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  • 251.
    Nilsson, Stefan
    University West, Department of Economics and IT, Division of Media and Design.
    Design Patterns for Visualization of User Activities in a Synchronous Shared Workspace2015In: International Journal of Advanced Corporate Learning, ISSN 1867-5565, E-ISSN 1867-5565, Vol. 8, no 3Article in journal (Refereed)
    Abstract [en]

    Scholars in fields such as Computer-Supported Collaborative Learning (CSCL) have extensively covered the general theme of distributed collaboration in the past few decades. Recent advances in web technologies have pushed forward the boundaries of what is possible to create on the web, aiding the development of various types of collaborative software. Standing on the shoulders of previous research, and in the light of the new web technologies, we here outline the development of what we label a "synchronous shared workspace". The purpose of the system is to serve as a web-based collaboration tool for small groups of geographically and/or temporally dispersed persons within a learning context. Designing this type of system presents interesting challenges on how to graphically visualize the presence of others and their activities, i.e. awareness information. Further, the system provides other types of functionalities such as visualizing previous activities and real-time manipulation of media objects that provides challenges for designers. Utilizing a "design pattern" approach, this paper explores visualization patterns for collaboration in shared workspaces in order to support mutual awareness and coordination activities. Five design patterns were implemented in the system and evaluated by a small group of online learners. The results support the notion that visualization of awareness information is a complex issue and that the work to provide effortless coordination of collaboration is a research interest that needs more attention.

  • 252.
    Nilsson, Stefan
    University West, Department of Economics and IT, Division of Media and Design.
    Exploring Design Patterns of Shared Interfaces for Web Collaboration2015In: Proceedings of the Eighth International Conference on E-Learning in the Workplace / [ed] David Guralnick, Ph.D., 2015Conference paper (Other academic)
    Abstract [en]

    Scholars in fields such as Computer-Supported Collaborative Learning (CSCL) have extensively covered the general theme of distributed collaboration in the past few decades. Recent advances in web technologies havepushed forward the boundaries of what is possible to create on the web, aiding the development of various types of collaborative software. Standing on the shoulders of previous research, and in the light of the new web technologies, we here outline the development of what we label a "synchronous shared workspace". The purpose of the system is to serve as a web-based collaboration tool for small groups of geographically and/or temporally dispersed persons within a learning context. Designing this type ofsystem presents interesting challenges on how to graphically visualize the presence of others and their activities, i.e. awareness information. Further, the system provides other types of functionalities such as visualizing previous activities and real-time manipulation of media objects that provideschallenges for designers. Utilizing a "design pattern" approach, this paper explores visualization patterns for collaboration in shared workspaces in order to supportmutual awareness and coordination activities. Five design patterns were implemented in the system and evaluated by a small group of online learners. The results support the notion that visualization of awareness information is acomplex issue and that the work to provide effortless coordination of collaboration is a field that needs more attention.

  • 253.
    Nilsson, Stefan
    University West, Department of Economics and IT, Division of Media and Design.
    Exploring the relationship between awareness information and user activities online2010Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    This thesis contributes to the domain of awareness information. Awareness information can be viewed as a fundamental building-block of social media, visualizing people and their activities in an online setting. With life becoming more and more influenced by social media such as Facebook, Flickr, Twitter, Linkedin and Digg, it becomes important for designers of social media to have an understanding of how users respond to awareness information. An online gallery of pictures was developed and equipped with a chat and a basic awareness information system. Usage data was collected by the system and analyzed combining qualitative as well as quantitative approaches aiming to explore the influence awareness information have on the usage of the system. The analysis reveals that awareness information is a powerful tool triggering social behaviour. It is, at the same time, challenging to implement in a way that it provides a sound environment for social interaction. This was manifested by co-present users both stayed longer in the system and also was inclined to take a different path through the gallery than the solitary user. However, the interaction that took place in the gallery was characterized by frequent conversational break-downs and irritation among users. Results indicate that this is, in part, due to the lack of built-in social norms guiding users in their activities in the system. Subsequently, it is important to facilitate the creation, recreation and reinforcement of social norms when designing social systems.

  • 254.
    Nilsson, Stefan
    University West, Department of Economics and IT, Division of Media and Design.
    Utilizing emerging web standards designing a Synchronous Shared Workspace2015In: Proceedings of E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2015, Chesapeake, VA: Association for the Advancement of Computing in Education, 2015, p. 1157-1161Conference paper (Refereed)
    Abstract [en]

    This brief paper is part of a larger project aimed at innovating mediated collaboration in higher education. In this paper, we will discuss technology needed to be able to develop a web based synchronous shared workspace. With the emerging HTML5 standard together with the JavaScript platform called "Node.js" utilizing WebSocket communication, it is possible to create able web based real-time systems. Preliminary testing reveals the setup very reliable, supporting collaborative processes even on bad wireless connections.

