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  • 151.
    Fältström, Anton
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Perus, Malin
    University West, Department of Economics and IT, Division of Media and Design.
    Att skräddarsy för publiken: En studie om publiksegmentering och marknadsföring för film genom filmtrailrar2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Almost since the beginning of movies there has been movie trailers. There is a lot of research about movies but not as much about movie trailers. The thing that combines movie science and marketing.  The main method used to make the analysis during the writing of this paper has been modes of reception which was used through a survey that was sent you by sharing on Facebook. In the survey there was a test to see the rate of which the test subjects had to tell if they where interested too watch it.  An analysis was done on these 2 trailers together with 2 major blockbusters in the genre wardrama, the movies Apocalypse now and Saving private ryan and 2 trailers for Dunkirk. These trailers were pinned against each other too see the differences and similarities between movie trailers from the same genre and to see the trailer development with time with 19 years between them.

  • 152.
    Gellerstedt, Martin
    et al.
    University West, School of Business, Economics and IT, Divison of Law, Economics, Statistics and Politics.
    Bernhard, Iréne
    University West, School of Business, Economics and IT, Division of Media and Design.
    Lundh Snis, Ulrika
    University West, School of Business, Economics and IT, Divison of Informatics.
    Svensson, Lars
    University West, School of Business, Economics and IT, Divison of Informatics.
    Work-integrated Learning: Increasing societal impact by decreasing the gap between research and practice2018In: ICERI2018 Proceedings, 2018Conference paper (Refereed)
    Abstract [en]

    In this paper we outline models for conducting work-integrated learning research. Our experiences from two decades of doing research in close collaboration with practitioners are presented and discussed. Our main message is that by engaging practitioners in all steps of the research project there is a potential for research outcomes to have high societal impact, and theoretical contribution

  • 153.
    Gellerstedt, Martin
    et al.
    University West, School of Business, Economics and IT, Divison of Law, Economics, Statistics and Politics.
    Gellerstedt, Victoria
    Bernhard, Iréne
    University West, School of Business, Economics and IT, Division of Media and Design.
    Bernhardsson, Lennarth
    University West, School of Business, Economics and IT, Division of Media and Design.
    Lundh Snis, Ulrika
    University West, School of Business, Economics and IT, Divison of Informatics.
    Vallo Hult, Helena
    University West, School of Business, Economics and IT, Divison of Law, Economics, Statistics and Politics.
    Work-Integrated Learning: Impact of Individual and organizational Digitalization on Knowledge management and Expertise Sharing2019In: INTED2019 Proceedings / [ed] L. Gómez Chova, A. López Martínez, I. Candel Torres, 2019, p. 3601-3609Conference paper (Refereed)
    Abstract [en]

    The primary aim with this study was to examine the impact of digitalization and the use of ICT for knowledge sharing in an organization. A secondary aim was to further develop knowledge management models to also include collaborative knowledge production and expertise sharing. Based on such a model, we developed a questionnaire answered by 265 respondents. We found that the relationship between using ICT for knowledge sharing was correlated to knowledge sharing also when adjusted for established factors like organisational climate and social norms. We conclude that digitalization, both individually and on an organisational level is an important asset for knowledge management, and that the use of ICT could support knowledge sharing beyond known and established important factors.

  • 154.
    Gellerstedt, Martin
    et al.
    University West, School of Business, Economics and IT, Divison of Law, Economics, Statistics and Politics.
    Pareto, Lena
    University West, School of Business, Economics and IT, Division of Media and Design.
    Svensson, Lars
    University West, School of Business, Economics and IT, Divison of Informatics.
    The Goalkeeper: a tool for monitoring learning outcomes in PhD education2015In: ICERI2015 Proceedings, 2015Conference paper (Refereed)
    Abstract [en]

    The journey from being a new Ph. D.-candidate towards passing the doctorate grade is often a bumpy road with both unexpected and complex challenges that has to be turned in to learning experiences that adds to progression. In this paper we describe the development and use of a tool (the Goalkeeper) designed to support, structure and visualize this journey. It is a tool for supervisors, doctorate students as well as people responsible for quality assurance of a doctorate education. Based on our experiences of having utilised the tool we argue that it is important that the implementation of such a tool is firmly grounded in a quality culture where support of progression and formative assessment dominate over summative assessment and control.

  • 155.
    Gottfridsson, Samuel
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Vedberg, Niklas
    University West, Department of Economics and IT, Division of Media and Design.
    Från 2D e-handel till virtuell verklighet: En användbarhetsstudie2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Summary

    3D and e-commerce on the web is constantly growing and new technology for Virtual Reality is on its way to be more accessible to the public. Studies show potiential benefits with an Virtual Reality and/or 3D combined with e-commerce, but despite this there’s no wide distribution of the use of 3D on e-commerce sites. Because of this, we find it relevant to research this area.

    In this paper we first build a prototype for an virtual reality e-commerce application, following Norman’s 6 design principles, theory on how most e-commerce websites are built and theory of 3D interactive environments. Secondly we evaluate the prototype, where we observe users in a qualitative usability test with a pre- and post-questionnaire. The test is conducted by 10 participants, where 5 participants are inexperienced at navigating in a virtual envronment, and 5 are experienced.

    From the results we have created design guidelines for similar applications. The disadvantages we identified with the concept was that the control mechanics was experienced as more complicated by the inexperienced participants and that the navigation wasn’t perceived as efficient. The advantages was that the products was in 3D, which meant that you could see the goods from different angles and that the 3D products gave a better perception of reality. In some cases it was also appreciated that the experience was similar to how you buy products in physical store

  • 156.
    Grundén, Kerstin
    et al.
    University West, Department of Economics and IT, Division of Computer Science and Informatics.
    Bernhard, Irene
    University West, Department of Economics and IT, Division of Media and Design.
    Implementation of a Contact Centre: a Local eGovernment Initiative2012In: Proceedings of the 12th European Conference of e-Government: ESADE Ramo Llull University Barcelona, Spain 14-15 June 2012 / [ed] Dr. Mila Gascó, Reading, UK: Academic Publishing International, 2012, p. 329-335Conference paper (Refereed)
    Abstract [en]

    Abstract: A case study of the implementation of a contact centre (CC) in a Swedish municipality was described and discussed. The implementation was an example of a local e-Government initiative. Seventeen employees at the municipality were interviewed. The initial implementation of the CC was done quickly, with a top-down approach. There were initial problems with negative attitudes towards the CC from the employees at the municipal departments. The new technology systems contributed to increased efficiency and to a more process-oriented organization. The CC was largely well-functioning, and many handling officers were relieved of work tasks related to the implementation of CC. There was a need for further competence development among the service handling officers at the CC. The number of incoming matters increased, related to the increased availability to citizens of municipal services.

  • 157.
    Gråsjö, Urban
    et al.
    University West, School of Business, Economics and IT, Divison of Law, Economics, Statistics and Politics.
    Karlsson, CharlieUniversity West, School of Business, Economics and IT, Divison of Law, Economics, Statistics and Politics. Professor Emeritus of the Economics of Technological Change, Jönköping International Business School, Jönköping University and Professor Emeritus, Blekinge Institute of Technology.Bernhard, IréneUniversity West, School of Business, Economics and IT, Division of Media and Design.
    Geography, Open Innovation and Entrepreneurship: New Horizons in Regional Science series2018Collection (editor) (Refereed)
    Abstract [en]

    Developed countries must be incredibly innovative to secure incomes and welfare so that they may successfully compete against international rivals. This book focuses on two specific but interrelated aspects of innovation by incumbent firms and entrepreneurs, the role of geography and of open innovation.

