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  • 201.
    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.
    Pareto, Lena
    University West, School of Business, Economics and IT, Division of Media and Design.
    Rystedt, Hans
    ) University of Gothenburg, Department of Education, Communication and Learning, SE-405 30 Gothenburg, Sweden.
    Creating a Boundary Practice by Co-Design2016In: AIS SIGPRAG Pre-­ICIS Workshop 2016, 2016Conference paper (Refereed)
    Abstract [en]

    This paper explores the role of boundaries in a co-design process and how design work can be organized in order to manage the existing boundaries. The source of boundaries in design lies in the interface and dynamics between use practices, design practices and work practices.We will benefit from the boundary literature in order to contribute to practice-based design approaches in general, and to co-design approaches in particular.The researchis based on empirical data from a 2-year co-design process within the home care sector; involving participants from several professional groups: caregivers and care recipients. This paper focuses primarily on the caregivers (practitioners), the care recipients (elderly) and the designers. We particularly take into account the diversity of the participants in the co-design initiative and how these participants (representing two user groups) influenced the design process over time, and how their participation enabled the crossing of boundaries and the creation of a new boundary practice. Finally, the role of the designer is discussed in terms of redirecting its function towards facilitation instead of negotiation.

  • 202.
    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.

  • 203.
    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.

  • 204.
    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.   

  • 205.
    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.

  • 206.
    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. 

  • 207.
    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.

  • 208.
    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.

  • 209.
    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.

  • 210.
    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.

  • 211.
    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.   

  • 212.
    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.

  • 213.
    Karlsson, IC MariAnne
    et al.
    Chalmers University of Technology, Division Design and Human Factors, Department of Product and Production Development, SE-412 96 Gothenburg, Sweden.
    Engelbrektsson, Pontus
    Chalmers University of Technology, Division Design and Human Factors, Department of Product and Production Development, SE-412 96 Gothenburg, Sweden.
    Larsson, Lena E.
    Region Vaestra Gotaland, Regionens hus, SE-462 80 Vaenersborg, Sweden.
    Pareto, Lena
    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.
    Berndtsson, Bo
    University West, School of Business, Economics and IT.
    Svensson, Lars
    University West, School of Business, Economics and IT, Divison of Informatics.
    Use-centred design of medical and healthcare technology: a pilot study of field tests 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

  • 214.
    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.

  • 215.
    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.

  • 216.
    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.

  • 217.
    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.

  • 218.
    Kinnunen, Kalle
    University West, School of Business, Economics and IT, Division of Media and Design.
    Granen brinner!: En undersökning av instagrams sociotekniska kapacitet till informella självbildningskurser2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study explores instagram's sociotechnical possibilites for informal self formation courses, or so called "micro courses" as I've chosen to call them. The study was performed with design research as the main approach, where a instagram account was created and framed to resemble and function as a webbased course environment, where the learning occured exclusively using the social media app instagram. Five participants got the chance to test the microcourse which aimed to teach beginner finnish, and they were then interviewed individually about their opinions and experience of taking the microcourse.

    The results shows that the technical possibilities are there for a teacher or facilitator to upload different types of content to the platform, as well as with the different functions of Instagram design activities that can engage the user in various ways. The result also highlighted that the learning got an entire different presence in the daily lives of the users since it was conducted on a platform they already were accustomed to and comfortable with using. The study concludes with recommendations for future studies within the subject.

  • 219.
    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.

  • 220.
    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.

  • 221.
    Lagrosen, Stefan
    et al.
    University West, School of Business, Economics and IT, Division of Business Administration.
    Josefsson, Pernilla
    University West, School of Business, 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.

  • 222.
    Larsfelt, Martina
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Ekvall, Julia
    University West, Department of Economics and IT, Division of Media and Design.
    Producenter och projektledare i medieproduktionsbolag: En undersökning om yrkesval, kompetenser och kvalifikationer inom medieproduktionsbolag2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
  • 223.
    Lebar Sanders, Anna
    University West, Department of Economics and IT, Division of Media and Design.
    "Man åldras för varje produktion!": Några filmarbetares upplevelser av hälsotillstånd i sin yrkesutövning2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
  • 224.
    Liljegren, Kristian
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Mozart, Therése
    University West, Department of Economics and IT, Division of Media and Design.
    När Hollywood gör svensk film: En studie om skillnader mellan ideologiska reproduktioner i en svensk originalfilm och en amerikansk remake.2015Independent thesis Basic level (professional degree), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Purpose:

    The aim is to gain a deeper understanding of the structure of ideological messages in the Swedish film Män som hatar kvinnor (2009) as compared to the U.S. American version The Girl ith the Dragon Tattoo (2011) through a qualitative approach and a multi-perspective film analysis as research method.