  • 255.
    Nilsson, Stefan
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Hattinger, Monika
    University West, Department of Engineering Science, Division of Production Engineering.
    Bernhardsson, Lennarth
    University West, Department of Economics and IT, Division of Media and Design.
    Pongolini, Malin
    University West, Department of Economics and IT, Divison of Informatics.
    Svensson, Lars
    University West, Department of Economics and IT, Division of Computer Science and Informatics.
    Designing the CloudBoard: an ICT Tool for Online Tutoring in Higher Education2011In: Proceedings of Society for Information Technology & Teacher Education International Conference 2011 / [ed] Matthew Koehler & Punya Mishra, Chesapeake, VA: AACE , 2011, p. 589-592Conference paper (Refereed)
    Abstract [en]

    This paper concerns online tutoring in higher education. Observation studies of online tutoring sessions in two masters level engineering courses were conducted where teachers on campus tutored students located at different manufacturing plants doing their masters project. The tutoring regarded problems surrounding the construction of advanced 3D-models for manufacturing and required the shared view of the 3D-models as well as synchronous voice communication, e-mail and image sharing using a flora of different services. While advanced screen sharing applications like WebEX and TeamViewer were central in the tutoring sessions, the research presented here focus on the tools that supplemented the use of the screen sharing applications. Addressing issues such as the need to record historical data to be able for teachers to follow the progression of the project, sharing media files between participants and discussing the results, we here present a system to support online tutoring in higher education.

  • 256.
    Nilsson, Stefan
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Svensson, Lars
    University West, Department of Economics and IT, Divison of Informatics.
    Awareness information and user behavior: A field experiment of an online collective system2005In: WSEAS Transactions on Information Science and Applications, ISSN 1790-0832, Vol. 2, no 12Article in journal (Refereed)
    Abstract [en]

    This paper sets out to investigate the effects synchronous non-verbal awareness information has on users of a collaborative system. The experiment was setup in on online picture exhibition where users were given a minimalistic indication of any co-present users present. Logs from the website were analyzed and revealed that users who were in the online gallery and were exposed to the notion that there were other visitors there at the same time spent a statistically significant longer time in the gallery as opposed to visitors who were given the information that they were all alone in the gallery. We also noted that although time in the gallery differed between the two groups, we cannot say anything conclusive as to whether use-patterns differed or not. 

  • 257.
    Nilsson, Stefan
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Svensson, Lars
    University West, Department of Economics and IT, Divison of Informatics.
    Presenting the Kludd: A Shared Workspace for Collaboration2015In: GROUP '14 Proceedings of the 18th International Conference on Supporting Group Work, New York: Association for Computing Machinery (ACM), 2015, p. 295-298Conference paper (Refereed)
    Abstract [en]

    In this poster, we would like to present the current state of the Kludd system. Kludd is a web-based collaboration tool, enabling users to collaborate around various media objects like images, videos, texts and audio in a shared workspace. The design metaphor is an online whiteboard, where multiple actors can add, manipulate and remove objects, all while everyone sees the same view. The system is made with standard components like HTML5, CSS3 and a number of open-source javascript libraries enabling real-time collaboration in a browser. Utilizing a Design Science Research methodology, the initial design was based on 9 design requirements. In this poster, a further four requirements are presented as a result of the analysis of the first phase, and an initial design of the second phase of the project is presented

  • 258.
    Nilsson, Stefan
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Svensson, Lars
    University West, School of Business, Economics and IT, Division of Computer Science and Informatics.
    Supporting participation in online learning communities with awareness information2012In: International Journal of Web Based Communities, ISSN 1477-8394, E-ISSN 1741-8216, Vol. 8, no 4, p. 537-549Article in journal (Refereed)
    Abstract [en]

    This article sets out to investigate the relationship between awareness information and participation in an online learning community (OLC). Inspired by the sociocultural notion of learning as social participation, this article will analyse the events that took place in an online photo gallery equipped with a system for visualising co-present users. The article discusses the importance of why social systems should support the creation, recreation and reinforcement of social norms to better facilitate participation. The article concludes by presenting four design implications of educational technologies supporting participation as well as a section referencing the importance of a transactional perspective in order to understand the effects of awareness information.                                                     

  • 259.
    Nilsson, Stefan
    et al.
    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.
    Jobe, William
    University West, School of Business, Economics and IT, Divison of Informatics.
    Supporting nomadic work- and study practices in groupware design2017In: Proceedings on E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, Oct 17, 2017 in Vancouver, British Columbia, Canada / [ed] Jon Dron; Sanjaya Mishra, Vancouver, British Columbia, Canada: Association for the Advancement of Computing in Education, 2017, p. 822-826Conference paper (Refereed)
    Abstract [en]

    This brief paper concerns the design of real-time collaborative systems adhering to a nomadic work- and study practice. Nomadic practices can be characterized as having a heterogeneous workplace, working or studying from different locations during a day. This practice has been enabled by advances in technology and formed by human behavior. This means that we now must consider this type of work when designing collaboration software. This brief paper outlines some major issues concerning technology-mediated collaboration arising from nomadic work practices; different network conditions, data cost and device heterogeneity, and proposes tentative design ideas addressing these issues.

