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  • 1.
    Alhalaby, Ghaith
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Reinventing The Switch: How Might We Facilitate Adapting Lighting Conditions To Users’ Needs In Homes2022Independent thesis Advanced level (degree of Master (One Year)), 10 poäng / 15 hpOppgave
    Abstract [en]

    Light shapes the environment we live in and thereby our lives. The advancement in technology made it possible to accurately adjust different light properties. This high level of control is promising and changing at the same time. Taming this complexity and providing users with meaningful ways to interact with light is at the core of this mission. This study seeks ways to facilitate adapting lighting conditions to users’ needs in homes. The answer rests on a synergistic collaboration between the user and the intelligent system, in which the system unobtrusively supports the user through the process of adapting the light. Sustaining the user's agency is crucial, therefore delegating or claiming control should be facilitated and the user should be able to easily comprehend and guide the behaviour of the system. Moreover, user experience should be considered at all levels of attention: focused, peripheral, and implicit. This aims to seamlessly fit the interaction with light in the context of everyday life at home. 

    Fulltekst (pdf)
    fulltext
  • 2.
    Aljundi, Liam
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Moving Mathematics: Exploring constructivist tools to enhance mathematics learning2021Independent thesis Basic level (degree of Bachelor), 15 poäng / 22,5 hpOppgave
    Abstract [en]

    The challenges faced by mathematics education reflect the more immense difficulties of the schooling system as a whole. This thesis investigates such challenges in the light of an ethical learning foundation and aims for a transformation through the use of technologies as learning tools. 

    Interaction design methods are used to craft constructivist learning kits that aim to move mathematics students from passive receivers of knowledge to active learners. The proposed tools modify new technologies by adapting them to teachers’ and learners’ needs to be best suited for mathematics classroom adoption. Additionally, social, political, and economic issues that may hinder the adoption of constructivist learning are presented and critically discussed. 

    Finally, this thesis paves the way for future designers who aim to design mathematics educational kits by providing a design framework based on the learning theory and the design process presented in this thesis.

    Fulltekst (pdf)
    fulltext
  • 3.
    Andersson, Andreas
    et al.
    Malmö universitet, Fakulteten för teknik och samhälle (TS), Institutionen för datavetenskap och medieteknik (DVMT).
    Stjernborg, Kevin
    Malmö universitet, Fakulteten för teknik och samhälle (TS), Institutionen för datavetenskap och medieteknik (DVMT).
    Giftfri: En mobilapplikation som varnar för farliga kemikalier i kosmetika2021Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Chemicals in cosmetics are dangerous for both humans and the environment. Multiple studies and reports estimate that Sweden will not reach its climate goals, in large part because of the usage of chemicals. The law meant to protect humans and nature against chemicals is flawed since it is based on a state of knowledge that is flawed. Mobile applications which are meant to increase awareness of chemical usage are flawed in scope, functionality and credibility.

     

    The purpose of this study is to develop a mobile application which improves upon the flaws identified in existing mobile applications. The study uses design science research methodology, DSRM, to develop the artefact. DSRM is an iterative process with six steps where the development process is documented. The study is carried out with the company Consid AB which acts as stakeholders for the research project. The mobile application is evaluated in a descriptive method and analyzed by the authors of the study.

     

    The results of the study show that the functional flaws identified from existing applications are possible to improve and that the developed application highlights chemicals with the flawed state of knowledge in mind.

  • 4.
    Angenius, Max
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Weapons of Microcontroller Destruction: Tangible Playthings for Roleplaying in Dungeons & Dragons2023Independent thesis Advanced level (degree of Master (Two Years)), 10 poäng / 15 hpOppgave
    Abstract [en]

    This project aims to explore how interactive tangible playthings can be designed to enhance the roleplaying aspect of Dungeons & Dragons. Further, the project juxtaposed D&D and interaction design as practices to examine if D&D can contribute to interaction design. The project adopted research through design methodology and applied different methods, emphasizing playful and movement-based approaches. A handful of tangible electronic prototypes were created using Arduino Nano BLE Sense, gesture recognition combined with a NeoPixel Circle, a Humidifier, and a Vibration motor combined with 3D-printed objects. The prototypes were tested during a D&D playing session to evaluate their impact on the roleplaying experience. The result of the project suggests that interactive tangible artifacts enhance the experiential, expressive, and sensory qualities of roleplaying in D&D by adding interactivity and tangibility. Furthermore, the results suggest that the playthings increase the player's connection to their character. Finally, the project's result suggests that interaction design can learn from D&D's playful and creative nature by adopting the Magic Circle concept to interaction design methodology.

    Fulltekst (pdf)
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  • 5.
    Bacaksizlar, Ecenur
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    U-Med: A Mobile Application and a Reverse Vending Machine for Individuals to Reduce Unused Medication Waste2022Independent thesis Advanced level (degree of Master (One Year)), 10 poäng / 15 hpOppgave
  • 6.
    Bengtsson, Axel
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Enhanced Perceived Presence in Hybrid Meetings: Exploring Auditory Immersion Through Dynamic Binaural Audio Technologies2022Independent thesis Basic level (degree of Bachelor), 15 poäng / 22,5 hpOppgave
    Abstract [en]

    Due to the covid-19 pandemic, companies and schools had to online go for meetings. With the opening of countries, people can now choose to attend meetings both physically and remotely which has led to the evolution of hybrid meetings. This thesis project focuses on how the perceived presence could be enhanced for remote participants. The purpose of the research is to explore the technology of dynamic binaural audio in the context of hybrid meetings and what the effects are on the remote participants.The paper presents the results through observations and interviews with the case study group, in combination with different literature studies. With the findings, a prototype for dynamic binaural audio has been developed and user-tested. As result, the remote participants reported a higher perceived presence with the implementation of dynamic binaural audio. Although, the implementation of dynamic binaural audio together with a static two dimensional video left some remote participants with a lower perceived presence due to asynchrony.

    Fulltekst (pdf)
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  • 7.
    Brandt, Eva
    et al.
    Danmark.
    Johansson, Martin
    Högskolan Kristianstad, Avdelningen för Design och datavetenskap.
    Messeter, Jörn
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Design Lab: re-thinking what and how to design2005Inngår i: Design spaces / [ed] Binder, Thomas and Hellström, Maria, Helsingfors: Edita Publishing Oy , 2005, s. 34-43Kapittel i bok, del av antologi (Annet vitenskapelig)
    Abstract [en]

    Over the last decades there has been a dramatic change in the design agenda within the field of IT design. With the increase of mobile and wireless devices and the massive expansion of Internet availability the classic object of design - is about to vanish. Even if we conceive the setting where information technology is used as a 'system', this system can hardly be seen as the outcome of a system design process. Arguably, IT design is today guided by new design agendas. Ubiquitous computing and from the user side information ecologies seem to be more appropriate labels for the emerging technology. The objects of design has correspondingly been changing from systems to devices, tools or information appliances. This radical opening of the question of what to design has led to an apparent confusion on how to design. Just as the field of information systems is about to mature with a broad and widely accepted repertoire of design approaches and methods, ranging from workflow analysis to user involvement, this battery of approaches is loosing ground in favor of more techno-centric explorations, such as Tangible Computing. In our view there seem to be a growing divide between mainly North American contributions to IT design emphasizing new information technology concepts such as ubiquitous computing, tangible interaction and augmented reality, and mainly European contributions emphasizing the role of particular information technology applications in the light of in-depth studies of the potential contexts of use.