    Method and materials:

    Through the use of a qualitative approach we have analyzed the films Män som hatar kvinnor (2009) and The Girl with The Dragon Tattoo (2011). We have compared the films in order to read out the differences in ideological reproductions and films stylistic appearance.

    Results:

    The research has shown that the films relate differently to the theoretical premises that formed the basis of our analysis. The films narrative and methods of using cinematic basic elements, such as choices of actors, editing and lighting, are in some ways different from each other. At the same time it follows a line that is faithful to each film's cultural context and typical genre traditions.

    Män som hatar kvinnor is focusing on political elements and the film's gender representation violates traditional gender roles while The Girl with the Dragon Tattoo has a classic film style with commercial and spectacular elements.

  • 225.
    Lillerskog, Marcus
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Svenberg, Daniel
    University West, Department of Economics and IT, Division of Media and Design.
    De osynliga visuella effekterna: Filmeffekterna som ska verka utan att synas2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The use of effects in filmmaking is not a new innovation. But today more film productions choose to use visual effects to achieve other things than spectacular explosions, space ships that invade earth or resurrected dinosaurs. Today effects are also used to create everything from natural elements like fog and snow to city scenes and buildings.

    These effects reinforce a filmed scene rather than standing out and drawing attention in them selves, hence the term "invisible effects".

    In an analysis of three different films, this essay examines the concept of "Visual Effects" and how these are used to create and reinforce the realism of the natural and urban environments. The essay and the analysis covers a variety of concepts and theories of, among other things, semiotics, perceptual realism, digital imaging and visual communication.

    The result shows that the visual impact is the sum of the different tools that form a realistic result.

    Among other things, you should customize the created visual effects for the filmed material and its attributes, such as lighting, motion and structure.

  • 226.
    Linderot, Rebecka
    University West, Department of Economics and IT, Division of Media and Design.
    Kreativitet som första steget mot innovation: Hur man kan skapa ett kreativt klimat för att främja innovation2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This essay is about how a creative climate can be created to support creativity. The study has been implemented with a survey which has been sent to specially selected people whom might work with creativity. Results has shown that the creative climate and what creates it is highly individual. However if we work in teams there are general factors which affect the creative climate. Two of these factors are the teams communication climate and members psychological safety. When members are feeling safe and trust, they dare sharing their ideas. Teams are less creative than the individual but by creating a positive communication climates and psychological safety teams can work more effectively with creativity. By using both teams and individual work we can take advantage of a broad knowledge base by simultaneously utilizing that the individual is more creative.

  • 227.
    Lindroth, Tomas
    University West, School of Business, Economics and IT, Division of Media and Design. Göteborgs universitet, IT-fakulteten.
    Being Multisituated: Characterizing laptoping in networked situations2015Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    During the last 30 years mobile IT has gone from being an exotic ingredient to an everyday artifact. This thesis presents an ethnographic study of laptop use in a university setting. The thesis concludes that it is no longer enough to describe the use of portable IT as an activity in its own right, i.e. using a laptop computer as an activity similar to reading a book or writing an essay. Additionally, describing a person as merely a user of digital technology fails to capture the intervowennessbetween the technology, situation, person and other actors. In order to find more nuanced answers about laptop use the thesis discuss what characterize the use of laptops in everyday life. With support from Actor-Network Theory, the Interaction Order and Experiential computing the thesis explores the hybrid combination of a person-laptop. The contribution is a framework of the driving forces behind the laptoper’s everyday activities. Additionally a model of the networked situation is presented, that uncovers the effects of the laptoper over time, that is, the laptoping process. The contribution is a framework with key characteristics and typified interactions where the multisituated and network dimensions are understood as fundamental elements of hybrid interaction.

  • 228.
    Lindroth, Tomas
    University West, School of Business, Economics and IT, Division of Media and Design.
    The laptop as an alibi: Use patterns of unfocused interaction2012In: Nordic Journal of Digital Literacy, ISSN 1891-943X, E-ISSN 1891-943X, Vol. 2012, no 2, p. 132-144Article in journal (Refereed)
    Abstract [en]

    Based on a qualitative study of laptop-equipped university students, this article investigates the laptop's role in educational practice. Goffman's framework on unfocused interaction was used to develop and analyze three use patterns: screen peeking, online tics and screensaver fear. These patterns advance our understanding of laptop use, unfocused interaction and the the role of the laptop in the studied situations. The laptop introduces an interpretative flexibility that allows a greater range of different behaviors relative to the dominant involvement. © 2012 Universitetsforlaget.

