • 194.
    von Essen, Sabina
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Waardahl, Hernik
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Hur skulle en navigeringsapplikation kunna uppmuntra till fysisk aktivitet för människor med mild demenssjukdom?2018Independent thesis Advanced level (degree of Master (Two Years)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In today’s society people live longer and along with the rising life expectancy, cognitive diseases such as dementia, will become more common. With no cure in sight and treatment methods not being very effective, there’s a need for improving the life quality for the people affected. Meanwhile, research show that physical activity can reduce the risk of increased symptoms. However, many people with the disease tend to stay in and avoid difficult situations, leaving them less active. Also, one of the most common problems people with dementia face is difficulties navigating.

    There are many technological aids today helping with navigating, however, most of them are not adapted for people with dementia. Therefore the goal for this bachelor’s thesis is to investigate and explore which aspects in terms of user interface design and functionality that need to be considered when creating a navigation application on a smartphone for people with mild dementia. This is done with the purpose of encouraging for an active lifestyle and a better well being.

    A literature study was conducted to find what possible difficulties people with mild dementia (PWMD) might have when interacting with a smartphone interface. This was summarized together with the results from interviews with professionals within the area of dementia and the tests with the target group - (PWMD). Alongside, a user centered design approach was used to create a prototype design in several iterations. The prototype was evaluated and tested in every iteration.

    The study shows that the target group have a will to stay active and engage in new activities, but routine, comfort and sometimes fear comes beforehand and inhibits the will for activity engagement. Suggestions for the app therefore resulted in working with incentive models to raise the motivation for using it. Examples of this was having a pedometer function and a gamified approach. Other implementation suggestions regarding usability included voice control and intuitive design with relevance in focus in order to distinguish what’s important.

    From the feedback given the prototype has potential, but needs to be tested more extensively.

  • 195.
    Wang, Lei
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Personalized Dynamic Hand Gesture Recognition2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Human gestures, with the spatial-temporal variability, are difficult to be recognized by a generic model or classifier that are applicable for everyone. To address the problem, in this thesis, personalized dynamic gesture recognition approaches are proposed. Specifically, based on Dynamic Time Warping(DTW), a novel concept of Subject Relation Network is introduced to describe the similarity of subjects in performing dynamic gestures, which offers a brand new view for gesture recognition. By clustering or arranging training subjects based on the network, two personalization algorithms are proposed respectively for generative models and discriminative models. Moreover, three basic recognition methods, DTW-based template matching, Hidden Markov Model(HMM) and Fisher Vector combining classification, are compared and integrated into the proposed personalized gesture recognition.

    The proposed approaches are evaluated on a challenging dynamic hand gesture recognition dataset DHG14/28, which contains the depth images and skeleton coordinates returned by the Intel RealSense depth camera. Experimental results show that the proposed personalized algorithms can significantly improve the performance of basic generative&discriminative models and achieve the state-of-the-art accuracy of 86.2%.

  • 196.
    Wangel, Josefin
    et al.
    Swedish University of Agricultural Sciences.
    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.
    Eriksson, Elina
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID. 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.
    Broms, Loove
    KTH, School of Architecture and the Built Environment (ABE), Sustainable development, Environmental science and Engineering, Strategic Sustainability Studies.
    Kanulf, Gabriel
    Ateljé Gabriel Kanulf.
    Ljunggren, Andrejs
    Atlejé Andrejs Ljunggren.
    Vitiden: Transforming a policy-orienting scenario to a practice-oriented energy fiction2019In: Futures: The journal of policy, planning and futures studies, ISSN 0016-3287, E-ISSN 1873-6378, Vol. 112, article id UNSP 102440Article in journal (Refereed)
    Abstract [en]

    There is a lack of futures studies addressing consumption and lifestyles at the level of everyday life. This article reports on the transformation of the policy-orienting scenario "Legato", developed by the Swedish Energy Agency in 2016, to a practice-oriented design speculation. The article describes the process of transformation and the resulting energy fiction “Vitiden”. The transformation involved three acts of translation. First, the scope of the transition was explored in-depth, both quantitatively and qualitatively, providing a more detailed understanding of the gap between the 'sustainable' 2050 and today. Second, the scenario Legato was analysed for practices and elements of practices that could be elaborated to descriptions of how everyday life could play out in this future. The third step involved re-presenting the practice-oriented scenario as a design speculation. The design speculation was given the form of a book named “Vitiden - an energy fiction” in which the reformulated version of Legato is presented through text and images, combining a forwardlooking manifesto and a backward-looking future archaeology. Besides the written content and the pictures and illustrations of Vitiden, the design of the book is also part of the speculation as it embodies an exploration of how publications, including form, graphic design and choice of materials, could look like in a future such as Legato.