  • 8. Brinkborg, Iris
    Samtidskonstmuseet och virtuella utställningar i den digitala konstproduktionens tidsålder: ett informationsarkitektoniskt perspektiv på hur museer kan ställa ut digital och digitaliserad konst2021Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Most contemporary artists work digitally in one way or another, despite the fact that established art museums do not offer a platform to display digital art, which means that it is difficult for visitors to find it and that media art will have a lower status compared to physical art. For a long time the art museum business has had a complex relationship with the digitization of physical works, virtual museums and intangible art works. These are discussions that had to be ignored when the pandemic started and the art museums were forced to digitize activities that had previously been completely analogous. This report with associated artifacts strives to map digital exhibition trends and create a digital exhibition format that takes into account artistic intention and the art museum's activities, and puts the user experience in focus. The report concludes that it is difficult to generalize when it comes to art, but that digital exhibitions have great potential because you do not have to deal with gravity, wires and other physical aspects when installing digital works in a physical space. Another conclusion is that art museums must begin to look at the developer as part of the core business for the digitization initiatives to work in the long term. Perhaps the pandemic will ultimately mean that art museums to a greater extent dare to break new ground, test new exhibition formats and become more positive about the possibilities of digital exhibition formats.

    Fulltekst (pdf)
    fulltext
  • 9.
    Campbell, Cassandra
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Varför Ava-tar de på allt?: En kvalitativ analys av hur visualiseringen av händers interaktion påverkar hur åskådare upplever världen i filmen Avatar2023Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Denna uppsats är en fenomenologisk studie som utreder hur visualiseringen av händer påverkar hur filmbetraktare upplever världen i filmen Avatar.  Analysen utreder tre scener från Avatar, som visar händer som interagerar med föremål som är okända för både filmkaraktärens och betraktarens del. Undersökningen applicerar teorier inom fenomenologi, perception, kognitionsteorier, och science fiction som narrativ form, i syfte att utreda hur människor påverkas av att betrakta händers interaktion i ett filmsammanhang.

    Resultatet i analysen landar i att visualiseringen av händers interaktion kan ha flera olika effekter för hur filmåskådaren upplever scenerna som har utretts. Interaktionerna har bland annat en narrativ funktion då de förmedlar information om hur den fiktiva filmvärlden är uppbyggd, vilket i sin tur fångar åskådarens intresse och skapar spänning. Vidare styrker fenomenologiska teorier att interaktionerna kan trigga sensoriska upplevelser hos betraktaren i form av exempelvis taktila förnimmelser. Analysen landar även i att åskådare kan triggas till att vilja interagera med filmmiljön på egen hand, eftersom teorier inom kognition styrker att händers närvaro gör att vi tolkar omgivningen som interaktiv.

    Samtidigt påvisar även resultatet att upplevelser är svåra att mäta, och att våra tolkningar skiljer sig åt eftersom de formas av våra tidigare erfarenheter och intressen. Analysen avslutas med en kritisk reflektion kring resultatet och öppnar sedan upp för hur ovannämnda aspekter kan bana väg för forskning inom filmberättande, medicin, interaktionsdesign, UX-design, och visuell kommunikation, samt hur analysen i uppsatsen hade kunnat breddas till en större studie.

     

     

    Denna uppsats inkluderar även en designdokumentation efter sida 44 vid namn ”Arg på vargen?”, som är en del av examensarbetet som denna uppsats ingick i vid programmet Visuell kommunikation på Malmö Universitet. ”Arg på vargen?” är en animerad teater som belyser varför vargar behövs i den svenska naturen.

    Fulltekst (pdf)
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  • 10.
    Cañete Yaque, Raquel
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Pepe: an adaptive robot that helps children with autism to plan and self-manage their day.2021Independent thesis Advanced level (degree of Master (One Year)), 10 poäng / 15 hpOppgave
    Abstract [en]

    Covid19 has brought up physical and mental challenges for all of us. However, this is even more pronounced for those who suffer from psychological pathologies, such as Autism Spectrum Disorder (ASD). One of the main challenges that parents of children with ASD faced during the pandemic was to plan and structure a daily routine for their kids. The disruption of the routine, together with the difficulty of combining work and the care of the child has resulted in behavioral problems and stress and anxiety for both, parents and children. 

     

    This project focused on developing an adaptive robot that helps children with autism to plan and self-manage their day, with the end goal of becoming more independent. With adaptability, agencies, senses, and playfulness at the core of the design, Pepe is meant as a support tool for these children to use along the way. By collecting information from the performance of the kid, it is able to adapt its behavior to the child´s (and parent´s) needs and desires, and therefore progress with the child. It builds upon the principles of Positive Behavioral Support to prevent emotional crises by embracing a long-run negotiation process, by which the child gets gradually closer to the end goal of self-autonomy. Intending to be adapted to the accentuated needs of these children, it combines traditional and computational elements to make the most out of the experience. This project included in-depth user research together with parents and experts, an interdisciplinary design approach, and a prototyping phase in which a prototype was tested with children with ASD.

  • 11.
    Dahrén, Martin
    Malmö universitet, Fakulteten för teknik och samhälle (TS), Institutionen för datavetenskap och medieteknik (DVMT).
    The Usage of PCG Techniques Within Different Game Genres2021Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Procedural Content Generation (PCG) has become more common in usage in game development nowadays, with the motivation of finding new ways to make games replayable, new ways for games to be played or for generating content during development. This paper explores the question how often Procedural Generation is used in practice and furthermore how often it is used by different game genres and how they use PCG in their particular games. This paper will try to answer these questions through both an industry review, discovering which games have used Procedural Generation and also through a literature study to find out what kind of research has been done within the area ofPCG and how Game Developers could utilize that in the future. The findings were that even if the usage of PCG differentiated between genres, certain areas like Level Generationand entity instancating were more commonly using Procedural Generation compared with others such as Puzzle generation, Plot generation and Dynamic Systems. The literature study gave a perspective that there are plenty of research done within PCG on how to create new, different and unique ways to generate content, but it is usually in forms of prototypes and not ready to be used in games yet.This gives the conclusion that game genres use Procedural Generation to maximize the user experience with what the game wants out from that genre or use it to make game development more efficient. However, certain genres such as Adventure-games and Role-playing-games could benefit from having PCG for parts of the games where it is not used today which means there is still room for potentially using Procedural Generation. But with that also comes a discussion about what areas of PCG can be improved to meet the needs of the developers and make them more willing to use PCG on areas where it is not currently used.