  • 229.
    Lindroth, Tomas
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Bergquist, M.
    Lundh Snis, Ulrika
    University West, Department of Economics and IT, Divison of Informatics.
    Characterizing the Laptoper: The sustainability struggle of onlineness, content curation and visibilityArticle in journal (Refereed)
  • 230.
    Lindroth, Tomas
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design. Department of Applied IT, IT Faculty, University of Gothenburg, Sweden.
    Islind, Anna Sigridur
    University West, School of Business, Economics and IT, Divison of Informatics.
    Lundin, Johan
    Department of Applied IT, IT Faculty, University of Gothenburg, Sweden.
    Steineck, Gunnar
    Clinical Sciences, Sahlgrenska Academy, University of Gothenburg, Sweden3.
    Data Supported Practice for Co-Creation of Value in HealthcareIn: Article in journal (Other academic)
    Abstract [en]

    The prevalence of information systems in healthcare enables the use of health data for purposes related to data-driven decision-making. The technology "promise" is to make healthcare organizations more efficient. Despite the increased interest in health data in general and patient generated data in particular, there is a need for additional research on how data support health practices. This paper therefore conducts a case study of a nurse-led clinic for cancer rehabilitation to examine how a data-supported practice achieves value. By breaking down the data-gathering process, with a focus on value, we show how value is co-created by a range of different actors, including patients, nurses and researchers. In this case, the value co-creation consist of two parallel processes. A knowledge process revolving around a research practice with the aim to produce new knowledge. It is a process which provide a foundation and structure for the clinical practice. The interactional process work in parallel and describes the interaction with and about data between the different actors and how the interaction is an essential resource to achieve data value.

  • 231.
    Lindroth, Tomas
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Islind, Anna Sigridur
    University West, School of Business, Economics and IT, Divison of Informatics.
    Steineck, G.
    University of Gothenburg, Sahlgrenska Academy, Clinical Science, Sweden.
    Lundin, J.
    University of Gothenburg, Department of Applied IT, Sweden.
    From narratives to numbers: Data work and patient-generated health data in consultations2018In: Studies in Health Technology and Informatics / [ed] Klein G.O.,Karlsson D.,Moen A.,Ugon A., IOS Press, 2018, Vol. 247, p. 491-495Conference paper (Refereed)
    Abstract [en]

    This article presents preliminary findings on how the introduction of patient-generated health data (PGHD) triggers changes during patient-nurse consultations. This article builds on a two-year case study, examining the work practice at a cancer rehabilitation clinic at a Swedish Hospital using PGHD. The study focuses on how nurses’ use data, gathered by patients with a mobile phone app, during consultations. The use of PGHD introduce a change in the translation work, the work of turning rich patient descriptions and transform them into data, during the consultation for documentation and clinical decision-making. This change affects precision, questions asked and the use of visualizations as well as the patient-nurse decision making. © 2018 European Federation for Medical Informatics (EFMI) and IOS Press.

  • 232.
    Lindroth, Tomas
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Lundin, Johan
    University West, School of Business, Economics and IT, Divison of Informatics.
    Svensson, Lars
    University West, School of Business, Economics and IT, Divison of Informatics.
    Laptops in classroom interaction: Deconstructing the networked situation2015In: International Journal of Continuing Engineering Education and Life-Long Learning, ISSN 1560-4624, E-ISSN 1741-5055, Vol. 25, no 2, p. 226-240Article in journal (Refereed)
    Abstract [en]

    The screen, as part of networked technologies such as phones, tablets and laptops is at present a debated subject as it affects how people behave in meetings, lectures and other social gatherings. As these networked technologies attract attention and mediates interaction during physical social gatherings, they also change how we perceive and define what a situation is. In this article we focus on the different types of screen related interactions identified in a higher education classroom. Since these networked technologies are commonplace at university campuses it is important to describe their effects on everyday situations such as lectures. While a range of studies have raised questions regarding the negative effects of multitasking, screen peeking and other laptop related side effects this article emphasise the situational impact of student-laptop interaction. The contribution emphasises on the computer mediated interaction with both other students, external others as well as a range of digital resources. The research thus aims at providing educators and researchers with a model to advance their understanding of the laptoped and networked situation.