  • 260.
    Nilsson, Stefan
    et al.
    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.
    Lundin, Johan
    Göteborgs universitet, Institutionen för tillämpad IT.
    Working as an Online Educator: Challenges when scaling up distance education2013In: Proceedings of Society for Information Technology & Teacher Education International Conference 2013 / [ed] Ron McBride; Michael Searson, Chesapeake, VA: Association for the Advancement of Computing in Education (AACE) , 2013, p. 881-885Conference paper (Refereed)
    Abstract [en]

    In recent years online and blended learning has scaled up from being a pilot endeavour driven by pioneers, to constituting a large portion of many institutions of higher education. In the process, the conditions for the online teacher has gradually changed, and the situation of today is in many ways problematic where student interaction and dialogue has to stand back in favour of time consuming content production, material delivery, and technical problem solving. This paper draws on the experiences from a Scandinavian University to illustrate how this transition can be understood in the light of rapid technological development in combination with slow evolution of pedagogical models for online education.

  • 261.
    Nomark, Sanna
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Pålsson, Miriam
    University West, School of Business, Economics and IT, Division of Media and Design.
    Representation av äldre i animerad långfilm: En kvalitativ innehållsanalys2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    There are few studies that investigate older characters in animated film. Older characters have been portrayed in a disproportionately negative manner according to previous studies. These studies were made over ten years ago, therefore new research is needed to investigate how older people are represented. The aim of this research is to examine how older characters are portrayed in mainstream animated films from 2017 by analyzing five animated films: Coco, Smurfs - The Lost Village, The Lego Ninjago Movie, Monster Family and Captain Underpants. Using a qualitative and semiotic content analysis, we investigate how identity markers, narrative functions, as well as stereotypes and signs are used to portray older people. The study shows a positive change in the representation of older people where the characters have more nuanced and important roles. The most common stereotypes around older people do not appear in these films, instead authority roles and archetypes such as the wise are used. Rather than a sign of chronological aging the appearance of elderly and signs of age primarily seems to be used to convey wisdom and experience.

  • 262.
    Nordling, Filip
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Wiklund, Josef
    University West, Department of Economics and IT, Division of Media and Design.
    Platt fall – ur användarens perspektiv: En kvalitativ studie om minimalism och skeuomorfism med fokus på UI/UX2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study was to investigate how different designed interfaces are interpreted and perceived. The focus relied on investigating the difference between the skeuomorphic and the minimalistic design approach in websites and mobile apps. This has been done by performing an individual user test on 19 participants where each one of them has been evaluating a mobile application in two different executions; one designed to mimic today’s modern flat design and the other, with the same layout, in a skeuomorphic design approach. Later through the user test, we have initiated interviews related to the practical application evaluation in which we bring up relative questions regarding the test and the perceptions given by what good design may be. Lots of interesting phenomena have been found, one of which reveals that the majority of users, by a rather large margin, perceives skeuomorphism as the most modern and most usable design style. The conclusion we have drawn by this result is that skeuomorphism creates a kind of clarity for the application, which is more so appreciated by the user when navigating an application than aesthetically appealing elements of design. Our result made it clear that a more carefully considered development of user-centered interfaces has to be made in order to find a more balanced mix of functionality and usability. Therefore, we find a continuation of this study a necessity in order to fully understand this phenomenon.

  • 263.
    Norström, Livia
    University West, School of Business, Economics and IT, Division of Media and Design.
    Social Media as Sociomaterial Service: On Practicing Public Service Innovation in Municipalities2019Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    Governments are in need to innovate public service. They struggle with complex societal problems, decreased citizen trust and the work of adapting to new demands related to how service should be delivered to fit contemporary living. Inspired by success stories from the private sector's "open innovation" approaches, governments are complementing internal competence with knowledge resources of external actors such as citizens. One increasingly growing strategy for knowledge expansion beyond government boundaries has been to use social media platforms, e.g. Facebook, Instagram and Twitter. This strategy has been shown to be especially effective at a local government level (henceforth municipality) where citizens are geographically close to the government and where government manages activities that citizens rely on in their daily lives.

    Despite an expansive rise of social media use in municipalities, and efforts to see beyond a traditional and New Public Management approach to public service, there is little knowledge about the participatory and innovative capacity of social media in a government context. This knowledge gap is reflected in researchers' and municipal administrators' uncertainty as to how to make use of social media for improvement of public service and how to handle tensions about what is possible to do with social media and what is legitimate to do as a public servant.

    The aim of the thesis is thus to map, unpack and conceptualize social media practice by municipal communicators to understand how tensions and dynamics between social media mechanisms and government rationales are shaping the practice and how new emerging practices can be understood as public service innovation. The research questions of the thesis are: RQ1: How are social mediamechanisms supporting different public service rationales?; RQ2: How is public service enacted in the social media practice by municipal communicators?; RQ 3: How can social media practice by municipal communicators be understood as public service innovation?