    Fulltekst (pdf)
    fulltext
  • 12.
    Derlow, Max
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3). Malmö Universitet.
    Influential Observation: How Observers Can Influence Activities With Gaze, and How This Impacts Social Presence Perception2022Independent thesis Basic level (degree of Bachelor), 15 poäng / 22,5 hpOppgave
    Abstract [en]

    There is a distinction between participants and observers; the former performs an activity, whereas the latter spectates. The idea of observers who can influence activities is largely unexplored and could contain potential use-cases for eye-trackers and improve social presence in digital settings. This thesis adds to existing research by investigating whether higher degrees of observer influence correspond to increased social presence perception in digital co-located settings. It also provides designers with a tool that helps design and evaluate interactions accounting for observers' influences. The thesis presents five gaze implementations across two games that allow observers to influence them to investigate the hypothesised link between social presence perception and an observer's degree of influence. The results indicate that the link exists, although more tests are necessary to determine whether there is a noticeable difference between observers who impact activities directly and indirectly. 

    Fulltekst (pdf)
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  • 13.
    Elkhalil, Hazem
    Malmö universitet, Fakulteten för teknik och samhälle (TS), Institutionen för datavetenskap och medieteknik (DVMT).
    Exploring the Benefits of Augmented Reality inMathematical Statistics Education: An Investigation andSemi-Structured Literature Review2023Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    This study investigates the current state of the intersection between Augmented Reality(AR) and education, with a focus on improving statistical math learning in higher education through the application of AR and data modeling. Our research aims to answerthe question: "How can AR enhance math learning in the field of statistics in higher education?" We follow the method of Design and Creation to develop an open-source ARapplication tailored for an experimental study to assess the impact of AR on learning.In addition to the experimental aspect, this study includes a comprehensive semistructured literature review, where we analyze findings from prior research and utilize theirdata to validate our own results. Our research indicates that AR has a positive impacton the average student. It enhances spatial intelligence, makes learning more enjoyable,and is an effective tool for teaching complex topics. However, we acknowledge certainlimitations in implementing AR in education with current technology such as affordabilityand the lack of training necessary to employ these technologies. Despite these challenges,we conclude that the investment in making AR accessible and affordable for all studentsis worthwhile due to its significant positive effects on learning outcomes for mathematicalstatistics

    Fulltekst (pdf)
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  • 14. Erceg, Mirjana
    et al.
    Palamas, Georgios
    Malmö universitet, Fakulteten för teknik och samhälle (TS), Institutionen för datavetenskap och medieteknik (DVMT).
    Towards Harmonious Coexistence: A Bioacoustic-Driven Animal-ComputerInteraction System for Preventing Ship Collisions with North AtlanticRight Whales2023Konferansepaper (Fagfellevurdert)
    Fulltekst (pdf)
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  • 15.
    Eriksson, Eva
    et al.
    Department of Digital Design and Information Studies at the School of Communication and Culture, Faculty of Arts, Aarhus University, Aarhus, Denmark.
    Nilsson, Elisabet M.
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Hansen, Anne-Marie
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Bekker, Tilde
    Department of Industrial Design, Eindhoven University of Technology, Eindhoven, Netherlands.
    Teaching for Values in Human–Computer Interaction2022Inngår i: Frontiers in Computer Science, E-ISSN 2624-9898, Vol. 4Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    There is an increasing awareness of the importance of considering values in the design of technology. There are several research approaches focused on this, such as e.g., value-sensitive design, value-centred human–computer interaction (HCI), and value-led participatory design, just to mention a few. However, less attention has been given to developing educational materials for the role that values play in HCI, why hands-on teaching activities are insufficient, and especially teaching activities that cover the full design process. In this article, we claim that teaching for ethics and values in HCI is not only important in some parts of the design and development process, but equally important all through. We will demonstrate this by a unique collection of 28 challenges identified throughout the design process, accompanied by inspirational suggestions for teaching activities to tackle these challenges. The article is based on results from applying a modified pedagogical design pattern approach in the iterative development of an open educational resource containing teaching and assessment activities and pedagogical framework, and from pilot testing. Preliminary results from pilots of parts of the teaching activities indicate that student participants experience achieving knowledge about how to understand and act ethically on human values in design, and teachers experience an increased capacity to teach for values in design in relevant and innovative ways. Hopefully, this overview of challenges and inspirational teaching activities focused on values in the design of technology can be one way to provide teachers with inspiration to sensitize their students and make them better prepared to become responsible designers by learning how to address and work with values in HCI.

    Fulltekst (pdf)
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  • 16.
    Ferati, Mexhid
    et al.
    Linnaeus University.
    Vogel, Bahtijar
    Malmö universitet, Fakulteten för teknik och samhälle (TS), Institutionen för datavetenskap och medieteknik (DVMT). Malmö universitet, Internet of Things and People (IOTAP).
    Accessibility in Web Development Courses: A Case Study2020Inngår i: Informatics, ISSN 2227-9709, Vol. 7, nr 1, artikkel-id 8Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    Web accessibility is becoming a relevant topic with an increased number of people with disabilities and the elderly using the web. Numerous legislations are being passed that require the web to be universally accessible to all people, regardless of their abilities and age. Despite this trend, university curricula still teach traditional web development without addressing accessibility as a topic. To investigate this matter closely, we studied the syllabi of web development courses at one university to evaluate whether the topic of accessibility was taught there. Additionally, we conducted a survey with nineteen students who were enrolled in a web development course, and we interviewed three lecturers from the same university. Our findings suggest that the topic of accessibility is not covered in web development courses, although both students and lecturers think that it should. This generates lack of competence in accessibility. The findings also confirm the finding of previous studies that, among web developers, there is a low familiarity with accessibility guidelines and policies. An interesting finding we uncovered was that gender affects the motivation to learn about accessibility. Females were driven by personal reasons, which we attribute to females having an increased sense of empathy. Finally, our participants were divided in their opinions whether accessibility contributes to usability.

    Fulltekst (pdf)
    fulltext
  • 17.
    Fisker, Luna
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    A celebratory centerpiece: Supporting conversation during commensality2021Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    This thesis explores how interaction design can contribute to designing a celebratory technology which supports togetherness at the dinner table by supporting conversation. Through design inquiries it explores how you can create meaningful interactions between people without relying on user curation or access to user content. 

  • 18.
    Ghajargar, Maliheh
    et al.
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3). Malmö universitet, Internet of Things and People (IOTAP).
    Bardzell, Jeffrey
    Pennsylvania State University.
    Synthesis of Forms: Integrating Practical and Reflective Qualities in Design2021Inngår i: CHI '21: CHI Conference on Human Factors in Computing Systems, Yokohama, Japan, May 2021, New York, NY, USA: Association for Computing Machinery (ACM), 2021Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Synthesis, or the integration of hitherto separated elements, is a prominent concept in theories of design processes. Synthesis often happens when there is a need to make a decision, though it is often the result of a combination of different alternatives, instead of deciding in favor of one and eliminating another. In many design studies, synthesis has been investigated in the contexts of everyday design—bicycle frames, sewing machines, commercial architecture. We were interested in how it might apply in contexts of reflective design, whose pragmatics often depend on different interrelationships between users and technological products. In this paper, we argue that designing everyday use objects for reflection requires a synthesis of two apparently opposite forms: conventionally practical forms, since they are everyday use objects, and evocative forms, since they make users think. We provide two examples of everyday objects for reflection that we believe synthesize both conventionally practical and evocative forms, analyzing the design processes that led to these forms, and discussing how these reflective designs embody different forms of synthesis.