  • 233.
    Ljungdahl Eriksson, Martin
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Atienza, Ricardo
    University College of Arts, Crafts and Design, Department of Fine Art, Stockholm, Sweden .
    Pareto, Lena
    University West, School of Business, Economics and IT, Division of Media and Design.
    The Sound Bubble: A context-sensitive space in the space2017In: Organised Sound, ISSN 1355-7718, E-ISSN 1469-8153, Vol. 22, no 1, p. 130-139Article in journal (Refereed)
    Abstract [en]

    The design of sonic environments is in need of more active strategies, taking into account not only the physical but also the social and sensorial aspects of a place. This implies abandoning traditional, mono-disciplinary responses in favour of interdisciplinary methods and approaches. In this study we explored the possibility of inserting context-sensitive sound textures to improve the experience of an activity-based office workplace. For this purpose, we developed the concept of the ’sound bubble’ - a micro-space in which the user is embedded by a semi-transparent added sound environment that will operate as a subtle sound mask, attracting the attention without needing to hide the disturbing environment. This should help users (the workers) to stay in an ’everyday listening’ mode. This means, not focusing on the environment in particular but on their tasks, while preserving the link with the surrounding space and activities. 

  • 234.
    Ljungdahl Eriksson, Martin
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Atienza, Ricardo
    University of Arts, Crafts and Design, Stockholm, Sweden.
    Pareto, Lena
    University West, School of Business, Economics and IT, Division of Media and Design.
    Falkenberg Hansen, Kjetil
    KTH Royal Institute of Technology, Stockholm, Swede.
    My sound space: An attentional shield for immersive redirection2018In: AM'18 Proceedings of the Audio Mostly 2018 on Sound in Immersion and Emotion: ACM International Conference Proceeding Series, Association for Computing Machinery , 2018, article id a9Conference paper (Refereed)
    Abstract [en]

    In the context of extended reality, the term immersion is commonly used as a property denoting to which extent a technology can deliver an illusion of reality while occluding the users’ sensory access to the physical environment. In this paper we discuss an alternative interpretation of immersion, used in the My Sound Space project. The project is a research endeavor aiming to develop a sound environment system that enables a personalized sound space suitable for individual work places. The medium, which in our case is sound, is transparent and thus becomes an entangled part of the surrounding environment. This type of immersion is only partly occluding the users sensory access to physical reality. The purpose of using the sound space is not to become immersed by the sounds, rather to use the sounds to direct cognitive attention to get immersed in another cognitive activity. © 2018 Association for Computing Machinery.

  • 235.
    Ljungdahl Eriksson, Martin
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Pareto, Lena
    University West, Department of Economics and IT, Division of Media and Design.
    Designing activity-based and context-sensitive ambient sound environments in open-plan offices2015In: Proceedings of the 38th Information Systems Research Seminar in Scandinavia (IRIS 38), Oulo, Finland, 9-12 August, 2015. / [ed] Anssi Öörni, Netta Iivari, Kari Kuutti, Harri Oinas-Kukkonen and Mikko Rajanen, 2015Conference paper (Refereed)
    Abstract [en]

    This paper address the problem of sound disturbance in open office environments. We have in a design-based research study explored how digital, real time generated sound can be added to a work environment and how these sound environments are perceived by respondents when performing work tasks. Being such a complex situation, we have in this first explorative study chosen to focus on designing a digital sound system for activity-based offices, where the physical environment is already designed for particular activities. Our approach is to explore if workplaces can be enhanced by adding appropriate acoustic designs to the ambient environment. Our results show that test subjects perceived that acoustic design could enhance the ambient environments if the acoustic design is pertinent with the environment as a whole. 

  • 236.
    Ljungdahl Eriksson, Martin
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Pareto, Lena
    University West, Department of Economics and IT, Division of Media and Design.
    Designing Activity-Based and Context-Sensitive Ambient Sound Environments in Open-Plan Offices2015In: IRIS Selected Papers of the Information Systems Research Seminar in Scandinavia, ISSN 1891-9863, E-ISSN 2387-3353, no 6, article id 7Article in journal (Refereed)
    Abstract [en]

    This paper addresses the problem of sound disturbance in open office environments. We have in a design-based research study explored how digital, real time generated sound can be added to a work environment and how these sound environments are perceived by respondents when performing work tasks. In this first explorative study we have chosen to focus on designing a digital sound system for activity-based offices, where the physical environment is already designed for particular activities. Our approach is to explore if adding appropriate acoustic designs to the ambient environment can enhance workplaces. Our results show that test subjects perceived that acoustic design could enhance the ambient environments if the acoustic design is pertinent with the environment as a whole.