    With an engaged scholarship research approach, related research on social medialogic, e-government, e-governance and digital public service innovation, and with the help of the theoretical perspectives "service innovation," "practice perspective" and "sociomateriality," the thesis contributes extended insights into how social media platform mechanisms support different government rationales in processes of sociomaterial service, and how such practice can be understood as creative processes towards public service innovation.

    As a practical contribution I propose that both communicators and managers in government engage together in networks of others working with social media and to discuss for instance the mission of the government in relation to the aim of using social media, what tensions arise in the social media practice and why, and how algorithms are shaping the social media practice.

  • 264.
    Norström, Livia
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Arghavan Shahlaei, Charlotte
    University West, School of Business, Economics and IT, Divison of Informatics.
    Johansson, Lars-Olof
    University West, School of Business, Economics and IT, Divison of Informatics.
    Islind, Anna Sigridur
    Reykjavik University, School of Computer Science, Iceland.
    Lundh Snis, Ulrika
    University West, School of Business, Economics and IT, Divison of Informatics.
    New Logics of Ethics in the Age of Digital Platforms: Design Fictions of Autonomous Cars2019In: Proceedings of the 17th European Conference on Computer-Supported Cooperative Work-Demos and Posters, European Society for Socially Embedded Technologies (EUSSET) , 2019, Vol. 3Conference paper (Refereed)
    Abstract [en]

    Autonomous cars are the first major examples of Artificial Intelligence (AI) in everyday life. When cars are transformed into platforms,new service relationships emerge between car companies and the car users. These relationships generate gains and catches for both parts related to how physical and non-physical resources are exchanged in the sharing economy; how integrity is negotiated; and how responsibility is delegated when AI enables the car to take over most of the driving. With a "car as a platform approach", in this paper, we present a design fiction on ethical implications for citizens' daily lives with autonomous cars

  • 265.
    Norström, Livia
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    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.
    Boundaries of Logics in Municipality Communicators' Facebook Practice: Towards a New Public Service Competence2019In: Proceedings of the 52nd Hawaii International Conference on System Sciences 2019, 2019, p. 3097-3106Conference paper (Refereed)
    Abstract [en]

    With an increased use of external online platforms, digital government logics are gradually intertwined with external, algorithmic, crowd-influenced value logics of social media platforms. This new scene especially affects administration, which can no longer neutrally deliver public service, but becomes involved in processes of consideration and judging what rules and traditions seem most appropriate in the situation.Through deep interviews and workshops with municipal communicators, we examine this balancing act when communicators use social media for external communication. We use a practice perspective to characterize and conceptualize an emerging approach to public service.

  • 266.
    Norström, Livia
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Bernhardsson, Lennarth
    University West, Department of Economics and IT, Division of Media and Design.
    Two-Way Tools in Higher Education2013In: Inside the New University: Prerequisites for a Contemporary Knowledge Production / [ed] Kristina Johansson, Göran Lassbo and Eddy Nehls, Bentham eBooks, 2013, p. 28-41Chapter in book (Other academic)
  • 267.
    Norström, Livia
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Gellerstedt, Martin
    University West, School of Business, Economics and IT, Divison of Law, Economics, Statistics and Politics.
    Topics and Approaches: A Framework for Municipality Social Media Engagement2018Conference paper (Other academic)
  • 268.
    Norström, Livia
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Hattinger, Monika
    University West, Department of Engineering Science, Division of Production Systems.
    Efforts at the boundaries: Social media use in Swedish municipalities2016In: Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349, Vol. 9821, p. 123-137Article in journal (Refereed)
    Abstract [en]

    Social media is used by the majority of Swedish municipalities. However, the highly interactive features of social media are often not taken advantage of. The study aims to get a better understanding of why social media is not used to its full potential in the municipality. Findings from an interview study with communicators in three Swedish municipalities reveal that the motivation for using social media is often difficult to turn into action. Tensions emerging in the use of social media result in hesitation, uncertainty and a slowing down of work practice. The processes of managing the tensions are characterized by boundary crossing between different communities, such as municipal communicators, elected officials and citizens, with social media itself as an equally important actor. The processes of boundary crossing by the municipal communicators are discussed in terms of learning processes and new emerging competences that might redefine the role of the municipal communicator and hence perhaps the public servant in general. © IFIP International Federation for Information Processing 2016.