  • 19.
    Gradellini, Gianmarco
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Visions of Couture: Designing an Interactive System for Fashion2023Independent thesis Advanced level (degree of Master (One Year)), 10 poäng / 15 hpOppgave
    Abstract [en]

    Visions of Couture is a project that explores the relationship between high fashion and technology. The aim of this work was to incorporate interactivity in a context, namely fashion, that has always been a pioneer in research and innovation but where interactive artefacts have so far had quite a marginal role. After collecting insights through literature review and interviews, the project focused on creating a system for fashion showrooms that would permit users and clients to interact with holographic projections of the models through gestures. This system allows for a slower and more attentive interaction, in contrast with the frenzy of the fashion show, letting the users linger on the looks they are interested in and possibly overcoming the space and time limitations that fashion showrooms usually have. The result of this project is a system composed of a holographic projection mesh and a wearable bracelet to recognise gestures. The bracelet contains an Arduino Nano 33 BLE that has been trained through Machine Learning to recognise the selected gestures and communicates with Processing to play the right videos. The project suggests a way to use holography as a mean for a shared and embodied mixed reality experience and a path for designing comfortable gesture interactions that are intuitive and coherent with the context.

    Crucial to this project were the concepts of embodiment, corporality, shared mixed reality and intuitive gestures. 


    Fulltekst (pdf)
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  • 20.
    Hagert, Kyösti
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Motivating Children With Type 1Diabetes to Use Self-management Health Coach Application: A Case Study of DiabetesNinja2022Independent thesis Advanced level (degree of Master (One Year)), 10 poäng / 15 hpOppgave
    Abstract [en]

    This master's thesis is a UX design project, and it concentrates on applyingGamification elements to motivate children with type 1 diabetics to use the selfmanagementcoach application.The project is about iterating and re-designing the existing mobile application calledDiabetesNinja. The design process focuses on three matters: tracking carbohydratesintake, educating about diabetes type 1, and teaching children with T1D to estimatethe amount of food and that way to help to develop a valuable life habit.This project focuses on 9 – 12-year-old children with T1D and has been completed incollaboration with Stratiteq. The double diamond design model included co-design,sketching and wireframes methods.The project contributes to solving treatment challenges and supporting children withT1D. As a result of project, there are now better possibilities to educate children withT1D through gamification elements in interaction design.

    Fulltekst (pdf)
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  • 21. Hansen, Anne-Marie
    et al.
    Andersen, Hans Jørgen
    Raudaskoski, Pirkko
    Player collaboration in the explorative sound environment ToneInk2016Inngår i: International Journal of Arts and Technology, ISSN 1754-8853, E-ISSN 1754-8861, Vol. 9, nr 2, s. 145-161Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    In the present paper, ToneInk, a prototype of a music-based play scenario that investigates player collaboration, is introduced. ToneInk is an explorative sound environment that differs from the majority of music-based games in that players can collaborate and be creative in the way they express themselves through melody and rhythm. The paper provides player interaction and navigation results and demonstrates how various affordances in the ToneInk design iterations make it hard or possible for players to engage with the system and with each other. From observations it was clear that players lost mutual awareness, and in general were more passive when they needed to monitor a screen interface that supported the sound environment. Player collaboration was strongest when players negotiated rhythm, while the negotiation of melody was temporally offset and consisted of long individual explorations.

  • 22.
    Holm, Victor
    Malmö universitet, Fakulteten för lärande och samhälle (LS), Institutionen för kultur, språk och medier (KSM).
    Hur påverkar digitaliseringen den enskilde lärarensundervisning i ämnet Hem- och konsumentkunskap?2022Independent thesis Basic level (professional degree), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Svenska skolan har genomgått många förändringar, däribland inkluderingen av digitala hjälpmedel i undervisningen. Ökad användning av digitala verktyg ställer krav på lärarna, det vill säga att de måste öka sitt digitala kunnande i takt med utvecklingen. Hem- och konsumentkunskap (HKK) är inte bara ett praktiskt ämne, vilket kan göra det gynnsamt att implementera digitala hjälpmedel iundervisningen. Syftet med undersökningen var att redogöra för hur den digitala utvecklingen har påverkat den enskilde HKK läraren. En kvalitativ metod användes i form av sju intervjuer med yrkesverksamma lärare i ämnena HKK, matematik/NO, textilslöjd och engelska/SO under hösten 2021. Urvalet av lärare baseras på att det var brist på tillgängliga HKK-lärare och att de andra ämnena berör liknande kunskapskrav som HKK. Intervjuerna var semi-strukturerade och tog stöd av en intervjuguide. Data samlades in, bearbetades och analyserades utifrån en kvalitativ innehållsanalys. Resultatet visade att samtliga informanter var positiva till digitaliserad undervisning. Tid, planering och IT- kunskap var förutsättning för implementering i undervisningen. Digitalisering anses vara både tidssparande och tidsslukande. Tid för planering och inhämtande av kunskap omdigitala program är en förutsättning för digitalisering i undervisningen. Digital undervisning utövas i stor utsträckning. Det digitala hjälpmedlet kunde bli en distraktion för eleverna och de tappade lätt fokus. Differentierad undervisning med hjälp av digitala hjälpmedel kunde gynna vissa elever.

    Fulltekst (pdf)
    fulltext
  • 23.
    Iezzi, Valeria
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Internet of Beings: Speculating about more-than-human interactions in the urban environment2021Independent thesis Advanced level (degree of Master (Two Years)), 10 poäng / 15 hpOppgave
    Abstract [en]

    Designing for societal engagement and benefit, aiming for the inclusion of humans, has been largely implemented within interaction design research. However, recent studies on entanglements and more-than-human worlds in interaction design, participatory and speculative design, in combination with Science & Technology Studies (STS) and ANT (Actor-network theories), revealed new opportunities for designers for the development of methods and practices, particularly about designing new forms of engagement with and through design artefacts for the benefit of the natural environment in the city. Through an RtD process, this thesis explores current relations between humans and nonhumans by establishing a more-than-human design space that embraces participatory and speculative methods. The aim is to implement more-than-human theories into the design practice to contribute to Posthuman Interaction design and Non-anthropocentric design.

    Therefore, this thesis presents Internet of Beings, a series of speculative design artefacts that aim to rebalance power structures and enable collaborative more-than-human interactions in the city. Internet of Beings stems from the desire of speculating on possible more-than-human futures, where cohabitation and care are at the base for the future of urban species. While humans are asked to reattune, be curious, notice again and collaborate with nature, nonhuman species start to have agency in the decision-making to thrive in a collaborative, sustainable more-than-human city. Thus, Internet of Beings represents a way of "staying with the trouble" (Haraway, 2016) for a collaborative future (Tsing, 2015) in the urban environment.