  • 158.
    Gråsjö, Urban
    et al.
    University West, School of Business, Economics and IT, Divison of Law, Economics, Statistics and Politics.
    Karlsson, Charlie
    University West, School of Business, Economics and IT, Divison of Law, Economics, Statistics and Politics.
    Bernhard, Iréne
    University West, School of Business, Economics and IT, Division of Media and Design.
    Introduction: Geography, Open Innovation and Entrepreneurship2018In: Geography, Open Innovation and Entrepreneurship: New Horizons in Regional Science series / [ed] Gråsjö, U., Karlsson, C. och Bernhard, I., Edward Elgar Publishing, 2018, p. 1-18Chapter in book (Refereed)
  • 159.
    Grönblad, Erik
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Öman, Marcus
    University West, Department of Economics and IT, Division of Media and Design.
    Kan animation öka motivationen i skolan?: En kvantitativ analys av en animerad prototyp i skolmiljö 2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study is to investigate if animated pictures combined with spoken and written text can increase primary school students' motivation. We will design and create a prototype based on earlier research and theory about how to design animated images for educational use. We conduct an experiment involving 55 students. The students would perform an identical school assignment, half the group performed the task without our prototype and half the group used our prototype. Afterwards students answered a questionnaire in which they rate their experience and motivation of the task. This in order to explore whether students' motivation increased by using the prototype or not. The results show no clear correlation between students' motivation and use of the prototype. We discuss possible reasons for this in our text and give suggestions for further research.

  • 160.
    Gustavson, Anton
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Jönnerstig, Eduardo
    University West, Department of Economics and IT, Division of Media and Design.
    Multiplayerupplevelse i webbapplikationer utvecklade med Node.js och WebSocket2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this research was to delve into the process of developing real time applications for the web via the use of JavaScript based frameworks and code libraries – that run on both the client and the server. To aid us in this endeavor we have developed a test application in the form of a real time multiplayer game. We believe this project to be an appropriate model for experimentation as the market is currently showing an increasing interest in tools which facilitates the development of platform independent games. We have specifically examinined how technologies such as Node.js and WebSocket can be used in order to deliver a multiplayer experience that adequately satisfies the demands and expectations of the prevailing market as it pertains to applications of this kind.Apart from measuring the actual latency for each game round during our experiments, we have also made use of subjective evaluation through the Mean Opinion Score (MOS). This research paper also introduces the term "multiplayer experience" in order for us to encapsulate and relate to the user's subjective experience of simultaneous interaction.Our research has led us to conclude that there is no definitive or all-encompassing metric by which to judge the threshold for acceptable latency that is applicable to all games. The results from our tests do however show that Node.js and WebSocket – at least in regards to our own application – can be used to deliver an acceptable multiplayer experience.

  • 161.
    Gustavsson, Sara
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Helmersson, Jonas
    University West, Department of Economics and IT, Division of Media and Design.
    Från Ronja Rövardotter till Hundraåringen: Kartläggning av hur specialeffekter och visuella effekter används inom svensk filmbransch idag och vad branschens inställning till det är2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    "Technology has been a key element in the changing creative possibilities available to filmmakers, but deep down the questions of staging, point of view, pace, suspense, time and psychology faced by filmmakers as they walk onto the set in the morning have remained remarkably consistent." Cousins, 2004, s13.

    The way of filmmaking has always been changing and it continues to change but as the quote leads up to it seems like the attitude stays the same. It is essentially about telling a story, which affects the audience. To tell a story with the different approaches the creators favors.

    Thanks to the technical development, many of these effects, both physical and digital have become practicable and who knows what the technique and digital progress will lead to in the future of filmmaking. After all, we are only in the beginning of the digital era. In the same time, the old and proven effect making techniques might inculcate as both classic and recognizable working methods.

    In this essay, we will talk about how the techniques of digital and practical effects are being used in the Swedish film industry. What does the decision makers in the business think about using effects in filmmaking and why are effects being used the way they are in todays film industry? We also wanted to examine what regulates he use of effects based on economical, technical and artistic considerations.

    We have collected our data from interviews with three representatives from production companies and three film financiers. We have also collected information considering the definitions of visual effects and special effects from six filmmakers who that works with effect making on a daily basis. It has become apparent that there are some confusion considering the definitions of the concepts of visual effects and special effects between the producers and financiers and the filmmakers. In order to ease future communication, we will in this essay define these concepts out of our results.

    Our result suggests that there is a will in the Swedish film industry to work with effects in filmmaking but in the same time parts of the industry lacks of resources and capability. Simultaneously, we can note that the ignorance around the concept of effects causes communication problems for digital artists and prop makers. For instance, on the Swedish film gala "Guldbaggegalan" they added a new category only a few years back and this year they took it away because of the problems of recognizing what's visual effects and what's not. It is interesting that there is an interest in developing effects in filmmaking and at the same time takes away the award. Instead of taking it away, they should focus on educating people about effects.

  • 162.
    Habtegaber, Salem
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Frisch, Olivia
    University West, Department of Economics and IT, Division of Media and Design.
    Karaktärsdesign​ ​och​ ​stereotyper: En​ ​kvalitativ​ ​studie​ ​av​ ​upplevelse​ ​av​ ​karaktärer​ ​i​ ​dataspelen​ ​Mass​ ​Effect​ ​och Dragon​ ​Age2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Stereotypes​ ​and​ ​sexualization​ ​in​ ​games​ ​and​ ​other​ ​media​ ​have​ ​bee​n​ ​​heavily​ ​​criticized​ ​over​ ​the years.​ ​​We​ ​have​ ​chosen​ ​to​ ​examine​ ​Bioware's​ ​character​ ​design​ ​within​ ​the​ ​game​ ​series​ ​​Mass​ ​ Effect and​ ​​Dragon​ ​ Age​ .​ ​In​ ​our​ ​study,​ ​we​ ​have​ ​chosen​ ​to​ ​work​ ​from​ ​both​ ​genus​ ​perspective, intersectionality​ ​and​ ​stereotypical​ ​traits​ ​that​ ​occur​ ​in​ ​the​ ​game​ ​world​ ​and​ ​character​ ​creation.​ ​We conducted​ ​four​ ​interviews,​ ​where​ ​we​ ​focused​ ​on​ ​the​ ​external​ ​factors​ ​on​ ​the​ ​characters​ ​we​ ​had selected​ ​from​ ​the​ ​games.​ ​Respondents​ ​were​ ​shown​ ​pictures​ ​of​ ​four​ ​different​ ​characters,​ ​two characters​ ​from​ ​each​ ​game,​ ​a​ ​woman​ ​and​ ​a​ ​man.​ ​The​ ​purpose​ ​of​ ​the​ ​interview​ ​was​ ​to​ ​see​ ​how​ ​the various​ ​respondents​ ​reacted​ ​to​ ​the​ ​characters'​ ​appearance​ ​and​ ​what​ ​they​ ​thought​ ​about​ ​them. The​ ​result​ ​of​ ​the​ ​interviews​ ​and​ ​the​ ​survey​ ​indicates​ ​that​ ​​sexualisation​​ ​and​ ​stereotypical​ ​traits​ ​is still​ ​ongoing​ ​among​ ​games​ ​today​ ​but​ ​has​ ​been​ ​reduced.​ ​In​ ​both​ ​the​ ​female​ ​sex,​ ​and​ ​the​ ​male​ ​sex of​ ​the​ ​characters​ ​was​ ​the​ ​stereotypical​ ​traits.​ ​The​ ​two​ ​male​ ​characters​ ​got​ ​similar​ ​responses​ ​about their​ ​looks.​ ​They​ ​were​ ​criticised​ ​how​ ​stereotypical​ ​their​ ​appearance​ ​where​ ​and​ ​that​ ​they​ ​didn’t stick​ ​out​ ​in​ ​anyway.​ ​The​ ​two​ ​female​ ​characters​ ​got​ ​different​ ​responses​ ​from​ ​the​ ​respondents.​ ​One of​ ​the​ ​female​ ​characters​ ​got​ ​positive​ ​feedback​ ​about​ ​how​ ​equal​ ​she​ ​looked​ ​to​ ​the​ ​male​ ​characters. The​ ​other​ ​female​ ​character​ ​received​ ​a​ ​negative​ ​response​ ​because​ ​the​ ​respondents​ ​felt​ ​her appearance​ ​was​ ​sexualized​ ​and​ ​her​ ​body​ ​had​ ​been​ ​highlighted​ ​in​ ​an​ ​unnecessary​ ​way.  