  • 237.
    Ljungdahl Eriksson, Martin
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Pareto, Lena
    University West, School of Business, Economics and IT, Division of Media and Design.
    Sound Bubbles for Productive Office Work2016In: 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, Cham: Springer International Publishing , 2016, Vol. 259, p. 29-42Conference paper (Refereed)
    Abstract [en]

    A growing number of organizations are moving towards more open and collaborative workplaces. In these offices workers share a common open space, often with flexible seating based on activities, so called activity-based offices. Most problems in these workplaces are related to sound. Thus, the question of how to design suitable acoustic environments, supporting both collaborative and individual work, has emerged. Noise-reduction approaches do not suffice. In this study we explored the possibility of adding context-sensitive, activity-based sound environments to enhance the office workplace. For this purpose, we developed the “sound bubble,” a prototype for individual work, sonically immersing the listener and generating a sensation of an encapsulating sonic environment. A total of 43 test subjects participated in an experience-based test using the sound bubble prototype while conducting self-selected, ordinary work tasks in their office landscape. Their behaviors during the test were observed and documented. All participants took a post-experience questionnaire about experiences working in the sound bubble, and two subjects were interviewed. The responses show that the sound bubble can enhance auditory work conditions for individual work that demands concentration.

  • 238.
    Ljungdahl Eriksson, Martin
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Pareto, Lena
    University West, School of Business, Economics and IT, Division of Media and Design.
    Atienza, Ricardo
    Konstfack, University College of Arts, Crafts and Design 126 27 Stockholm, Sweden.
    The Sound Bubble: An Aesthetic Additive Design Approach to Actively Enhance Acoustic Office Environments2019In: Proceedings of 13th conference on Sound and Music Computing, Hamburg 2016, Hamburg: Zentrum für Mikrotonale Musik und Multimediale Komposition (ZM4), Hochschule für Musik und Theater , 2019, p. 253-260Conference paper (Refereed)
    Abstract [en]

    Moving towards more open and collaborative workplaces has been an emerging trend in the last decades. This change has led to workers sharing a common open space, with seating’s based on current activity, so called activity-based offices. Consequently, it becomes difficult to design sonic environments that cater to different needs in the same space. In this study we explored the possibility of adding site-specific but location-adaptive sound environments to enhance the experience of an activity-based office workplace. For this purpose, we developed the concept of the “sound bubble,” a micro-space in which the user is embedded by a semi-transparent sound environment. The purpose of the bubble is to help the user ignore irrelevant and disturbing noise while working in an open landscape. The sound bubble supports the user to stay in “everyday listening” mode, i.e., not focusing on anything particular in the surrounding environment while being able to keep a link with it. The sound bubble was evaluated by a total of 43 test subjects participating in an experience-based test, conducting their usual work tasks in an office landscape. Our results show that the sound bubble can enhance auditory work conditions for individual work requiring concentration.

  • 239.
    Lorentzon, Jesper
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Nordin, Sofia
    University West, Department of Economics and IT, Division of Media and Design.
    Livsstilsvloggare som förebild, inspiratör och stöd: En kvalitativ studie om hur följare uppfattar vloggare2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The phenomenon of vlogs, short for video log, has become a part of the modern digital media landscape. It has also become a part of peoples’ lives when they follow the creators and watch their videos on a daily basis.  From the perspective of a follower, we have investigated the importance of the people behind the vlogs. More specific, the aim of the study is to examine how followers are influenced by the creator of a vlog and try to understand the relationship between them. By interviewing people aged 16-30 years, that follow at least one vlog of category lifestyle-vlog. We have examined parasocial relationships, norm-breaking and authenticity theories.   The result suggests that the parasocial relationship is insufficient to explain the relationship between a follower and the creator of a vlog. The main reasons for being followed are; entertainment, interest, inspiration and support. Moreover, we found that followers appreciate and choose vlogs that are authentic and honest. Finally, the result also indicates that there may be a difference between men and women's following of a vlogger.

  • 240.
    Lundh Snis, Ulrika
    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.
    Asplund, C
    mCity: A place to go for mobile commerce2015Conference paper (Other academic)
  • 241.
    Lundh Snis, Ulrika
    et al.
    University West, School of Business, Economics and IT, Divison of Informatics.
    Nilsson, Ann
    University West, School of Business, Economics and IT, Division of Media and Design.
    Nilsson, Lena A.
    University West, Department of Nursing, Health and Culture, Divison for Health, Culture and Educational Sciences. University West, Department of Health Sciences, Section for health promotion and care sciences.
    Pareto, Lena
    University West, School of Business, Economics and IT, Division of Media and Design.
    Petersen, Ann-Louise
    University West, Department of Social and Behavioural Studies, Division for Educational Science and Languages.
    Sofkova Hashemi, Sylvana
    University West, Department of Social and Behavioural Studies, Division for Educational Science and Languages.
    Spante, Maria
    University West, School of Business, Economics and IT, Divison of Informatics.
    Wicke, Kurt
    University West, Department of Social and Behavioural Studies, Division for Educational Science and Languages.
    Nordic Innovation Networks in Education: Dealing with Educational Challenges with Cross Boarder Collaboration and User Driven Design2012In: Uddevalla Symposium 2012 : Entrepreneurship and Innovation Networks. Revised papers presented at the 15th Uddevalla Symposium 14-16 June, 2012, Faro, Portugal. / [ed] Bernhard, Irene, 2012, p. 553-571Conference paper (Refereed)
    Abstract [en]