    Fulltekst (pdf)
    fulltext
  • 24.
    Ingelsten, Olof
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Visualising the Digital Landscape at Inter IKEA: A User-centred Approach to Data Visualisation2023Independent thesis Basic level (degree of Bachelor), 15 poäng / 22,5 hpOppgave
    Abstract [en]

    This thesis presents a user-centred approach to data visualisation through a design project in collaboration with Inter IKEA Älmhult. Interaction Design is often included at the end of visualisation processes, but how could Interaction Design be included to affect the entire design process? The design presented here shows how approaching complex datasets from user perspectives allows Interaction Designers to contextualise data and design interactions that empower users. This was done by designing a proof-of- concept visualisation that displayed an overview of Inter IKEA’s digital solution landscape.

    As a result of the design process, a discussion of governance, employee ethics, data management, and accountability was brought up. The implication of a user-centred visualisation design for companies is better awareness of democratic data access and more efficient internal processes. The implication for Interaction Design is a future design space that encompasses Data Visualisation, Interactive Visualisations, and Software Development Governance.

    Fulltekst (pdf)
    fulltext
  • 25.
    Isaksson, Clara
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Considering the Social and Emotional Experiences of Access Control Interactions2022Independent thesis Basic level (degree of Bachelor), 15 poäng / 22,5 hpOppgave
    Abstract [en]

    Access control solutions face challenges of the implications of social and emotional behaviour of their human users. Thus, the research questions I set out for my thesis deal with how the social and emotional aspects of humans affect access control security interactions and what the implications of considering these aspects when designing access control systems will have for the emotional experience of authorised users. By selecting cases from my fieldwork representative of the social and emotional experiences of authorised users of current access control solutions I have been able to uncover issues of how the technological system is inconsiderate of the social and emotional behaviour of its human users, resulting in negative social and emotional experiences of access control solutions. However, by considering how technology can be designed to reshape the social behaviour of users I have explored ways of designing access control solutions that consider both the technological security and the emotional experience of authorised users.

    Fulltekst (pdf)
    fulltext
  • 26.
    Johansson, Martin
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Exploring the future: ethnographic field material in design work2003Inngår i: Searching voices: towards a canon for interaction design / [ed] Ehn, Pelle; Löwgren, Jonas, Malmö: School of Arts and Communication, Malmö University , 2003, s. 89-107Kapittel i bok, del av antologi (Annet vitenskapelig)
    Abstract [en]

    Design is about change. To make something better that has to be altered. Wanting to explore new design possibilities I have turned to ethnography to learn how artefacts are used and how activities are carried out. Ethnography is about describing things as they occur, and does not provide any direct connection to an interaction design process, if the relation is wanted it has to be created. This paper is about how that can be done. In this paper I want to raise a voice for using ethnographic fi eld material as building blocks for constructing possible futures in collaborative design sessions. The approach presented here shows how it is possible to bring one part of the work usually done by ethnographers into a collaborative design process. The examples given here are from different design projects, where design groups are using fi eld material to build and tell design scenarios, as a way of exploring design concepts. My standpoint is that the ethnographic fi eld material should be a resource during the design process and analysis should be an integrated part of that process. The design projects referred to has been carried out at the Interactive Institute Space studio (Nilsson et al., 2000; Brandt and Grunnet, 2000; Binder and Messeter, 2001; Johansson et al., 2002). These projects have involved »end-users« and other stakeholders, participating in collaborative design processes. 

  • 27.
    Johansson, Martin
    et al.
    Interactive Institute, Malmö.
    Fröst, Peter
    Chalmers tekniska högskola.
    Brandt, Eva
    Danmark.
    Binder, Thomas
    Danmark.
    Messeter, Jörn
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Partner engaged design: new challanges for workplace design2002Inngår i: Proceedings of PDC2002, 2002Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The spatial organization of the workplace affects the work going on there. The technology used, changes the work practice. This paper describes a design process where different aspects of workplace design for project-based office work have been combined into one multi-stakeholder project, integrating the spatial aspects, the furniture, the information technology, and the IT-services that are connected to work. To have several different partners with different interests and competencies collaborating in a future oriented design process puts certain demands on the setup of the process and the tools being used. Taking a starting point in existing work practice, we have driven this project with techniques most often used for user-involvement. Scenario building played a crucial role in tying the process together. The concrete result is a completed concept proposal for an actual “office of the future” layout, which integrates advanced information technology and service solutions. The case shows that it is possible to reach innovative consensus-anchored results with the described design method.

  • 28.
    Johansson, Martin
    et al.
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Halse, Joachim
    Danmark.
    Binder, Thomas
    Danmark.
    Between estrangement and familiarization2005Inngår i: Design Spaces / [ed] Binder, Thomas, Hellström, Maria, Helsinki: EDITA IT Press , 2005Kapittel i bok, del av antologi (Annet vitenskapelig)
  • 29.
    Johansson, Martin
    et al.
    Arhus University, Denmark.
    Messeter, Jörn
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Present-ing the user: constructing the persona2005Inngår i: Digital Creativity, ISSN 1462-6268, E-ISSN 1744-3806, Vol. 16, nr 4, s. 231-243Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    During the last few years personas has become an established design technique within the IT-design field. Using personas has proven itself as a valuable approach for designers to switch between a developer's perspective and a user's perspectivein the design process. The technique is claimed to help designers in keeping a clear focus and shaping a consistent user-interface by making ‘the user’ present in the design work. In this paper we report on a number of projects where we have elaborated on the persona approach for collaborative design. With the goalof creating ‘user presence’ in the design process, we have developed an approach building on a combination of ethnographic exploration, participatory inquiry, and collaborative design. This paper carries two interrelated points: the grounding of personasin existing practice; and the notion that ‘the user’ is created as an ongoing process throughout the design work.

  • 30.
    Klintberg, Josefiné
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Exploring Pluriversal Design Principles: for a Sustainable Cultural Heritage Mapping Platform in Kuching Division2023Independent thesis Advanced level (degree of Master (Two Years)), 10 poäng / 15 hpOppgave
    Abstract [en]

    Designing in a world of cultural diversity demands a break from traditionally Western-centric paradigms. This project explores a more respectful approach to design, deeply rooted in participatory methodologies and acknowledging the coexistence of diverse realities—a "pluriverse."

    The research journey delves into the complexities of participatory and decolonizing design, emphasizing the importance of recognizing multiple worldviews. The ongoing development of the CHAMPS cultural heritage mapping platform stands as a testament to these principles in action. The Kuching, Sarawak community in Malaysia actively participated, enriching the platform with their unique insights and lived experiences.

    The culmination of this work offers a reflection on design that bridges theory with hands-on practice, emphasizing cultural respect and inclusivity.