  • 163.
    Haj-Bolouri, Amir
    et al.
    University West, Department of Economics and IT, Divison of Informatics.
    Bernhardsson, Lennarth
    University West, Department of Economics and IT, Division of Media and Design.
    A Duality of Digitalization: How Can We Understand the Tension Between Professional's Beliefs and Affordances with Digital Services in Civic Orientation?2015In: Conference Proceedings: ABSTRACTS All Concurrent Sessions Presented at the 19th World Conference on Cooperative & Work Integrated Education, WACE , 2015Conference paper (Refereed)
    Abstract [en]

    Throughout the last 2 decades, workplaces have been provided with digital services for optimizing work activities and processes. A variety of professions have incorporated their tasks for teaching and learning through the utilization of novel digital services. Teachers and students have the opportunity to interact with each other regardless of geographical locations through distance education and learning. Overall, the phenomenon of digitalization has generated consequences and effects for the society in general, and workplaces and professionals in particular.

        Recently, a notion of digitalization has reached projects conducted on a national level for integrating newcomers in Sweden. The Swedish government has appointed members from University West, together with a municipality in West Sweden to launch a novel digitalization project. The project emphasizes challenges and issues with designing, developing and evaluating an open digital experience in Civic Orientation. This paper examines and discusses a duality of digitalization by investigating how we can understand the tension between professional’s pre-understanding and affordances of digital services in Civic Orientation. We will present results from interviews with professionals at the municipality, together with results from a survey evaluation. We argue in the paper, that it is beneficial for further research, to understand the tension between professional’s beliefs and affordances of digital services.

  • 164.
    Haj-Bolouri, Amir
    et al.
    University West, Department of Economics and IT, Divison of Informatics.
    Bernhardsson, Lennarth
    University West, Department of Economics and IT, Division of Media and Design.
    Bernhardsson, Patrik
    University West, Department of Economics and IT, Division of Media and Design.
    CollaborGeneous: A Framework of Collaborative IT-Tools for Heterogeneous Groups of Learners2015In: New Horizons in Design Science: Broadening the Research Agenda / [ed] Donnellan, Brian; Helfert, Markus; Kenneally, Jim; VanderMeer, Debra; Rothenberger, Marcus; Winter, Robert, Springer International Publishing , 2015, Vol. 9073, p. 376-380Chapter in book (Other academic)
    Abstract [en]

    In this paper, we present our designed prototype: CollaborGeneous. CollaborGeneous is a framework of collaborative IT-tools for heterogeneous groups of learners in Civic Orientation. It is designed to serve different types of activities for producing, maintaining, distributing and presenting digital learning-material within Civic Orientation. The significance of introducing our prototype is relevant for both practitioners and researchers within Design Science Research. The novelty of our artifact lies in its characteristic of use in the intersection between Civic Orientation and Information Systems, providing different groups of learner's necessary tools to collaborate and create an open digital experience of Civic Orientation.

  • 165.
    Haj-Bolouri, Amir
    et al.
    University West, School of Business, Economics and IT, Divison of Informatics.
    Bernhardsson, Lennarth
    University West, School of Business, Economics and IT, Division of Media and Design.
    Bernhardsson, Patrik
    University West, School of Business, Economics and IT, Division of Media and Design.
    Svensson, Lars
    University West, School of Business, Economics and IT, Divison of Informatics.
    An information systems design theory for adaptabe E-learning2016In: Proceedings of the Annual Hawaii International Conference on System Sciences, ISSN 1530-1605, Vol. 2016-March, p. 4414-4423Article in journal (Refereed)
    Abstract [en]

    An Information Systems Design Theory is a prescriptive theory that offers theory-based principles, which can guide practitioners and scholars in the design of effective information systems and set an agenda for on-going research. This paper introduces and describes an ISDT for adaptable E-Learning. We formulate our ISDT based on two cycles of Action Design Research. The cycles were conducted in an authentic organizational setting with end-users, responsible for organizing, producing and distributing civic orientation. Based on our findings, we propose that our ISDT, together with its components, can be used to design, implement and support an information system that incorporates E-Learning, which is not explicitly constrained to the formal context of higher education. © 2016 IEEE.

  • 166.
    Haj-Bolouri, Amir
    et al.
    University West, Department of Economics and IT, Divison of Informatics.
    Bernhardsson, Lennarth
    University West, Department of Economics and IT, Division of Media and Design.
    Rossi, Matti
    Aalto University, Finland.
    Introducing PADRE: Participatory Action Design Research2015In: Workshop Programme and Proceedings: AIS SIGPRAG Pre-ICIS Workshop :Practice-based Design and Innovation of Digital Artifacts, SIGPrag , 2015, p. 1-16Conference paper (Refereed)
    Abstract [en]

    Action Design Research (ADR) is a Design Research (DR) method that enriches the DesignScience Research (DSR) paradigm, by providing stages and principles for designing IT artifacts and allowing for their emergence in an organizational context. The method has been used and elaborated by scholars, extending the mode of the method and its stages, incorporating and adopting knowledge from related approaches such as Participatory Action Research(PAR) and Participatory Design (PD). In this paper, we have adopted principles and philosophy from PAR and PD to extend and elaborate the AD R method, by providing afront-end of Action Research (AR) that emphasizes learning through incremental iteration. We will introduce our elaborated method as Participatory Action Design Research (PADRE) and demonstrate how we have used it in our own research. We argue that the ADR method can benefit from incorporating learning within and across each and every stage iteratively. We also argue that learning can be used as an repository of knowledge, which informs and gets accumulated for formalization of learning that can be re-used within different cycles of ADR.Hence, we introduce PADRE and provide a model that consists of a set of key-components, which extends and elaborates the ADR method.

  • 167.
    Haj-Bolouri, Amir
    et al.
    University West, Department of Economics and IT, Divison of Informatics.
    Bernhardsson, Lennarth
    University West, Department of Economics and IT, Division of Media and Design.
    Rossi, Matti
    Information Systems, Aalto University, Finland.
    PADRE: a Method for Participatory Action Design Research2016In: Tackling Society's Grand Challenges with Design Science: 11th International Conference, DESRIST 2016, St. John's, NL, Canada, May 23-25, 2016, Proceedings / [ed] Editors: Parsons, J., Tuunanen, T., Venable, J., Donnellan, B., Helfert, M., Kenneally, J. (Eds.), Springer International Publishing , 2016, Vol. 9661, p. 19-36Conference paper (Refereed)
    Abstract [en]

    Action Design Research (ADR) is a Design Research (DR) method that enriches the Design Science Research (DSR) paradigm, by providing stages and principles for designing artifacts and allowing for their emergence in an organizational context. The method has been used and elaborated by scholars, extending the mode of the method and its stages, incorporating and adopting knowledge from related approaches such as Participatory Action Research (PAR) and Participatory Design (PD). In this paper, we have adopted principles and philosophy from PAR and PD to extend and elaborate the AD R method, by providing a front-end of Action Research (AR) that emphasizes learning through incremental iteration. We will introduce our elaborated method as Participatory Action Design Research (PADRE) and demonstrate how we have used it in our own research. We argue that the ADR method can benefit from incorporating learning within and across each and every stage iteratively. We also argue that learning can be used as a learning nexus, which informs and gets accumulated for formalization of learning that can be re-used within different cycles of ADR. Hence, we introduce PADRE and provide a model that consists of a set of key-components, which extends and elaborates the ADR method

  • 168.
    Haj-Bolouri, Amir
    et al.
    University West, School of Business, Economics and IT, Divison of Informatics.
    Flensburg, Per
    University West, School of Business, Economics and IT, Divison of Informatics.
    Bernhardsson, Lennarth
    University West, School of Business, Economics and IT, Division of Media and Design.
    Winman, Thomas
    University West, Department of Social and Behavioural Studies, Division of Social Pedagogy and Sociology.
    Svensson, Lars
    University West, School of Business, Economics and IT, Divison of Informatics.
    Designing a Web-Based Education Platform for Swedish Civic Orientation2014In: Proceedings of the 37th Information Systems Research Seminar in Scandinavia (IRIS 37), Ringsted, Denmark, 10-13 August. / [ed] Ahmad Ghazawneh, Jacob Nørbjerg and Jan Pries-Heje, Ringsted, 2014, p. 1-13Conference paper (Refereed)
    Abstract [en]

    Newcomers in Sweden face a problem of learning the Swedish society with respect to laws, culture, democratic values, education system, labor market and aspects of taking the role as a parent. The municipality of Gothenburg and the county administrative board in Västra Götaland are appointed by the Swedish government to educate newcomers in civic orientation. This paper describes some problems in providing distance education for Swedish civic orientation in forms of advanced learning modules (ALM). Requirements for implications for design were gathered through several conducted workshops together with relevant stakeholders through a participatory design approach. We concluded that our design for implications can be processed for future research and used together with a system solution.