  • 269.
    Norström, Livia
    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.
    Vallo Hult, Helena
    NU-sjukvården.
    Balancing the Social Media Seesaw in Public Sector: A Sociomaterial Perspective2017In: IRIS Selected Papers of the Information Systems Research Seminar in Scandinavia, ISSN 1891-9863, E-ISSN 2387-3353, no 8Article in journal (Refereed)
    Abstract [en]

    The use of social media in the public sector changes the professionals' everyday work practice. This paper sheds light on the emerging challenges of using social media as a part of work, based on the analysis of three contexts within the public sector in Sweden and through the lens of sociomateriality and affordances. The approach is interpretive field studies with a narrative analysis, where we interpret and analyse key elements of the storylines, focusing on the transition to social media use among professionals (nurses, municipal communicators, and physicians) in the three contexts. Social media enables an open work environment where information is visible and potentially spreadable to an unknown audience. The process of interacting with an unknown audience and finding a professional tone is analysed here as context collapse. The unknown, and at times imagined complex audience, makes it hard to balance the seesaw between friendliness on the one hand and an authoritative tone on the other; a tonality which leaves most of the potential audience unreached. The interplay between social media and the professionals shapes the professionals' practice. We analyse this interplaying practice more specifically, as sociomateriality in action.

  • 270.
    Norström, Livia
    et al.
    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.
    Bernhard, Iréne
    University West, School of Business, Economics and IT, Division of Media and Design.
    Assmo, Per
    University West, School of Business, Economics and IT, Divison of Law, Economics, Statistics and Politics.
    Transgressions and Transformations at Work: Towards a Social Media Practice among Swedish Municipality Communicators2017In: Transitions, Transformations and Transgressions in Work and Learning & Work and Learning Research: Book of Abstracts, Grahamstown: Rhodes University , 2017, p. 81-, article id ID071Conference paper (Refereed)
    Abstract [en]

    This paper discusses how communicators at the municipality, in their work, negotiate the tension between a traditional role of an 'informative administrator' and a 'promoting, engaging social media profile'. The work is learned by carefully transgressing municipality social media and IT policy and by transforming social media practice from private and commercial use of Facebook, towards a new practice founded in democratic values.

    Social media has become an important strategy for municipalities to disclose a massive amount of information with relatively low cost and to create engagement with citizens. However, fostering participation and citizen engagement on social media platforms is still a great challenge for municipality administration as well as for research. Despite a widespread diffusion of platforms such as Facebook in municipalities, interaction level is relatively low compared to private organisations. We know from previous research that citizens' engagement with municipalities on Facebook is related to the municipalities' tradition of openness and transparency and their local administration style. Municipalities with a tradition of transparency are to a greater extent using features in Facebook that enable citizen engagement.Hence the organisational context where the engagement takes place is a crucial factor.However, what is often forgotten when trying to understand how engagement emerges on municipality social media platforms is the intentions of the platform providers and the emerging social logic of the platforms in use. A digital platform such as Facebook cannot be regarded as one overall technology choice, but as a platform provider that promotes services and tools along with a considerable amount of conditions and regulations. As social platforms are being adopted and matured, the huge amount of data concerning user behaviour and interaction patterns has changed from being side business to core business for the platform providers. This is applied,for instance, in the possibility to harvest and sell data. Overtime, the logic of such platforms has become more advanced and its ability to shape and transform the communication patterns has grown stronger and become critical. So, what implications do such a platform logic have on municipality administrations' use of Facebook? A content analysis of online interaction on four municipalities' Facebook pages during a period of two years was conducted. Approximately 6000 posts and comments were categorised by content, media type and tone. Engagement such as likes, shares and comments were then measured for the different categories.Empirical findings indicate that municipality communicators have problems both to reach out with information and to create engagement on Facebook. It is important for the communicators to be politically neutral, correct and speak with the voice of the whole municipality (i.e. not too personal). This way of being, however, does not work so well on Facebook.They report having gradually adjusted their work (content, tone, media type and timing) to what is spreadable, sharable and commentable according to a Facebook logic. The communicators say they feel forced to post pictures of blossomtrees and check-ins from the lunch restaurant in order to get likes and shares. They know that if they don't do this they will lose citizens' attention and they will not reach out with more important posts. They are aware that posts that are interesting to see and read are not sufficient; posts also need to trigger people to like, share and comment. The socialmedia work needs to be designed in accordance with a unique Facebook platform logic.

    This paper aims to contribute to the body of knowledge on IT and learning at work with a special focus on new competence in the public sector. It also extends an existing framework of e-government transparency and citizen engagement by taking into account the role of Facebook as a platform with highly structured strategies for how to foster a special kind of sociality and engagement. The practical contribution implies new knowledge for staff and management in the public sector to develop competence to manage transparency and engagement through social media.

  • 271.
    Olsson, Anna Karin
    et al.
    University West, School of Business, Economics and IT, Division of Business Administration.
    Arvemo, Tobias
    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.
    Bachelor students in research projects: boosting WIL and University-Society Collaboration2019In: INTED2019 Proceedings / [ed] , L. Gómez Chova, A. López Martínez, I. Candel Torres, 2019, p. 3015-3021Conference paper (Refereed)
    Abstract [en]