    Fulltekst (pdf)
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  • 31.
    Kok, Anne Linda
    et al.
    Eindhoven Technical University.
    Eriksson, Eva
    Aarhus University.
    Nilsson, Elisabet M.
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Envisioning Large-Scale Effects of Teaching Values in Design2021Inngår i: Matters of Scale, NORDES'21: The 9th Nordes Design Research conference, Kolding, Denmark: Nordes – Nordic Design Research , 2021, s. 1-9Konferansepaper (Fagfellevurdert)
    Abstract [en]

    In teaching, there is an increased awareness about the role that values play in design. In this paper, we envision potential large-scale effects of teaching values in design in higher education. In doing so, we practice what we preach, as we ourselves perform the envisioning method we normally teach our students. By applying this method to our teaching, we are scaling up the definition of “learning outcomes” from classroom-level resultsto societal outcomes. Specifically, we envision these potential outcomes by creating value scenarios on the basis of four topics – stakeholders, time, values, and pervasiveness. The contributionof this paper is twofold. On the one hand, it demonstrates the potential large-scale effects on people and society of teaching about values in design in higher education. On the other hand, itdemonstrates the advantages of using value scenarios as a method to understand the effects of your own teaching.

    Fulltekst (pdf)
    fulltext
  • 32.
    Laville, Adrien
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Making It Right to Repair: How Might We Turn Repair Into a More Appealing Option For Citizens Who Want to Use Their Electrical and Electronic Products Longer?2022Independent thesis Advanced level (degree of Master (One Year)), 10 poäng / 15 hpOppgave
    Abstract [en]

    This thesis builds on the fields of Participatory Design and Service Design to develop an inquiry into future repair practices: what they could be, how they might be encouraged and what would be their relations with public policies. It presents the concept of a municipal scheme promoting a better use of old electrical and electronic items through the creation of dedicated spaces where items can be repaired, sold or recycled and the granting of credit to be spent on repair services. Through this concept, this thesis presents a reflection on how technological infrastructures, policy instruments and local actors could be combined to encourage new practices. It therefore contributes to the research on Interaction Design and sustainability by arguing that the field can embrace a transdisciplinary perspective to design both infrastructure changes and their technological mediations. 

    Fulltekst (pdf)
    fulltext
  • 33.
    Linner, Hannes
    Malmö universitet, Fakulteten för teknik och samhälle (TS).
    Digitalisering av fastigheter: En användaranpassad kontrollpanel för IOT-enheter2020Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    This degree project is a design project that investigates digitization in the real estate industry and examines how far the real estate industry has come regarding the integration of new technology.

    The study highlights how companies work today and what problems and needs can be facilitated through digitization, more specifically the technology IoT (Internet Of Things). IoT makes it possible to connect different devices and sensors to the Internet in order to read information or control the functionality.

    The study is based on qualitative interviews which are analyzed through methods within User Experience (UX). The target group for the study is people who work with operation and maintenance of real estates. By creating personas and scenarios for the relevant target group, a greater understanding is created of how they work today along with what problems and needs they experience within their professional roles. Through methods within the User Interface (UI) a prototype is created which illustrates the information that is significant to the target group. The information from the properties is communicated via IoT devices. To enable communication between devices and prototype, the system Yggio is used, an API (Application Programming Interface) which is provided by the company Sensative. The study shows how a user-friendly interface can look, function and facilitate work in the real estate industry.

    Fulltekst (pdf)
    fulltext
  • 34.
    Messeter, Jörn
    et al.
    Space & Virtuality studio, Interactive institute, Malmö, Sweden.
    Brandt, Eva
    Space & Virtuality studio, Interactive institute, Malmö, Sweden.
    Halse, Joachim
    Space & Virtuality studio, Interactive institute, Malmö, Sweden.
    Johansson, Martin
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3). Space & Virtuality studio, Interactive institute, Malmö, Sweden.
    Contextualizing mobile IT2004Inngår i: Proceedings of Designing Interactive Systems 2004, ACM Press , 2004Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Information and communication technologies are moving into the era of ubiquitous computing, with increased density of technology and increased mobility and continuity in use. From a design perspective, addressing the accommodation and coordination of multiple devices and services in situated use across different contexts is becoming increasingly important. In the COMIT project, ethnographic fieldwork has been combined with participatory design engaging users, designers and researchers in order to explore mobile IT use as well as the design of mobile IT concepts. Four seclected scenarios from the project are presented and discussed regarding implications for the design of mobile IT devices, with particular focus on (1) coping with multiple social contexts, and (2) the configuration and connectivity of mobile devices.  

     

  • 35.
    Nicenboim, Iohanna
    et al.
    Delft University of Technology, Delft, Netherlands.
    Giaccardi, Elisa
    Delft University of Technolog & Umeå Institute of Design, Delft, Netherlands.
    Søndergaard, Marie Louise Juul
    KTH Royal Institute of Technology, Stockholm, Sweden.
    Reddy, Anuradha Venugopal
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Strengers, Yolande
    Monash University, Melbourne, VIC, Australia.
    Pierce, James
    California College of the Arts, San Francisco, CA, USA.
    Redström, Johan
    Umeå Institute of Design, Umeå, Sweden.
    More-Than-Human Design and AI2020Inngår i: DIS' 20 Companion: Companion Publication of the 2020 ACM Designing Interactive Systems Conference, Association for Computing Machinery (ACM), 2020, s. 397-400Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This one-day workshop brings together HCI researchers, designers, and practitioners to explore how to study and design (with) AI agents from a more-than-human design perspective. We invite participants to experiment with thing ethnography and material speculations, as a starting point to map and possibly integrate emergent frameworks and methodologies for more-than-human design. By using conversational agents as a case, participants will discuss what a more-than-human approach can offer to the understanding and design of AI systems, and how this aligns with third-wave HCI concerns of networks, infrastructures, and ecologies.

  • 36.
    Nilsson, Elisabet M.
    et al.
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Hansen, Anne-Marie
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Teaching for values in design: creating conditions for students to go from knowledge to action2021Inngår i: LEARNxDESIGN 2021: 6th International Conference for Design Education Researchers Engaging with Challenges in Design Education, Jinan, China, 2021Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Designers play an important role in shaping the society and should take responsibility for their actions and become responsible designers that can contribute to a sustainable and sound development of society on all levels. Thus, design education ought to create conditions for students to develop skills and competencies for designing with values in mind. This case study paper provides an example of how teaching activities made available via an online open educational resource that offers teaching resources for teaching for values in design, can be appropriated to a specific educational setting. A selection of teaching activities and how they were implemented in class are described. Results produced by the students were analysed to see in what way the teaching activities enabled the student to go from addressing values in their work, to actually designing with values in mind. The paper ends with a concluding discussion about the potentials of design teachers to become change agents through their pedagogical practices that enable students to go from knowledge to action.