  • 169.
    Haj-Bolouri, Amir
    et al.
    University West, School of Business, Economics and IT, Divison of Informatics.
    Purao, Sandeep
    Information and Process Management, Bentley University, USA.
    Rossi, Matti
    Information Systems, Aalto University, Finland.
    Bernhardsson, Lennarth
    University West, School of Business, Economics and IT, Division of Media and Design.
    Action Design Research as a Method-in-Use: Problems and Opportunities2017In: Designing the Digital Transformation: DESRIST 2017 Research in Progress Proceedings / [ed] Maedche, Alexander [Hrsg.]; Brocke, Jan vom [Hrsg.]; Hevner, Alan [Hrsg.], Karlsruhe: KIT Publishers, 2017, p. 110-118Conference paper (Refereed)
    Abstract [en]

    This paper reports on the results of a study to investigate how scholars engage with and use the action design research (ADR) approach. ADR has been acknowledged as an important variant of the Design Science Research approach, and has been adopted by a number of scholars, as the methodological basis for doctoral dissertations as well as multidisciplinary research projects. With thisuse, the research community is learning about how to apply ADR's central tenets in different contexts. In this paper, we draw on primary data from researchers who have recently engaged in or finished an ADR project to identify recurring problems and opportunities related to working in different ADR stages, balancing demands from practice and research, and addressing problem instance vs. class of problems. Our work contributes a greater understanding of how ADR projects are carried out in practice, how researchers use ADR, and pointers to possibilities for extending ADR.

  • 170.
    Haj-Bolouri, Amir
    et al.
    University West, School of Business, Economics and IT, Divison of Informatics.
    Purao, Sandeep
    Bentley University, Bentley, USA.
    Rossi, Matti
    Aalto University, Helsinki, Finland.
    Bernhardsson, Lennarth
    University West, School of Business, Economics and IT, Division of Media and Design.
    Action Design Research in Practice: Lessons and Concerns2018In: Proceedings ECIS 2018 / [ed] Frank U.,Kautz K.,Bednar P.M., 2018, article id 1755Conference paper (Other academic)
    Abstract [en]

    This paper reports on the results of a study of how scholars engage with and use the action designresearch (ADR) method. Since its publication, ADR has been acknowledged as an importantvariant of DSR, and has been adopted by a number of researchers. It has been adopted as theprimary research method for doctoral dissertations as well as research projects in severaldisciplines. With the increasing use of ADR, the research community is also learning about how toapply ADR in different contexts. In this paper, we focus on how researchers are using the method.Drawing on primary data from researchers who have recently engaged in or finished an ADRproject, we identify several recurring themes: managing expectations with actual outcomes ofADR-projects, coordinating work across different ADR-stages, and balancing the focus on probleminstance versus class of problems. Our work contributes a greater understanding about how ADRprojects are carried out in practice, how researchers can avoid some of the common pitfalls, andhow the method can be applied more effectively.

  • 171.
    Hallgren, Anna
    University West, School of Business, Economics and IT, Division of Media and Design.
    Disney: Från cartoon-komik till uncanny valley2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    A conducted quantitative survey regarding a comparison of spectators experience of two of Disney's object characters in Beauty and the Beast from 1991 and 2017 revealed that object characters could be perceived uncanny. The cartoon characters were perceived to be more vibrant, due to exaggeration, which need to be used to a lesser extent to produce credible "photorealistic" 3D CGI-animated characters.

    The study indicates that the animation in photorealistic film needs to be more adapted to a greater tactile perceptiveness regarding the material of the character, which makes anthropomorphic object characters less anthropomorphic, and vivid, hence uncanny.

  • 172.
    Hattinger, Monika
    et al.
    University West, Department of Engineering Science, Division of Production System.
    Norström, Livia
    University West, School of Business, Economics and IT, Division of Media and Design.
    Unpacking Social Media to explore professionals work practice2016In: Proceedings of IRIS39, Information Systems Research Seminar in Scandinavia, Ljungskile, August 7-10, 2016 / [ed] Pareto, Lena, Svensson, Lars, Lundin, Johan, Lundh Snis, Ulrika Lundh Snis, 2016, p. 1-14Conference paper (Other academic)
    Abstract [en]

    Organizations are inspired by the massive social media use in the private domain and try to filter interactions and knowledge sharing in socialmedia also for professional purposes. Even if the interest in social media isstrong in the private domain, the use is far less widespread in organizations. The trajectory of traditional information spread through web platforms into use of new and open social media platforms stresses organization's and professionals to enrich user-generated content and take part in and enhance social networking. This study explore how social media is used in organizations and how professionals´ practice is challenged by use of social media of reaching out, sharing knowledge and interaction with target groups. Through illustration of two research cases; municipality-citizens' interactions and university-industry collaborations, three affordances of social media practice are emerging; incentives, perceptions and openness, where social media is constituted as the boundary object

  • 173.
    Hedlund, Elin
    University West, School of Business, Economics and IT, Division of Media and Design.
    (Ur)kunden har alltid rätt: En studie om plagiat och användandet av plagiatkontrollsystem vid ett svenskt lärosäte2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study was to better understand how the universities in Sweden work to prevent plagiarism, how they use plagiarism detection tools and what knowledge the students have or wish to have about plagiarism. This was studied through interviews with teachers and administration staff from one smaller university in Sweden together with a questionnaire for students attending any university in Sweden. The study shows that the information about plagiarism can be clearer from teachers according to the students, to prevent plagiarism as far as possible. It also shows that the university is already working to improve the information so that the students in a better way can understand, but it is hard to know how to give the information and what information that the students need. The examined university are using the system Urkund as a plagiarism detection tool and the study shows that teachers in general are satisfied with the system and how they use it. However, some teachers see an opportunity to use the detection tool in their teaching practises but need more knowledge of the system to do so efficiently. The students reportedly know what plagiarism means according to the study, but they do not have a deeper knowledge about it which they want from their universities, especially how the school is handling plagiarism cases and how the plagiarism detection tool works. The study concludes with recommendations for the universities to improve their work against plagiarism.

  • 174.
    Heldal, Ilona
    et al.
    Högskolan i Bergen, Norge.
    Hammar Wijkmark, Cecilia
    Myndighetens för Samhällsskydd och Beredskap.
    Pareto, Lena
    University West, Department of Economics and IT, Division of Media and Design.
    Simulation and serious games for firefighter training: challenges for effective use2016In: NOKOBIT - Norsk konferanse for organisasjoners bruk av informasjonsteknologi, ISSN 1892-0748, E-ISSN 1894-7719, Vol. 24, no 1, p. 1-12Article in journal (Refereed)
    Abstract [en]

    One of the main criteria of effectively managing emergency and crisis situations is good preparedness. Simulation and serious games (SSG) are often advocated as promising technologies supporting training and increasing the skills necessary to deal with new, complex and often unexpected situations. This paper is based on an investigation of why a seemingly appropriate SSG technology was not used long after procurement. We identified potential obstacles and challenges of SSG implementation in organizations responsible for societal safety. The focus is on fire fighter training and is based on 33 interviews with major stakeholders from seven countries, from organizations with successful as well as unsuccessful experiences of SSG use. By contrasting the different incentives and views regarding the technology use, this paper contributes to a better understanding of challenges related to SSG implementation and use. The results confirm the possible benefits of SSGs, but also highlight an urgent need for new approaches to integrate these new technologies into organizational practices. Only by formulating local, organizational strategies with the SSG use can the technology be implemented successfully

  • 175.
    Hjertén, Alma
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Alva Soplin, Betsy
    University West, School of Business, Economics and IT, Division of Media and Design.
    De formade ögonbrynens ilska: Queer coding inom Disneys porträttering av manliga skurkar2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study aims to examinehow and what Disney communicate to their target audience, by analyzing the four animated feature films Peter Pan (1953), The Lion King (1994), Pocahontas (1995), and Princess and the Frog (2009). The animated movies have been analyzed through a qualitative method to get a better understanding of how Disney portray their male antagonists through queer coding. Through semiotics, and Peter Dahlgren's approach to analyzing media texts, we have gained a deeper understanding of what Disney is communicating. The study shows that there are many obvious cases of queer coding because of the stereotypically feminine way that the male villains are portrayed. The villains show signs of this femininity through everything from facial features to bodily movements. Through this detailed analysis it has come to our attention, that there is no doubt that the villains are being portrayed in a much more feminine way in comparison to the remaining characters in the movies.