    This is an EU-funded project related to cross boarder collaboration for educational purposes supported by information and communication technologies between Danish, Norwegian and Swedish schools. The project started in 2011 and extends to 2014 so this empirically dominated paper reports on early findings related to cross-border collaboration challenges. The aim of the project is to develop innovative cross-border teaching models by the means of user-driven, practice-based co-design processes between practitioners and researchers. In the first year, 18 classes from 13 schools in Denmark, Norway and Sweden in the Öresund-Kattegatt-Skagerack region participated. Organized in so called Nordic class-match groups (consisting of students and teachers from one class in each country) new cross-border teaching models are co-created, tested and evaluated in an iterative process. Since teaching models are subject dependent, the project develop teaching models in several subject domains, i.e. math, language, science and social studies / history. Heretofore findings show, however, that organizational and technical issues have superseded and squeezed out subject-oriented discussions due to surprisingly many practical issues that needed to be handled first. We have identified three major thresholds to overcome. The first is related to technical difficulties in schools when diverse IT systems are to be synchronized. The second threshold concerns scheduling coordination difficulties in order to allow synchronous cross boarder collaboration. The third threshold concerns linguistic and communication difficulties rooted in participants communicating in their respective Nordic language. Being able to communicate within Nordic languages are explicit learning goals in all three schools systems, and therefore part of the project aim and consequently all participants are expected to use their native languages when communicating. The next phase of the project is therefore to find solutions to these technical, organizational and linguistic barriers, and already now we see some barrier breaking models taking shape in the active network of Nordic teachers, students, school leaders, IT support teams and researchers.

     

  • 242.
    Lundh Snis, Ulrika
    et al.
    University West, School of Business, Economics and IT, Divison of Informatics.
    Nilsson, Ann
    Nilsson, Lena A.
    Pareto, Lena
    University West, School of Business, Economics and IT, Division of Media and Design.
    Petersen, Ann-Louise
    University West, Department of Social and Behavioural Studies, Division of Social Work and Social Pedagogy.
    Sofkova Hashemi, Sylvana
    Spante, Maria
    University West, School of Business, Economics and IT, Divison of Informatics.
    Wicke, Kurt
    University West, Department of Social and Behavioural Studies, Division for Educational Science and Languages.
    Nordic Innovation Networks in Education: Dealing with Educational Challenges with Cross Boarder Collaboration and User Driven Design2012In: Uddevalla Symposium 2012: Entrepreneurship and Innovation Networks Revised papers presented at the 15th Uddevalla Symposium / [ed] Iréne Bernhard (ed), 2012, p. 553-571Conference paper (Refereed)
  • 243.
    Luostarinen, Sammy
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Gamboa, Sebastian
    University West, School of Business, Economics and IT, Division of Media and Design.
    Nostalgiska inslag i samtida digitala spel: Den nostalgiska estetiken återuppstår2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Since the very first video games debuted at the arcades in the 70's with games such as Pong (1972) and Asteroids (1979), game developers have always tried to push the boundaries for what is possible with the contemporary technology available at hand, with the goal of making video games as realistic and naturalistic as technically possible. However, despite great technological leaps over the last 30 years, we have recently seen a wave of remasters and remakes of older games released over a short period of time. Contemporary game developers, primarily indie-developers, have also in many cases chosen to adopt 8-bit and 16-bit graphics when developing new games. They have also, in many cases, recycled and refined some gameplay-pastiches from previous generations of console games.

    Using the game Terraria (2011) as our main subject of analysis, this essay intends to investigate, from an aesthetic perspective, the affect that nostalgic elements in modern game titles have on the player's overall experience.