    Fulltekst (pdf)
    fulltext
  • 37.
    Olsson, Filippa
    et al.
    Malmö universitet, Fakulteten för teknik och samhälle (TS), Institutionen för datavetenskap och medieteknik (DVMT).
    Juvin, Emma
    Malmö universitet, Fakulteten för teknik och samhälle (TS), Institutionen för datavetenskap och medieteknik (DVMT).
    (Hur) har distansarbetet och digitaliseringen som tillkommit till en följd av Covid-19 påverkat organisationers organisationskultur?2021Independent thesis Basic level (degree of Bachelor), 13 hpOppgave
    Abstract [sv]

    Distanseringen under pandemin har ändrat förutsättningarna för hur vi människor kan kommunicera och interagera med varandra. Detta kan i sin tur ha en påverkan på organisationskulturen. Förut fysiska och sociala interaktioner sker nu digitalt och detta har medfört en distansering kollegor emellan. Beroende på hur organisationer har valt att använda sig av digitaliseringen som följde pandemin har olika effekter skett och därav påverkat organisationskulturen på olika sätt. Syftet är att undersöka och bidra med kunskap om hur distansarbete via digitala kanaler kan påverka organisationers kultur och om sociala mönster har förändrats. För att få fram hur organisationer har påverkats har vi genomfört intervjuer med åtta olika individer på åtta olika organisationer. Det som är mest tydligt är att digitaliseringen är här för att stanna och att ingen av de individerna vi har undersökt kan tänka sig att återvända till samma arbetssätt som före pandemin. Förändringen av kommunikation har medfört en försämring när det rör sig om beslutsfattande inom organisationer och det har även skapat en distansering kollegor emellan.  

    Fulltekst (pdf)
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  • 38.
    Omri, Noura
    et al.
    Malmö universitet, Fakulteten för lärande och samhälle (LS), Institutionen för naturvetenskap, matematik och samhälle (NMS).
    Thorén, Hampus
    Malmö universitet, Fakulteten för lärande och samhälle (LS), Institutionen för naturvetenskap, matematik och samhälle (NMS).
    Virtuella laborationer och VR i grundskolans naturkunskapsundervisning2024Independent thesis Basic level (professional degree), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Syftet med kunskapsöversikten är att undersöka vilken påverkan virtuella laborationer har i grundskolans naturkunskapsundervisning och hur arbetssättet kan stötta elevers begreppsförståelse inom ämnena. Därutöver kommer undersökningen att riktas mot vilka omgivande faktorer som påverkar användandet av VR-glasögon i undervisningen. Idén till arbetet uppstod genom observationer om att elever i mycket liten utsträckning får delta i laborativa moment på grund av omständigheter som snäva tidsramar och begränsat material. Därför undersöker arbetet om virtuella laborationer är tillräckligt effektivt och framgångsrikt för att kunna komplettera den traditionella naturkunskapsundervisningen. 

    Artiklarna som används för att besvara frågeställningarna är utvalda genom databaserna ERIC, ERC och Web of Science. Urvalet är begränsat till artiklar senare än 2011, peer reviewed, grundskoleålder och naturkunskap. På grund av att virtuella laborationer i grundskolan och VR-glasögon är relativt nya fenomen inom svensk utbildning har studier från andra länder valts ut. 

    Av resultaten framgår att det finns vissa fördelar med att använda virtuella laborationer då de kan öka tillförlitligheten hos resultaten som genereras genom virtuella simuleringar och därför leda till att elever snabbare kan göra kopplingar mellan naturvetenskapens teori och praktik. Virtuella laborationer kan genom att effektivisera naturvetenskapliga händelseförlopp också leda till att elever snabbare kan nå fram till förståelse av naturvetenskapliga samband och slutsatser. Ytterligare kan virtuella laborationer även vara användbara och kompletterande i fall där man vill skapa riskfyllda laborativa miljöer som inte är tillgängliga i praktiken. Resultaten antyder också att virtuella verktyg kan ge upplevelser som engagerar användarens flera sinnen och leda till en tillfällig ökad motivation samt att denna uppslukande effekt av användarens sinnen kan vara en generell framgångsfaktor inom undervisning. 

  • 39.
    Oredsson, Felicia
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Collaborative Through Welfare Technology: Designing Task Planning for Care Workers in Elderly Care Homes2023Independent thesis Advanced level (degree of Master (Two Years)), 10 poäng / 15 hpOppgave
    Abstract [en]

    The project aimed to understand how collaboration during the planning of work among care workers at an elderly care home can be supported with a digital tool. This topic is essential, especially considering Sweden's e-Health Vision 2025 to become a global leader in implementing welfare technologies. With rapid technological changes, it is crucial to understand the experiences and perspectives of the individuals using these technologies. The project conducted a literature review, user research, and user testing with care workers in Lund municipality established in design criteria. The design proposals focused on utilizing Welfare Technology to foster collaboration and were evaluated through a prototype created in Figma. Four design proposals were formulated as a result of the project: a large shared viewing screen, enhanced task information and clarity, task ownership, and providing an overview.

    Fulltekst (pdf)
    fulltext
  • 40.
    Oyegun, Caleb
    Malmö universitet, Fakulteten för kultur och samhälle (KS).
    Supporting social workers transition to remote work: A design concept for tackling communication challanges on social workers digital practices2021Independent thesis Basic level (degree of Bachelor), 15 poäng / 22,5 hpOppgave
    Abstract [en]

    The main theme of this thesis is the impact of the sudden transition on service delivery caused by the COVID 19 pandemic on social workers and career practitioners in related fields. Like most professional careers that the sudden takeover of the virus has obstructed, the field of social work has been one ofthe professions that the global pandemic has negatively impacted because of its heavy reliance on face-to-face interactions. By employing research methods, challenges faced while working remotely by the social workers were identified, and a main design concepts was proposed in supporting the work of the social workers.

    Fulltekst (pdf)
    fulltext
  • 41.
    Ravishankar, Vandana
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3). Malmö University.
    Designing an Assistive Technology for Self-reflection for Students Suffering from ADHD at Malmö University2022Independent thesis Advanced level (degree of Master (Two Years)), 10 poäng / 15 hpOppgave
    Abstract [en]

    Attention-deficit/hyperactivity disorder (ADHD), is a behaviour disorder, usually first diagnosed in childhood, that is characterized by inattention, impulsivity, and hyperactivity. ADHD is often associated with co-morbid disorders like bipolar disorder, anxiety, depression, and substance abuse. The diagnosis of ADHD is clinically established by a review of symptoms and impairment from the child’s young age. There are numerous assistive technologies that exist for people suffering from ADHD but there exists a research gap in developing self-reflective tools for people with neurodevelopmental disorders. This paper bridges this research gap for students at Malmö University. This project will focus on developing a personalized interactive AI-based system that captures contextual data, analyses it to find relevant patterns in user’s behaviour, and visualizes it effectively to provide students with ADHD with insights into the parameters influencing the nature of their disorder. The project is performed under a Double Diamond method which allows for iteration. The methods used mostly comprise co-design methods to ensure the concept caters to the user’s needs. The project is based on learnings from three key areas: Interactive AI, Personal Informatics and Systems as dialogue partners. 

    Fulltekst (pdf)
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  • 42.
    Schritter, Robin
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    The use of digital visual communication amongst elderly: An inclusive redesign2020Independent thesis Basic level (degree of Bachelor), 15 poäng / 22,5 hpOppgave
    Abstract [en]

    Elderly are the biggest age group that are outside of the digital society. The

    alienation is especially distinct in times when social distancing is required,

    and an increase in digital presence is demanded to stay social. Part of the

    elderly are, unfortunately, left outside of the digital society and are excluded

    when inclusion can be crucial for their well-being. Why is the digital divide

    affecting the older generation? Researchers have different theories, but it

    often lands in knowledge in or availability to technology. By using a user

    centered design approach this research project explores, evaluates and

    redesigns a visual communication smartphone application using inspiration

    from universal design principles. The design elements in prototypes were

    designed to try to both inform and to create interactions that are easier to

    understand and navigate. Thus, working towards a larger assurance in the

    user’s interactions and hopefully with time create familiarity with the

    application. The design proposals proved beneficial to the elderly users

    participating in the user tests.