    Drawing from the experiences of student projects organized and developed in accordance with work integrated learning, this paper contributes to the understanding of conditions necessary for successful implementation and sharing of knowledge in such projects as well as perceived benefits of university society collaboration. A case study was carried out focusing on student research projects on two parallelbusiness administration courses on Bachelor level. Students applied their skills in information literacy searching for and critically interpreting current research as well use of digital tools and social media platforms for data collection in their studies. The projects were initiated and presented by an external organization, which both supported the students in various ways during their work and received the completed results by the end of the courses. Students focused on themes such as the challenges of internal and external organizational communication, digital divides, inter-organizational collaboration,youth perspectives and sustainability. The empirical material of this study was collected from sourcess uch as course syllabi and instructions, observations, student reports and reflections, presentations,meetings, conversations and interviews members of the principal organization. The results show that the students perceived their tasks as stimulating and important due to the interaction and feedback received from the external principal, utilization of their course assignments as well as the opportunity to relate theory to practice. The external organization in turn received reports that may be used for decision-making purposes at a low cost, however what was perceived as most rewarding was the interaction and dialogue with students to get their perspectives on contemporary issues. Furthermore, collaboration with students was also viewed as means for future recruitment. In can thus be concluded that students, if allowed to interact and work with external organizations, play an important part in disseminating both results from and understanding for academic research in society. However, to realize successful student research projects this paper also discusses the need of legitimacy, access to external networks and organizations willing and able to deliver relevant topics for student research as well asstudent support along the way.

  • 272.
    Olsson, Anna Karin
    et al.
    University West, School of Business, Economics and IT, Division of Business Administration.
    Bernhard, Iréne
    University West, School of Business, Economics and IT, Division of Media and Design.
    Challenges of collaboration in old townscapes2017In: 26th Nordic Symposium of Tourism and Hospitality Research, October 4-6 2017, Falun, Sweden. Book of Abstract: Tourism in a Hyper-Connected World: Challenges of Interactivity and Connectedness / [ed] Dalarna University, Falun, 2017, Vol. 1, p. 30-30Conference paper (Refereed)
    Abstract [en]

    Challenges of collaboration in old townscapes

    Contemporary cities are increasingly viewing cultural/heritage tourism as an area of tourism with great potential in city development, building city brands as well a local community. The relationship between heritage and tourism is complex since preservation and commercialization often are viewed as contrasts .Heritage tourism is among the most significant types of tourism and includes visits to sites of historical importance.  The concept of heritage is wide hence in this paper focus is on old town areas and the development of old townscapes. A townscape is here to be viewed as a holistic entity although there may be differences regarding the preservation, spatially and social objectives of the area. . An old townscape is sometimes a site for visitors (a destination), as well as a site for business (a workplace) and residents (a home). There are stakeholders from public, private and nonprofit sectors involved in the development of old townscapes. Hence there is a need for dialogue and cross-sector collaboration among stakeholders in order to develop heritage tourism that is beneficial to all. Existing research show that the inclusion of stakeholders in planning and implementation is crucial.  There are calls for further research to understand how collaboration work in different heritage sites. The purpose of this paper is to study the stakeholders’ challenges and views of collaboration and co-shaping of cultural heritage, here an old town in a fortress city. The data collection includes interviews with stakeholders and observations. Findings point out the importance of inclusion, communication, shared visions and strategies in order to balance the attractiveness of the old townscape for visitors, business and residents.

  • 273.
    Olsson, Anna Karin
    et al.
    University West, School of Business, Economics and IT, Division of Business Administration.
    Bernhard, Iréne
    University West, School of Business, Economics and IT, Division of Media and Design.
    Friedrichs, Yvonne von
    Mittuniversitetet, Östersund, Sverige.
    Approaches to inclusive networking in place development: an illustration from six smaller Scandinavian cities2018In: International Journal of Innovation and Regional Development, ISSN 1753-0660, E-ISSN 1753-0679, Vol. 8, no 3, p. 259-280Article in journal (Refereed)
    Abstract [en]

    The aim of this study is to further explore and deepen research in place development with focus on inclusive networking related to renewal processes in smaller harbour cities in Scandinavia. The results are based on a multiple case study comprising in-depth interviews with driving network actors, document studies and observations from six different harbour cities in Denmark, Norway and Sweden. The research questions focus on the characteristics of networks and inclusiveness, knowledge sharing and renewal processes related to networking. This study illustrates different inclusive network approaches for place development. Smaller harbour cities are dynamic places for cross-sector collaboration and networking, although driving network actors struggle with underlying mechanisms related to network characteristics, inclusiveness and governance. Furthermore, findings stress that communication, a sharing culture, transparency and democratic values are vital to enable trust, knowledge sharing and legitimacy for inclusive networking in place development.