    We examine this by performing several different analyses, one of which a visual semiotic analysis of screenshots from the game serves as the main one. As a further complement to this, we requested other players of the same game to answer questions, regarding which kind of nostalgic elements they've been able to identify during their total playtime, and what their opinions are on the matter. We then compare, analyse and apply the results we get, to a number of different theories regarding nostalgia and nostalgia within games.

    The essay concludes that Terraria clearly takes inspiration from old console games released in the 80's and 90's, where the most prominent examples are games like The Legend of Zelda: A Link to the Past (1991), Harvest Moon (1996) and Final Fantasy IV (1991). The nostalgic elements found in Terraria, whether in the shape of overall aesthetics or other minor references, contribute to an enhanced gaming experience for players which, in one form or another, have a personal connection to the source material. Meanwhile, the gaming experience won't deteriorate for players that fail to recognise these references. Through it's visual style and the use of various nostalgia inducing items and references to other titles in the medium, the game promotes the phenomenon of reflective- and restorative nostalgia.

  • 244.
    Malm, Mikael
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Sundén, Patrik
    University West, Department of Economics and IT, Division of Media Production.
    Intäktsmöjligheter för SMEs på internet2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this paper was to identifying the opportunities for SMEs to obtain revenue with their productions online. The aim was also to investigate what SMEs think about how they can use the different revenue models.

    To investigate this, we used a mapping of revenue models and a group interview. The mapping was based on previous research and was used to obtain an overview of the revenue models used by companies today. The group interview was used to allow the company's to discuss with each other how different revenue models can be used, and how they feel about the use of alternative payment methods. In our study we found several different revenue models and that companies often use more than one revenue model. The interview showed us that SMEs often see more negative aspects of different revenue models than what they find the positive aspects. The study shows that there are a number of different revenue models that SMEs can make use of the internet, but they must be innovative and find ways to combine different revenue models to thrive online.

  • 245.
    Mattsson, Andreas
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Silfverlin, Jacob
    University West, Department of Economics and IT, Division of Media and Design.
    Det är insidan som räknas: En kvalitativ studie av grafiska formgivares förhållningssätt till akademisk samt erfarenhetsbaserad kunskap i det egna designarbetet2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study treats the judgement of graphic designers, where the purpose was to investigate at what extent they apply academic knowledge to their daily design assessments. Through a qualitative study constructed of semi structured interviews with empiricism collected from five graphic designers, the study aimed to account for the designers’ approach to academic and experience-based knowledge in relation to their own judgement.

     Academic knowledge is highlighted in the study as a central part in a greater understanding of graphic design and its processes.  The designers’ demonstrates an overall approach, emphasizing judgment as a tool in the process of creating their own design work. The designers recounts academic knowledge as a part of their self, thus not needing to be defined to be able to rely on it. This enables for a quicker and more precise process in their design work. Furthermore the study reveals a gap where the respondents with longer experience recounts that the majority of their design work is based on judgments and intuition rather than previously acquired academic knowledge. The study concludes that graphic designers emphasize the importance of previous knowledge however they also consider it essential to rely on their own judgment. The knowledge underlying their judgment change over time, contributing to a deeper understanding of what is considered visually and communicatively appealing. Finally the study indicates a strong link between the development of judgment and new experiences. Thus, it is possible to see how the judgment, used by graphic designers, is based on previo

  • 246.
    Millgård, Jonas
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Sandhu, Lovisa
    University West, School of Business, Economics and IT, Division of Media and Design.
    Wow! Tillsammans med andra adaptions- och acceptansaspekter av virtuell verklighet: En kvalitativ studie kring VR ur ett longitudinellt användarperspektiv2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study examines the acceptance, usage and motivation of virtual reality users from a perspective of longitude to achieve a deeper understanding regarding the usage of technology as well as to which extent it aligns with the technology acceptance model UTAUT 2 and the seven variables known as determinants.

    The established determinants for technology adoption were evaluated through eight qualitative interviews. This study confirms the validity of UTAUT 2 but also contributes with suggestions for additional factors such as wow, hype, reality and social output as well as future usage.

    The suggested addition of the factors wow and hype generated the most data with tendencies to extend into a general technology context. Reality is another significant quality that is distinguishing for virtual reality and other mixed realities. Very much like other information technologies the virtual reality experience depends on content where aspects such as quality and the available range influences the will to adopt the technology. Since different technologies consist of a unique combination of qualities and possibilities this study suggests that there may be advantages to adjust or extend the adoption model depending on the technology that is to be examined.