  • 176.
    Hjortfors, Simon
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Jigfelt, Therese
    University West, Department of Economics and IT, Division of Media and Design.
    Den sociala strategin: Hur man skapar ett engagerande målgruppsanpassat Facebookinnehåll2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This is a deep dive into how the world's largest social network works and in particular how users interact with pages’ content on Facebook. In this essay, we find out what kind of content users interacts with and what content creators must consider in order to successfully reach their target audience and thus also increase commitment to the organization or business that the content creator advocates.

    Our study consists of a field experiment preceded from a focus group and literature studies. We have used these methods to get new thoughts and ideas from users and to be able to know what we measure and how we do it. The study shows what kind of content works best on a given target audience, and this is backed up by extensive statistics, theories about how to create the ultimate Facebook content and theories about what actually makes people interact with content on Facebook.

    We find that this is a topic with few universal truths. Given the diversity among users and their differing motivations, Facebook is a very complex area of research. It is exactly this complexity that we find interesting and appealing, and we know that companies are craving more knowledge in this area. We have compiled important knowledge on Facebook and we present quantitative results from qualitative research, completed with conclusions and recommendations.

    Join us when we confirm what many have said about focus groups, read about why companies and organizations need to rethink their communication strategies and learn to understand what actually matters in target communications on Facebook; The user

  • 177.
    Hrastinski, Stefan
    et al.
    KTH Royal Institute of Technology,Division of Digital Learning, Stockholm, Sweden.
    Olofsson, Anders D.
    Umeå University, Department of Applied Educational Science, Umeå, Sweden.
    Arkenback, Charlotte
    University of Gothenburg, Department of Applied IT, Gothenburg, Sweden.
    Ekström, Sara
    University West, School of Business, Economics and IT, Division of Media and Design.
    Ericsson, Elin
    University of Gothenburg, Department of Applied IT, Gothenburg, Sweden.
    Fransson, Göran
    University of Gävle, Faculty of Education and Business Studies, Gävle, Sweden.
    Jaldemark, Jimmy
    Mid Sweden University, Department of Education, Sundsvall, Sweden.
    Ryberg, Thomas
    Aalborg University, Department of Communication and Psychology, Aalborg, Denmark.
    Öberg, Lena-Maria
    Mid Sweden University, Department of Computer and System Science, Östersund, Sweden.
    Fuentes, Ana
    University West, School of Business, Economics and IT.
    Gustafsson, Ulrika
    Umeå University, Department of Applied Educational Science, Umeå, Sweden.
    Humble, Niklas
    Mid Sweden University, Department of Computer and System Science, Östersund, Sweden.
    Mozelius, Peter
    Mid Sweden University, Department of Computer and System Science, Östersund, Sweden.
    Sundgren, Marcus
    Mid Sweden University, Department of Education,Sundsvall, Sweden.
    Utterberg, Marie
    University of Gothenburg,Department of Applied IT, Gothenburg, Sweden.
    Critical Imaginaries and Reflections on Artificial Intelligence and Robots in Postdigital K-12 Education2019In: Postdigital Science and Education, ISSN 2524-485X, p. 1-19Article in journal (Refereed)
    Abstract [en]

    It is commonly suggested that emerging technologies will revolutionize education. In this paper, two such emerging technologies, artificial intelligence (AI) and educational robots (ER), are in focus. The aim of the paper is to explore how teachers, researchers and pedagogical developers critically imagine and reflect upon how AI and robots could be used in education. The empirical data were collected from discussion groups that were part of a symposium. For both AI and ERs, the need for more knowledge about these technologies, how they could preferably be used, and how the emergence of these technologies might affect the role of the teacher and the relationship between teachers and students, were outlined. Many participants saw more potential to use AI for individualization as compared with ERs. However, there were also more concerns, such as ethical issues and economic interests, when discussing AI. While the researchers/developers to a greater extent imagined ideal future technology-rich educational practices, the practitioners were more focused on imaginaries grounded in current practice.

  • 178.
    Islind, Anna Sigridur
    et al.
    University West, School of Business, Economics and IT, Divison of Informatics.
    Lindroth, Tomas
    University West, School of Business, Economics and IT, Division of Media and Design.
    Lundh Snis, Ulrika
    University West, School of Business, Economics and IT, Divison of Informatics.
    Sørensen, Carsten
    University West, School of Business, Economics and IT, Divison of Informatics.
    Co-creation and Fine-Tuning of Boundary Resources in Small-Scale Platformization2016In: Nordic Contributions in IS Research: 7th Scandinavian Conference on Information Systems, SCIS 2016 and IFIP8.6 2016, Ljungskile, Sweden, August 7-10, 2016, Proceedings / [ed] Ulrika Lundh Snis, Springer, 2016, Vol. 259, p. 149-162Conference paper (Refereed)
    Abstract [en]

    Most research on platform innovation studies the phenomena from a distance due to lack of access. This paper reports from within an action research case of platform development in a small-scale context. The case is based on a regional business initiative with the goal to establish an arena for mobile commerce and stimulate local industry growth. It was conducted in collaboration between researchers and third-party developers. The article shows how the initial phases of platformization are characterized by socio-technical arrangements, co-creation of boundary resources and intimate knowledge communication. The paper contributes to platform research by acknowledging a small-scale context for platform research. It further develops distributed tuning of boundary resources into an intimate fine-tuning process that we illustrate is valid for a small-scale context.

  • 179.
    Islind, Anna Sigridur
    et al.
    University West, School of Business, Economics and IT, Divison of Informatics.
    Lindroth, Tomas
    University West, School of Business, Economics and IT, Division of Media and Design.
    Lundin, Johan
    University of Gothenburg, Department of Applied IT, IT Faculty, Gothenburg, Sweden.
    Steineck, Gunnar
    University of Gothenburg, Clinical Sciences, Sahlgrenska Academy, Gothenburg, Sweden.
    Co-Designing a Digital Platform with Boundary Objects: Bringing Together Heterogeneous Users in Healthcare2019In: Health and Technology, ISSN 2190-7188, E-ISSN 2190-7196, p. 1-14Article in journal (Refereed)
    Abstract [en]

    Healthcare is increasingly permeated with digital platforms supporting cooperative care involving different professional groups and also patients. New mobile technologies allow for patients to continuously monitor and document their symptoms to support better healthcare, as well as self-care. The successful design of such multi-user platforms calls for new design approaches involving heterogeneous conditions and goals. This paper analyzes theuse of boundary objects in design as a mediator for different users' needs and conditions. Our research is conducted at a clinic supporting cancer survivors in their struggles with treatment induced illnesses, a treatment heavily dependent on new medical research as well as on patient involvement. The data is collected ethnographically over two years following a design project that developed a digital platform to support the care provided by the clinic. We describe how useful boundary objects transform over time, from rich narratives, to conceptual formulations and finally into concrete prototypes of the platform. We argue that understanding such a transformation can inform the design of healthcare platforms and guide future design processes, where co-designing with boundary objects can be especially useful as a design approach when doing design complex settings, such as healthcare settings.