  • 197. Widdicks, K.
    et al.
    Pargman, Daniel
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Breaking the cornucopian paradigm: Towards moderate internet use in everyday life2019In: ACM International Conference Proceeding Series, Association for Computing Machinery , 2019Conference paper (Refereed)
    Abstract [en]

    The Internet and digital devices are increasingly embedded in our everyday lives. The hidden environmental impacts of this infrastructure are substantial and quietly growing at an increasing rate. Our collective Internet use is following a 'Cornucopian paradigm', which is unsustainable. And yet, while intentionally limiting our online connectivity might be seen negatively as a retrograde step, in this paper, we offer ways in which users might welcome attempts to moderate their Internet use through improving four aspects of our digitally-mediated lives: relationships, digital wellbeing, productivity at work, and online privacy. Given these areas, we discuss how our research agenda may realistically be facilitated and what challenges we may face in moving from the reinforcement of 'business as usual' trends. By investigating and developing user-centred, moderate Internet use, we can 'break' the Cornucopian paradigm.

  • 198. Wilde, Danielle
    et al.
    Tomico, Oscar
    Lucero, Andrés
    Höök, Kristina
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Buur, Jacob
    Embodying Embodied Design Research Techniques2015In: Aarhus Series on Human Centered Computing, Vol. 1, no 1Article in journal (Refereed)
  • 199.
    Winberg, Moa
    et al.
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID. KTH, School of Computer Science and Communication (CSC).
    Svenssom, Hanna
    I vilken utsträckning utnyttjar två svenska klädföretag de rekommendationer som finns på Facebook och Instagram?2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Den här studien undersöker hur två svenska klädföretag använder sin Facebook-profil och sitt Instagram-konto i marknadsföringssyfte. Syftet med undersökningen är att besvara frågan: I vilken utsträckning överensstämmer innehåll och form i företagens marknadsföring på Instagram och Facebook med plattformarnas tänkta användning för inlägg? Metoder som använts för att besvara problem-formuleringen är en litteraturstudie, observationer av företagens profiler samt en enkätstudie som skickades ut till företagens butikspersonal. Resultaten visar att företagen till största del följer plattformarnas riktlinjer med några undantag. Slutsatsen som kan dras ur undersökningen är att de riktlinjer som finns för de sociala medierna är mycket vaga. Vi anser att det beror på att de är relativt nya sätt för marknadsföring som behövs studeras vidare för att kunna sätta mer konkreta riktlinjer.

  • 200.
    Winckler, Marco
    et al.
    Univ Toulouse 3, ICS IRIT, Toulouse, France.;Univ Nice Sophia Antipolis Polytech, Sophia Antipolis, France..
    Larusdottir, Marta
    Reykjavik Univ, Reykjavik, Iceland..
    Kuusinen, Kati
    Univ Southern Denmark, Odense, Denmark..
    Bogdan, Cristian M
    KTH, School of Electrical Engineering and Computer Science (EECS), Media Technology and Interaction Design, MID.
    Palanque, Philippe
    Univ Toulouse 3, ICS IRIT, Toulouse, France..
    Dealing with Conflicting User Interface Properties in User-Centered Development Processes2017In: HUMAN-COMPUTER INTERACTION - INTERACT 2017, PT IV / [ed] Bernhaupt, R Dalvi, G Joshi, A Balkrishan, DK ONeill, J Winckler, M, SPRINGER INTERNATIONAL PUBLISHING AG , 2017, p. 521-523Conference paper (Refereed)
    Abstract [en]

    Whilst usability has been the most prominent user interface property in early Human-Computer Interaction (HCI) research other properties such as accessibility, inclusive design, user experience and, more recently security, trust and resilience (among many others) might also be important for the development of interactive system. It is interesting to notice that user interface properties might overlap and sometimes create conflicting recommendations. A good example is security which, by recommending users to deal with passwords reduces system usability by placing a burden on users. The ultimate goal of this workshop is to promote the investigation of multiple user interface properties in a user-centered design process. We are concerned by theories, methods and approaches for dealing with multiple user interface properties when developing interactive system. This workshop is organized by the IFIP WG 13.2 on Human-Centered Software Methodologies and the WG 13.5 on Resilience, Reliability, Safety and Human Error in System Development.

12345 151 - 200 of 218
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