  • 274.
    Pareto, Lena
    University West, School of Business, Economics and IT, Division of Media and Design.
    A Teachable Agent Game Engaging Primary School Children to Learn Arithmetic Concepts and Reasoning2014In: International Journal of Artificial Intelligence in Education, ISSN 1560-4292, E-ISSN 1560-4306, Vol. 24, no 3, p. 251-283Article in journal (Refereed)
    Abstract [en]

    In this paper we will describe a learning environment designed to foster conceptual understanding and reasoning in mathematics among younger school children. The learning environment consists of 48 2-player game variants based on a graphical model of arithmetic where the mathematical content is intrinsically interwoven with the game idea. The environment also features teachable agents, which are computer programs that can be taught and behave according to their knowledge. Thus, the environment provides both learning-by-doing (playing the game) and learning-by-teaching (teaching the agent to play). It differs from other learning-by-teaching systems 1) by targeting basic mathematics and primary grade students; 2) by using teachable agents as an extension to educational games in order to leverage engagement, reflection and learning; and 3) by using an agent-driven question dialogue to challenge students’ mathematical thinking, to role-model learner behaviour and to transfer game knowledge to out-of-game mathematics. The teachable agent game is described and evaluated in an authentic classroom study enrolling 443 students from 22 classes in 9 schools. Students range from 2nd to 6th grade of mainstream classes and 7th to 8th grade for students with difficulties in mathematics. Part of the study was designed as a quasiexperimental study with controls; part was designed to examine students’ change in mental models of arithmetic before and after game play. All students took pre- and post mathematics tests. The 314 playing students used the game and taught their agents during regular math-classes for three months, whereas the control classes attended standard instruction and took the tests. A questionnaire was distributed at the end of the study to investigate students’ perceptions and performances of the agent-tutoring task. Results show that 1) there is a significant learning gain for playing students compared to controls, 2) the learning environment can engage children in advanced mathematical thinking in early education, 3) young primary students can act as successful tutors. Thus, we conclude that teachable agents in educational games can help achieve deeper levels of learning that transfer outside the game. This idea combines the motivational power of games with the reflective power of a teachable agent asking thought-provoking, deep questions on the learning material during game play.

  • 275.
    Pareto, Lena
    University West, School of Business, Economics and IT, Division of Media and Design.
    Mathematical literacy for everyone using arithmetic games2012In: In Proceedings of the 9th International Confernce on Disability, Virtual Reality and Associated Technologies / [ed] P M Sharkey, E Klinger, Readings: University of Readings , 2012, p. 87-96Conference paper (Refereed)
    Abstract [en]

    An innovative mathematics game shown to be effective for low-achieving mainstream students is tested in special education for learners with intellectual disabilities. The game relies on a graphical, intuitive representation for numbers and arithmetic operations to foster conceptual understanding and numbers sense, and provides a set of 2-player games to develop strategic thinking and reasoning skills.  The game runs on computers and interactive white boards, and as an augmented reality application at a science centre. We compare its use in special education and mainstream education with respect to usage, performance levels and learning gain. The game has been used by teachers in special educations, with gains in mathematical understanding, strategic thinking and communication skills as effects.

  • 276.
    Pareto, Lena
    University West, School of Business, Economics and IT, Division of Media and Design.
    Mathematical Literacy for Everyone using Arithmetic Games2014In: International Journal of Child Health and Human Development, ISSN 1939-5965, Vol. 7, no 4Article in journal (Refereed)
    Abstract [en]

    An innovative mathematics game shown to be effective for low-achieving mainstream students is tested in special education for learners with moderate or severe intellectual disabilities in Sweden, to investigate if the game also can be effective for this group of students. The game relies on a graphical, intuitive representation for numbers and arithmetic operations to foster conceptual understanding and numbers sense, and provides a set of 2-player games to develop strategic thinking and reasoning skills.  The game runs on computers and interactive white boards, and as an augmented reality application at a science centre. The study enrolled 3 teachers and 8 students in 5th to 8th grade with intellectual disabilities who played the game between 4 months and 2 years, one student with Asperger syndrome, and over 300 students in mainstream education as comparison. We compare the use of the game in special education and mainstream education with respect to usage, performance levels and learning gains. Collected data include game playing logs for all students where playing behaviour, performance and progression data was analysed; class room and science centre observations where interaction, collaboration and communication was analysed, and on in-depth interviews with the teachers. Conclusion is that the game in combination with dedicated teachers can be very effective for students with intellectual disabilities, and can result in substantial gains in mathematical understanding and strategic thinking as well as in communication skills, given time and proper support.

  • 277.
    Pareto, Lena
    University West, School of Business, Economics and IT, Division of Media and Design.
    Robot As Tutee2017In: Advances in Intelligent Systems and Computing, ISSN 2194-5357, E-ISSN 2194-5365, Vol. 457, p. 271-277Article in journal (Refereed)
    Abstract [en]

    This paper explores the possible advantages of substituting teachable agents in a learning environment, with a humanoid robot as the non-human tutee. Teachable agents are used as an extension to educational games in order to leverage engagement, reflection and learning. The learning environment is engaging and shown to be effective for learning and promote self-efficacy in experimental studies in authentic classroom settings. Features beneficial for learning which are further enhanced by a robot compared to an agent are identified. These include embodiment of the robot; a social, empathic behaviour, better conversational abilities which together provide a better role model of an ideal learner for the student to identify with.