  • 247.
    Moberg, Linnéa
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Zagerholm, Katrin
    University West, Department of Economics and IT, Division of Media and Design.
    Samarbete mellan företag och bloggare: Hur ska det egentligen gå till?2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this thesis is to investigate the regulations concerning collaborations between bloggers and companies. The purpose is also to investigate whether or not bloggers are more or less obvious about how they communicate collaborations with companies in the individual blogs. In the attempt to analyse blogs a qualitative content analysis is performed and specific texts during a determined period are inspected. A survey is used in the attempt to investigate if companies and bloggers are aware of the laws regulating how collaborations shall be performed. The result of this thesis indicate that bloggers are evolving their knowledge regarding how to correctly highlight collaborations with companies in their blog posts. The conclusion is that this a present topic, since there are a number of cases where bloggers have been convicted for false or hidden marketing. New guidelines are being presented to assist bloggers with how to become clearer about collaborations with companies.

  • 248.
    Mogren, Stefan
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Abrahamsson, Max
    University West, School of Business, Economics and IT, Division of Media and Design.
    Repetitionens påverkan på animation: Åskådares uppfattning av repetitiv spelanimation2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study was to examine whether repetition affects the experience of game animation. Through an experiment we divided people with gaming habits into two groups to view an animated run-cycle. The cycle, almost a second long, was repeated continuously. One of the groups viewed the cycle for 10 seconds whereas the other group viewed the same cycle, but for 120 seconds. The participants experiences were documented through a questionnaire that was later supplemented with a more thorough interview. Their statements were compiled using open coding in order to find similarities and differences between the two groups.The results of the experiment show tendencies that the group that viewed the cycle for 120 seconds expressed a change of experience with time, often for the worse, even if the animation itself didn't change. This differs from the other group, which had viewed the cycle for 10 seconds, which generally didn't report any changes of experience. From this we draw the conclusion that, in an experiment stripped of story, environment and context, game animation that repeats frequently tends to cause a change of experience with repetitions. How and why this change of experience occurs can only be discussed in this study even though there's similarities with theories as PECMA Flow and semanticsatiation. Further studies into the subject is required to fully understand the phenomenon and to apply the findings in real, complex games.

  • 249.
    Nehls, Agnes
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Leding, Linn
    University West, Department of Economics and IT, Division of Media and Design.
    Asså jag bryr mig inte, men ändå bryr jag mig.: En kvalitativ studie om ungas uppfattning och erfarenheter av Instagram.2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Social media has come to play an increasingly important role in today's society. It’s hard in today’s world not to talk about youth culture without mentioning social media. Large amounts of research show that this type of media adversely affects young people, but at the same time, much of this research is written from an adult perspective. Our purpose in this bachelor thesis is to examine and highlight a young persons own perspective on this type of media. We have chosen to focus on younger people that use Instagram between the ages of thirteen through sixteen. The teens are most active on Instagram and it's their main social media platform.

    We have been studying Instagram accounts and have had interviews with focus groups to explore the culture that prevails on Instagram today. The study shows that young people today use Instagram in order to take advantage of the sharing of their everyday lives. All of the respondents believe that girls and boys use Instagram in different ways. The main difference is that girls seem to care more about their social media lives than boys do. Something that is demonstrated by all the girls is that they use two different accounts for two different audiences. In the discussion, we review why the culture looks like it does and how young people today jointly build rules about how to behave in this social medium. Then we finally arrive to the point that young people today have a better eye on social media than previous researchhas shown. We believe that the concerns many parents have about their children on social media in many cases is excessive.

  • 250.
    Nilsson, Jacob
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Phan, Boimy
    University West, Department of Economics and IT, Division of Media and Design.
    Spelbranschens designprocesser: Teori vs verklighet2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The game industry is a fast growing market. What have been seen recently are a high turnovers and a rapid increase of both game companies and their employees. The game market is developing and the game companies are trying to keep up with the market. Both when it comes to the development of games and also to reach new levels in the design process. The design process is unique and the game companies have different ways to develop their products. The methods are different depending on the game company but the basic foundation is to use support in the development process of the product. The question we ask ourselves is: How do game companies proceed in their design process when the surroundings are changing at a rapid pace?

    This thesis aim to find out how the deigns process function in the Swedish game industry. Focus will be on today´s design process but also on how the development is preceded. Through a quantitative interview and a qualitative survey we analyses the current situation of today‟s Swedish game companies in terms of the design processes. The result shows that all the respondents use their design process with a combination of their own methods and previous research. How to create an idea differs depending on the game companies. The implementation of the idea may vary and some of the methods are retained when they are considered important. The market also has a certain influence of how a design process should be performed. The customers have become more knowledgeable and have higher demands on how the game should perform. Therefore, the gaming companies need to adapt to the market development in order to achieve their success.

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