  • 180.
    Islind, Anna Sigridur
    et al.
    University West, School of Business, Economics and IT, Divison of Informatics. Reykjavik University, School of Computer Science, Iceland.
    Lindroth, Tomas
    University West, School of Business, Economics and IT, Division of Media and Design. University of Gothenburg, Sweden.
    Lundin, Johan
    University of Gothenburg, Sweden.
    Steineck, Gunnar
    University of Gothenburg, Sweden.
    Shift in translations: Data work with patient-generated health data in clinical practice2019In: Health Informatics Journal, ISSN 1460-4582, E-ISSN 1741-2811Article in journal (Refereed)
    Abstract [en]

    This article reports on how the introduction of patient-generated health data affects the nurses’ and patients’ data work and unpacks how new forms of data collection trigger shifts in the work with data through translation work. The article is based on a 2.5-year case study examining data work of nurses and patients at a cancer rehabilitation clinic at a Swedish Hospital in which patient-generated health data are gathered by patients and then used outside and within clinical practice for decision-making. The article reports on how data are prepared and translated, that is, made useful by the nurses and patients. Using patient-generated health data alters the data work and how the translation of data is performed. The shift in work has three components: (1) a shift in question tactics, (2) a shift in decision-making, and (3) a shift in distribution. The data become mobile, and the data work becomes distributed when using patient-generated health data as an active part of care

  • 181.
    Islind, Anna Sigridur
    et al.
    University West, School of Business, Economics and IT, Divison of Informatics. Reykjavik University, School of Computer Science, Reykjavik , Iceland.
    Lundh Snis, Ulrika
    University West, School of Business, Economics and IT, Divison of Informatics.
    Lindroth, Tomas
    University West, School of Business, Economics and IT, Division of Media and Design.
    Lundin, Johan
    University of Gothenburg, Department of Applied IT, Gothenburg , Sweden.
    Cerna, Katerina
    University of Gothenburg, Department of Education, Communication and Learning, Gothenburg , Sweden.
    Steineck, Gunnar
    University of Gothenburg, Department of Oncology, Gothenburg , Sweden.
    The Virtual Clinic: Two-sided Affordances in Consultation Practice2019In: Computer Supported Cooperative Work, ISSN 0925-9724, E-ISSN 1573-7551Article in journal (Refereed)
    Abstract [en]

    Telecare has the potential to increase the quality of care while also decreasing costs. However, despite great potential, efficiency in care practices and cost reduction remain hypothetical. Within computer supported cooperative work (CSCW), one focus of telecare research has been on awareness support in distributed real-time communication in comparison to physical meetings since face-to-face consultations have been known as the “gold standard” of conducting care. Research has shown that it is hard to maintain qualities such as awareness through video-mediated meetings. In this research, the goal has not been to mimic the qualities of face-to-face consultations but rather to document the qualities of three types of patient meetings (consultations) and to understand in what kinds of situations each consultation type is a viable option. In this paper, we focus on the essential qualities of i) face-to-face consultations, ii) video-based consultations, and iii) telephone consultations and shed light on their affordances. The research contribution includes an extension of the affordance lens to incorporate socio-technical, two-sided affordances, that constitute important aspects for understanding complexity when heterogeneous actors co-existing in a practice, where affordances can differ for different “sides” in the complex practice—a view that is fruitful when dealing with heterogeneous actors and a set of analog and digital tools in a practice.

  • 182.
    Islind, Anna Sigridur
    et al.
    University West, School of Business, Economics and IT, Divison of Informatics.
    Lundh Snis, Ulrika
    University West, School of Business, Economics and IT, Divison of Informatics.
    Lindroth, Tomas
    University West, School of Business, Economics and IT, Division of Media and Design.
    Lundin, Johan
    Gothenburg University, Applied Information Technology.
    Steineck, G.
    Transition at Work: Introducing Video-mediated Consultation to Cancer Rehabilitation.2017Conference paper (Other academic)
  • 183.
    Islind, Anna Sigridur
    et al.
    University West, School of Business, Economics and IT, Divison of Informatics.
    Norström, Livia
    University West, School of Business, Economics and IT, Division of Media and Design.
    Vallo Hult, Helena
    University West, School of Business, Economics and IT, Divison of Law, Economics, Statistics and Politics.
    From Digital Fight to Digital Pride in Public Sector: Redefining Professionals' Roles and Work in Public Sector2016In: SIG USE 2016 16th Annual Research Symposium at ASIST 2016: Information Behavior in Workplaces, October 15, Copenhagen, Denmark.: Information Needs Seeking and Use (USE), 2016Conference paper (Other academic)
    Abstract [en]

    Abstract

    The digitalization in the public sector poses challenges for the professionals that have previously not been using digital tools as a part of their everyday practice. Building on three qualitative research projects this study shed light on contradictions and tussles, as well as possibilities related to professionalism in the public sector. The three cases involve different professionals: cancer rehabilitation nurses, municipality communicators, and resident physicians. The paper aims to gain a better understanding of the impact of digitalization efforts on everyday work practices, and the emerging opportunities and challenges of using digital artifacts as a part of professional work. Our findings show how the transition toward digital work practices is pushing the professional boundaries of rooted professionalism in the public sector. The meaning of work and what it means to be a professional profoundly changes. The process of tuning professionalism in the public sector is not straight forward.

  • 184.
    Jacobsson, Linda
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Ivarsson, Jessica
    University West, Department of Economics and IT, Division of Media and Design.
    UX-rollen: Om vikten av ett användarcentrerat förhållningssätt och en organisatorisk UX-mognad2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In this study, we focus primarily on the importance of organisation and UX-maturity for applying user experience (UX). What does this mean for designers when maturity is low or high? The study shows that the user is an expert based on his/her personal experience of a product, allowing the user to select and influence solutions that best meet his/her needs. UX maturity is a highlighted concept in this UX study. If UX maturity of an organisation is low then UX is likely only applied by few or no one within the design team. If the maturity on the other hand is high, the organisation and its design team work with an UX-approach. The approach therefore becomes a part of the organisational culture and through this shows how the business benefits of UX. This then creates a win-win situation for the user, designer and organisation. If however everybody practices UX, what will then happen to the UX-role? Is it however reasonable that only one person should be responsible for UX?

    We gathered 12 experts from companies in Gothenburg and talked about how it has been, present challenges and together we speculated about the future UX role. We also discussed the significance organisations maturity has for those who work with UX. The results show that knowledge of UX should be disseminated at all levels and that at a high maturity UX strategy becomes part of the overall plan. When the maturity is high practitioners of UX get the opportunity to narrow and broaden their skills. Is maturation however low more responsibility may be placed upon the individual designer. The designer may not have the same opportunity to become an expert in their field and are instead forced to have a wider and not as deep expertise.

  • 185.
    Jakobsson, Sara
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Johansson, Caroline
    University West, Department of Economics and IT, Division of Media and Design.
    Game Changer: En studie om indieföretags sätt att marknadsföra sig2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Small companies within the gaming community have a hard time breaching the gaming market and make themselves visible. The goal of this thesis is to help indie companies in the gaming community and offer advice related to marketing. This will be possible through contact with different companies relevant in the business where they answer questions related to marketing  what they do to market themselves and what the obstacles are when it comes to marketing. We will also conduct an analysis of companies and their development blogs where we will have a closer look on what companies re posting, both related to marketing, but also to different subjects.    The result shows that companies are aware of what they need to do to market themselves, but it is difficult. They lack the knowledge that is needed to make it all work. They talk about the importance of social media and how you need to build a community to be able to go on. The blogs are used to promote different releases but also to show what the companies are up to events, office changes and etcetera. The conclusion we are able to make is that you have to have a presence on social media and build a community. If you are a newly founded company or in need of finance, crowdfunding is an option.   

  • 186.
    Jobe, William
    et al.
    Stocholm Universitet, DSV.
    Nilsson, Stefan
    University West, Department of Economics and IT, Division of Media and Design.
    Designing the CloudBoard: an innovative tool for collaborative e-learning environments using HTML52011In: Proceedings of IRIS 2011: TUCS Lecture Notes No 15, October 2011. / [ed] Leino, Timo, Turku: Turku Centre for Computer Science , 2011, p. 327-338Conference paper (Refereed)
    Abstract [en]

    This paper aims to summarize the concepts of e-learning, LMS/VLE and cloud-based computing and present how the use of these technologies trends towards collaboration and interactive multimedia. Another purpose is to define and explain this trend in e-learning environments and technologies by presenting research grounded in constructivist learning theory. Subsequently, this paper summarizes the current situation of online whiteboard tools and the new HTML5 standard and key attributes. Next, this paper outlines how an open HTML5 solution for a collaborative, cloud-based, online whiteboard can improve accessibility, performance, collaboration, and security plus offer enhanced multimedia opportunities. Finally, this paper concludes with a presentation of an early prototype of an open, cloud-based online whiteboard, an e-learning cloudboard, which utilizes the advancements found in HTML5 and modern JavaScript libraries such as JQuery.