  • 43.
    Schröder, Anna Marie
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Unboxing The Algorithm: Understandability And Algorithmic Experience In Intelligent Music Recommendation Systems2021Independent thesis Advanced level (degree of Master (One Year)), 10 poäng / 15 hpOppgave
    Abstract [en]

    After decades of black-boxing the existence of algorithms in technologies of daily need, users lack confidence in handling them. This thesis study investigates the use situation of intelligent music recommendation systems and explores how understandability as a principle drawn from sociology, design, and computing can enhance the algorithmic experience. In a Research-Through-Design approach, the project conducted focus user sessions and an expert interview to explore first-hand insights. The analysis showed that users had limited mental models so far but brought curiosity to learn. Explorative prototyping revealed that explanations could improve the algorithmic experience in music recommendation systems. Users could comprehend information the best when it was easy to access and digest, directly related to user behavior, and gave control to correct the algorithm. Concluding, trusting users with more transparent handling of algorithmic workings might make authentic recommendations from intelligent systems applicable in the long run.

    Fulltekst (pdf)
    fulltext
  • 44.
    Sijaric, Maida
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    UpYours: Translating Human Values To Design Features In Digital Platform2022Independent thesis Advanced level (degree of Master (One Year)), 10 poäng / 15 hpOppgave
    Abstract [en]

    This paper introduces the application UpYours as a way to investigate how the field of Interaction Design can be utilized in three ways: 1) propose a waste management solution; 2) facilitate an easier upcycling process to enhance the potential of individual upcycling; 3) raise awareness and shift consumers' perspectives about unwanted items. The design process, a modified version of the double diamond, of creating this digital prototype is used for an Interaction Design evaluation. Finding approaches for waste management is becoming increasingly important since the amount of waste generated globally has increased excessively over the past decades. Upcycling as an approach has gained recognition, as it refers to a process where materials and objects that otherwise would go to waste are transformed into new products. Furthermore, the aim is to investigate the values and incentives for people that upcycle items via do it yourself (DIY) methods. A secondary aim is to introduce a shift in how people view upcycled products, by emphasizing consumers' perspective and intention.

    The final design contributes to the discussion about identifying and translating abstract human values to concrete design features which are illustrated with the interactive tool UpYours. The study identified categories of values and incentives which include practicality and safety of upcycled items; the individual and social aspect of upcycling as well as the ability to upcycle; the storytelling and uniqueness of an upcycled item and lastly, the current situation and societal aim of upcycling. Finally, the findings and insights contribute to research by providing and expanding the academic understanding of consumer values and incentives of upcycled items, as a research gap has been identified.

    Fulltekst (pdf)
    fulltext
  • 45.
    Steen, Arvid
    et al.
    Malmö universitet, Fakulteten för teknik och samhälle (TS).
    Zreim, Ali
    Malmö universitet, Fakulteten för teknik och samhälle (TS).
    Mockup - Kontextmedvetet resestöd vid oväntade trafikstörningar i kollektivtrafiken2022Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    In this paper, a mockup application is created to examine how the commuter’s context, with a focus on the train the commuter is on, can be used to suggest individual alternative travel routes to support the commuter in arriving at the requested destination based on minimal delay with consideration of an uncertainty factor. Based on investigations of various travel applications, four different concepts are created that are used in a user survey where commuters can answer questions regarding, alternative travel routes, uncertainty factors and guidance to the requested destination.

    The purpose of this paper is to investigate how context can be used in a travel application and which information is relevant to the commuter. Based on the context the commuter will receive proposed alternative travel routes in the event of disruptions in public transport to simplify traveling by public transport, which in turn can attract more people to travel by public transport.

    A concluded user survey consisting of 47 respondents show the user perspective on how a commuter’s context can be used to recommend alternative routes, which contexts are relevant to provide better support for the commuter and which type of information the commuter thinks would best support them

    Fulltekst (pdf)
    fulltext
  • 46.
    Sueiro, Vinicius
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Interactive Data Physicalizations: How natural science museums might engage visitors through tangible and embodied interaction2021Independent thesis Advanced level (degree of Master (One Year)), 10 poäng / 15 hpOppgave
    Abstract [en]

    For thousands of years, physical objects have been used to represent data, in order to support cognition, communication and learning. Such representations, especially newly computer-supported ones, became the focus of an emerging field called data physicalization.

    Although most physicalizations are passive (i.e., static), a growing number of active (i.e., dynamic) representations have been recently created. There is still, however, an immense opportunity in exploring interactive data physicalizations.

    This thesis proposes a tangible artifact (a shovel equipped with orientation sensors) that could be used by visitors of Earth sciences museums. SuperTunnel Simulator calculates a hole through Earth, indicating where in the world visitors would end up if they dug in a certain direction.

    Feedback from participants indicate such embodied interaction might influence learning by igniting visitors’ curiosity and stimulating hypothesis formulation. Finally, we point to research opportunities in conveying data not through an object’s shape, but through our interaction with it.

    Fulltekst (pdf)
    fulltext
  • 47.
    Turner, James
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    What do ADHDers Need?: Working Towards Establishing Guidelines and More Ethical Methods for Designing for and with the Neurodivergent2023Independent thesis Basic level (degree of Bachelor), 15 poäng / 22,5 hpOppgave
    Abstract [en]

    In this paper, I begin the first steps towards developing more ethical methods for designing for users with ADHD by investigating what needs stakeholders have when interacting with technology. Current interaction design projects concerned with ADHD are largely focused on children—ignoring adults with ADHD. Their aims and methods are problematic, potentially harmful, and erase experiences of those with ADHD by excluding them from the design process. These projects treat the ADHD community as a list of symptoms to be fixed by training behaviors—a practice that has been demonstrated to cause harm. Influenced by the Crip Technoscience, Neurodiversity, and Self-Advocacy movements and utilizing participatory/co-design methods I investigate the needs of users with ADHD by engaging with them throughout the process, ultimately leading to the development of preliminary guidelines for designing for ADHD accessibility which are presented in this paper alongside design examples and discussion of possible future work.

    Fulltekst (pdf)
    fulltext
  • 48.
    Wilken, Kevin Bjørn Roulund
    Malmö universitet, Fakulteten för teknik och samhälle (TS).
    cARcassonne for Hololens 2 - Improving UX through UI2023Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    This paper aims to improve the UX of the AR game cARcassonne for the Hololens 2 by making changes to its UI. Previous research and existing games are analyzed to determine the changes to the UI. A questionnaire is developed using said research as well as research of other UX measuring methods such as the GEQ and UPEQ. The results show an increase in UX, but also that the AR game has problems for new users. It is discussed that UI is actually not the main problem in the UX, but rather the technology of the Hololens 2.

    Fulltekst (pdf)
    fulltext
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