  • 187.
    Jobe, William
    et al.
    University West, Department of Economics and IT, Divison of Informatics.
    Nilsson, Stefan
    University West, Department of Economics and IT, Division of Media and Design.
    Designing the CloudBoard: an innovative tool for collaborative e-learning environments using HTML52011In: Proceedings of 24th ICDE World Conference 2011, Universitas Terbuka , 2011Conference paper (Refereed)
    Abstract [en]

    This paper aims to summarize the concepts of e-learning, LMS/VLE and cloud-based computing and present how the use of these technologies trends towards collaboration and interactive multimedia. Another purpose is to define and explain this trend in e-learning environments and technologies by presenting research grounded in constructivist learning theory. Subsequently, this paper summarizes the current situation of online whiteboard tools and the new HTML5 standard and key attributes. Next, this paper outlines how an open HTML5 solution for a collaborative, cloud-based, online whiteboard can improve accessibility, performance, collaboration, and security plus offer enhanced multimedia opportunities. Finally, this paper concludes with a presentation of an early prototype of an open, cloud-based online whiteboard, an e-learning cloudboard, which utilizes the advancements found in HTML5 and modern JavaScript libraries such as JQuery. 

  • 188.
    Jobe, William
    et al.
    University West, School of Business, Economics and IT, Divison of Informatics.
    Nilsson, Stefan
    University West, School of Business, Economics and IT, Divison of Informatics.
    Bernhardsson, Patrik
    University West, School of Business, Economics and IT, Division of Media and Design.
    Rask, Anders Bindslev
    University College Nordjylland, Energi- og miljøuddannelserne, Professionshøjskolen University Colleges.
    Improving the creation, curation and discovery of open educational resources for work integrated and lifelong learning2018Conference paper (Other academic)
    Abstract [en]

    This paper concerns open education (OER) resources, and more specifically the process of publishing OER material to make it easier to find on the web. The overarching goals are to improve the creation and discovery of OER material for workplace learning as well as strive towards UNESCO’s Sustainable Development Goal 4, which aims to ensure inclusive and equitable quality education and promote lifelong learning opportunities for all. As we see it, there are two key challenges. The first challenge regards the content creation and curation side; i.e. the process of making OER material available to the general public, how to maintain the resource and how to get feedback on it. The second challenge regards discovery i.e. for OER consumers to easily find OER material and discern its usefulness in their specific learning context. We are in the process of developing a web based system that aids content creators in publishing and maintaining their OER material. The system helps the content creator by generating semantic metadata about the resource based on the Dublin Core system and creates a package of the material itself along with said metadata in a search engine optimized HTML5 file, ready for publishing on a web server or a video streaming site like YouTube, or other media sharing sites. This approach primarily utilizes common search engines to find the material, thus making the OER material decentralized and not necessarily specific to a specific OER repository. The metadata created by the system does, however, enable developers to create systems specialized in collecting and aggregating OER material, further enhancing the capability of the decentralized ecosystem of OER resources to be used by learning management systems. The key contribution is a suggestion as to how to automatically generate and use an OERID so that all resources can be discovered, curated, and reused.

  • 189.
    Johannesson, Joella
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Lundbjörk, Josefin
    University West, Department of Economics and IT, Division of Media and Design.
    Navigering ur ett användarperspektiv: En experimentell studie med responsiva webbsidor i mobilen2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis will bring up whether responsive navigations is useful and which strategies users might have when they browse on a mobile website. The purpose is to shed some light on the subject of responsive navigations that it is something one need to take a closer look at. It plays an important role when you develop responsive websites. In this thesis there will be a study with experimental elements. The participants are going to test a few types of menus that is available on responsive mobile sites today. The participants in the study will also be part of a short interview after they have completed the study. The result shows that users have different strategies when they are on a mobile website. There were for example some who wanted filters that made it easier to find on the website. It also shows that the websites that are in this study have some problems that you as user come across when you visit the site. In the conclusion you can see that there are a few things you need to consider when one creates a website for mobile phones. There are some theories that indicates that the website needs to be obvious in how you use it.

  • 190.
    Johansson, Christoffer
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Sutt, Ellinor
    University West, Department of Economics and IT, Division of Media and Design.
    "Då menar jag inte att man ska få en käftsmäll när man får en käftsmäll": En kvalitativ analys om spelares uppfattning av inlevelse med Head Mounted Displays2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis will study if Head Mounted Displays affect the immersion experienced by gamers while playing video-games, how they expect it to affect the experience and what gamers feel is missing from the technology today to be able to experience total immersion.

    The research is conducted by using a survey and interviews. The main purpose of the survey is to identify which aspects affect the immersion while playing with classic videogame consoles. The in-depth interview show the responses from four different gamer respondents about their experiences and expectations for using Head Mounted Displays today.

    Our study show that Head Mounted Displays do make the user experience higher levels of immersion compared to classic consoles, but if there is a break in presence the reaction is much stronger, since the amount of sensory data that needs to be dealt with is increased. The study also identifies new possible design issues for more seamless experiences with the Head Mounted Displays. For example, using better hand representations, to be able to see and use your own hand in the game, applying wireless technology and solutions for better support for users travel over large areas in game. Summing up, the gamers are optimistic about how Virtual Reality and Head Mounted Displays will affect the gaming industry, they believe it is the future of videogames.

  • 191.
    Johansson, Marlene
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Bengtsson, Fanny
    University West, Department of Economics and IT, Division of Media and Design.
    Bland linnelakan och vita väggar: En kvantitativ och kvalitativ analys av inredningsbilder på Instagram2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this thesis is to analyze and create a greater understanding of what users of popular interior design accounts on Instagram choose to show and what the pictures convey. The goal is to provide relevant facts for people who are active on social media or decor, through both pure facts and interpretations to increase understanding of how one chooses to present themself, styles, trends and picture messages via Instagram.  The material consists of content analysis of 60 instagram pictures from ten users within the category of interior design. We have analyzed the material by semiotic approach and interpreted the message with Erving Goffman's theory of self-presentation, Pierre Bourdieu's theory of symbolic capital and scientific articles.  The results show that people tend to show their symbolic and cultural capital and exclude private possessions such as family portraits, television as well as dishes and children's rooms.

  • 192.
    Johansson, Sofia
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Norman, Erik
    University West, Department of Economics and IT, Division of Media and Design.
    Ju fler Jump Cuts, desto bättre: Att redigera en vlogg visuellt2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose with this essay was to look closer how so called vlogs (video-diaries) are edited on YouTube. Earlier research has shown that movement and verbal communication is very important, although it lacked a more deep analysis on what of a vlog consisted of regarding clip, camera work, effects, etc. To answer that question we performed a content analysis consisting of 20 vlogs. These vlogs were the ones that under the last month had gotten most views and thus were most popular. The data collected showed that most vlogs were edited in a similar way, or that they had the same goal: to consist of much content but under a short time span.   

  • 193.
    Jonasson, Amanda
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Öhman, Emelie
    University West, Department of Economics and IT, Division of Media and Design.
    Vill ni betala för min film?: En kvalitativ fallstudie kring framgångsfaktorer i crowdfundingkampanjer2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Crowdfunding is a concept that is growing among entrepreneurs. Crowdfunding involves using small donations from many people able to finance their product or project. Kickstarter is a crowdfundingplattform where you can create campaigns to raise money. If the campaign should be seen as successful need a financial target that met. Our investigation involves identifying factors that are important for the success of their campaign. We also want to investigate how these factors are interrelated and how the description of the project affects people to donate.

    The survey found that personal and targeted languages to different types of genres is important to motivate people to want to donate. Use of images to enhance text is a factor that proved to be effective. Moreover, it is important to work creatively with rewards given to people who donate. These factors motivate a person to both donate money to the campaign, but also spread it to other social media, which is crucial for the success of the campaign.

  • 194.
    Karlsson, Marianne
    et al.
    Chalmers.
    Engelbrektsson, Pontus
    Chalmers.
    Larsson, Lena E.
    Chalmers.
    Pareto, Lena
    University West, Department of Economics and IT, Division of Media and Design.
    Lundh Snis, Ulrika
    University West, Department of Economics and IT, Divison of Informatics.
    Berndtsson, Bo
    University West, Department of Economics and IT.
    Svensson, Lars
    University West, Department of Economics and IT, Division of Computer Science and Informatics.
    Use-centred design ofmedical and health care technology: A pilot study of fieldtests as a development tool2011In: International Journal of Biomedical Engineering and Technology, ISSN 1752-6418, Vol. 5, no 1, p. 11-28Article in journal (Refereed)
    Abstract [en]

    The purpose of the project has been to develop a process through which users, staff as well as patients, can be involved in field evaluations of medical and healthcare technology. Interviews with different stakeholders and the experiences from four case studies have led to the following conclusions. Users have the potential to act as active evaluators rather than passive subjects or participants only. However, user involvement in field evaluations must be supported by a formation of facilitators or 'door openers' to the healthcare organisation, moderators enhancing the dialogue between developers and users, and mentors for the users acting as evaluators.

  • 195.
    Karlsson, Simon
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Gustafsson, Gustaf
    University West, Department of Economics and IT, Division of Media and Design.
    Poängen med poäng: En studie av hur förhandsinformation påverkar acceptansen av ett poängsystem på en webbsida2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study is to investigate how well users accept badges as an element depending on prior information. This study conducts a user test where two user groups where created. The first group gets prior information about badges and that they are going to test a webpage, and participate in a survey. The secound groups dosen't get any information that the website contains badges. 34 participant conducted the survey and showed low acceptance towards badges. The results also showed that the prior information had negative impact on the user acceptance.

  • 196.
    Kasurinen, Jesse
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Utter, Johanna
    University West, School of Business, Economics and IT, Division of Media and Design.
    Mätning av mänsklig beteendedata som ett verktyg i design: En kvalitativ litteraturstudie2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Our smartphones and its applications feed on information from their users to develop, become even smarter and more adapted to the one who uses it. By studying human behaviour, one can identify and measure patterns in a user's activities and behaviour digitally. This paper examines how human behaviour data can be used in design situations. How human behaviour patterns can be measured and how they can be implemented in the development of user-centered design. The study has been carried out as a literature study with a qualitative approach where nine number of articles form previous research were analysed. Three themes were emerged. The first one is regarding how our smartphones are information factories filled with behavioural data, the second theme analyzes frequency measurement to understand behavioural patterns and the third and last theme presents the possibilities and difficulties of using behavioural data. In conclusion, with smartphones as a tool one can measure frequencies in human activities and see patterns in the user's habits and behaviors. When we understand the pattern of these measurements of the user's habits and behaviors, we can benefit from the data in design situations.

  • 197.
    Kihlberg, Fredrik
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Williams, Theodor R
    University West, Department of Economics and IT, Division of Media and Design.
    Berättande i independentspel2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In this thesis we are researching the development of storytelling in games, in particular independent game productions. By looking at the already established development in the American cinema we compare the mainstream and independent productions to modern societies' producer patterns in games.We explore differences and similarities of storytelling in mainstream-and independent games by making a comparative analysis of two games: the mainstream production L.ANoire, 2011, and the independent production Journey,2012. By using theories such as Aristotle's three act structure, mise-en-scen and character development we are able to get an overall impression of the aspects storytelling has in these games. To further strengthen our analysis we conducted two interviews with established game developers. One of them has an extensive history of working with mainstream productions and the other is an independent game developer with a successful production history.We manage to argue for the impact independent game development has on the mainstream productions in regard to storytelling. Both the interviews and analysis show that independent game productions are using storytelling in a much more experimental manner, adapting it from the American cinema to the medium of games. However, wefailed to give a clear representation to how storytelling, as a new language, is developing in games.

  • 198.
    Klakina, Svetlana
    University West, School of Business, Economics and IT, Division of Media and Design.
    Den trettonde principen?: En undersökning om färgens roll för karaktärsbygge och scendesign2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis examines the function of color in the design of a character and the scene of animated films and answers the question about color features in character and scene design as a separate animation principle, similar to the established 12 animation principles. The paper contains analysis about basic concepts of color and its visual perception, color theory and color psychology. The paper takes into consideration previous studies about color in physics, psychology and animation. The purpose of this study is to research the influence of the color on the plot perception in animation. The method of the study consists of comparing the statistics for correctness of recognition of the character's role and diegesis in the frame depending on the color change. Recognition correctness is established by conducting a blind survey of the representative sample of viewers. The survey is based on five sketches of the frame that use the same original drawing of the character's pose and different combinations of colors for the character and the background coloring. The following combinations of colors were used: warm color tones for the character and warm color tones for the background; warm for the character and cold for the background; cold for the character and warm for the background; warm for the character and warm for the background; uncolored character and uncolored background. Survey participants have assessed and identified different roles of the character and diegesis in each sketch of the frame based on the proposed five alternatives of the scene description according to the scenario idea. The results show that the effect of colors function was detected in all four colored sketches of the frame. The study confirms that all four combinations of color significantly increase the number of correct recognitions of all four roles of character in colored sketch of the frame compared to the uncolored sketch of the frame. This fact confirms the described hypothesis and emphasizes the effect of the color function which helps the viewer to interpret the design of the scene more clearly and to easily perceive the role of the character in colored sketch of the frame compared to the uncolored sketch.

  • 199.
    Lagrosen, Stefan
    et al.
    University West, Department of Economics and IT, Division of Business Administration.
    Josefsson, Pernilla
    University West, Department of Economics and IT, Division of Media and Design.
    Social media as an entrepreneurial learning process2011In: 4th Annual Conference of the Euromed Academy of Business, 20-22/10 2011, Elounda, Greece, 2011, p. 1048-1057Conference paper (Refereed)
    Abstract [en]

    The purpose for this paper is to explore social media marketing from the perspective of

    entrepreneurial learning. The theoretical basis consists of contributions from the fields of

    organisational learning and entrepreneurship. An empirical study involving ten companies

    has been carried out. The data were analysed with methods inspired by grounded theory.

    Categories describing the companies' social media presence from an entrepreneurial

    learning perspective are provided. Thus, the paper presents a novel way of studying social

    media activities which should contribute to the theoretical fields of organisational learning

    and entrepreneurship as well as to the understanding of social media marketing. For

    practitioners, the findings provide additional knowledge that should be useful for their

    own social media activities. 

    The purpose for this paper is to explore social media marketing from the perspective of

    entrepreneurial learning. The theoretical basis consists of contributions from the fields of

    organisational learning and entrepreneurship. An empirical study involving ten companies

    has been carried out. The data were analysed with methods inspired by grounded theory.

    Categories describing the companies’ social media presence from an entrepreneurial

    learning perspective are provided. Thus, the paper presents a novel way of studying social

    media activities which should contribute to the theoretical fields of organisational learning

    and entrepreneurship as well as to the understanding of social media marketing. For

    practitioners, the findings provide additional knowledge that should be useful for their

    own social media activities.

  • 200.
    Lagrosen, Stefan
    et al.
    University West, Department of Economics and IT, Division of Business Administration.
    Josefsson, Pernilla
    University West, Department of Economics and IT, Division of Media and Design.
    Social media marketing as an entrepreneurial learning process2011In: International Journal of Technology Marketing, ISSN 1741-878X, E-ISSN 1741-8798, Vol. 6, no 4, p. 331-340Article in journal (Refereed)
    Abstract [en]

    The purpose for this paper is to explore social media marketing from

    the perspective of entrepreneurial learning. The theoretical basis consists of

    contributions from the fields of organisational learning and entrepreneurship.

    An empirical study involving ten companies has been carried out. The

    data were analysed with methods inspired by grounded theory. Categories

    describing the companies’ social media presence from an entrepreneurial

    learning perspective are provided. The value of using organisational learning as

    a framework for social media marketing is shown. Thus, the paper presents a

    novel way of studying social media activities which should contribute to the

    theoretical fields of organisational learning and entrepreneurship as well as to

    the understanding of social media marketing. For practitioners, the findings

    provide additional knowledge that should be useful for their own social media

    activities.

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