  • 278.
    Pareto, Lena
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Arvemo, Tobias
    University West, Department of Economics and IT, Division of Computer Science and Informatics.
    Dahl, Ylva
    Uddevalla Schools.
    Haake, Magnus
    Lund University Design Sciences.
    Gulz, Agneta
    Lund University Cognitive Sciences.
    A Teachable-Agent Arithmetic Game’s Effects on Mathematics Understanding, Attitude and Self-efficacy2011In: Artificial Intelligence in Education, Springer, 2011, p. 247-255Conference paper (Refereed)
    Abstract [en]

    A teachable-agent arithmetic game is presented and evaluated in terms of student performance, attitude and self-efficacy. An experimental pre-post study design was used, enrolling 153 3 rd and 5 th grade students in Sweden. The playing group showed significantly larger gains in math performance and self-efficacy beliefs, but not in general attitude towards math, compared to control groups. The contributions in relation to previous work include a novel educational game being evaluated, and an emphasis on self-efficacy in the study as a strong predictor of math achievements.

  • 279.
    Pareto, Lena
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Ekström, Sara
    University West, School of Business, Economics and IT, Division of Media and Design.
    Barendregt, Wolmet
    University of Gothenburg, Department of Applied IT, IT Faculty,Sweden .
    Serholt, Sofia
    University of Gothenburg, Department of Applied IT, IT Faculty,Sweden .
    Kiesewetter, Svea
    University of Gothenburg, Department of Applied IT, IT Faculty,Sweden .
    Augmenting Game-Based Learning With a Robot Tutee2019In: Proceedings of the European conference on games-based learning, Reading: Academic Publishing International, 2019, p. 560-568Conference paper (Refereed)
    Abstract [en]

    This paper presents the initial design of an educational setup where a humanoid robot is used as a game companionto a child while they play an educational arithmetic game together. Drawing on the learning-by-teaching paradigm, therobot’s purpose is to act as the child’s tutee and ask questions related to gameplay and the arithmetic content of the game. The original version of the game utilized a virtual teachable agent, which was shown to be effective for children’s learning in previous studies. Here we replace the virtual agent with a social robot to explore if and how the embodiment and social-like behaviour of robots can augment game-based learning further. Our aim is to design a robot tutee that will enhance the game experience and stimulate elaboration of the game’s learning material. So far we have conducted two design workshops with 81 schoolchildren in grades 2 and 4 where they experienced the robot and the game in their classrooms. In this paper, we present the results of two post-workshop questionnaires, where the children were asked about desired behaviour for learning companions and their experiences with the robot as a game playing tutee. The first post-workshop questionnaire revealed that children would like to have a robot tutee that behaves as a kind and helpful human peer, but with improved capacities such as being kind to everyone, providing better explanations, and giving more compliments. The second postworkshop questionnaire revealed that the children accepted the tutor–tutee role-division and that a majority of children were able to hear, but less so, understand, the robot’s questions. Implications of these findings for design of the robot tutee are discussed

  • 280.
    Pareto, Lena
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Gynther, Karsten
    University College Zealand, Denmark..
    Lindhardt, Bent
    University College Zealand, Denmark..
    Spante, Maria
    University West, Department of Economics and IT, Divison of Informatics.
    Vejbaek, Leif
    University College Zealand, Denmark..
    Wølner, Tor Arne
    Vestfold University College, Norway..
    A model for instructional design in virtual Nordic classrooms2013In: Proceedings of ECTC 2013, Brighton, UK, July 11 - 14, 2013,, 2013, p. 230-241Conference paper (Refereed)
  • 281.
    Pareto, Lena
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Haake, Magnus
    Lund University,Department of Design Sciences, Faculty of Engineering.
    Lindström, Paulina
    Lund University,Department of Design Sciences, Faculty of Engineering.
    Sjödén, Björn
    Lund University Cognitive Science, Kungshuset.
    Gulz, Agneta
    Lund University Cognitive Science, Kungshuset.
    A teachable-agent-based game affording collaboration and competition: Evaluating math comprehension and motivation2012In: Educational technology research and development, ISSN 1042-1629, E-ISSN 1556-6501, Vol. 60, no 5, p. 723-751Article in journal (Refereed)
    Abstract [en]

    This paper presents an educational game in mathematics based on an apprenticeship model using a teachable agent, as well as an evaluative study of how the game affects (1) conceptual understanding and (2) attitudes towards mathematics. In addition, we discuss how collaborative and competitive affordances of the game may affect understanding and motivation. 19 students played the game in pairs once a week during math lessons for 7 weeks (the game-playing group) while another 19 students followed the regular curriculum (the control group). Math comprehension scores increased significantly for the game-playing group but not the control group (p < 0.05). However, there was no significant difference in attitude change between the two groups. Post hoc analyses indicated that game-playing primarily affected students' confidence in explaining math to a peer, but not their enjoyment of doing so. Collaborative and competitive activities seem to carry a strong motivational influence for students to play the game. © 2012 Association for Educational Communications and Technology.

  • 282.
    Pareto, Lena
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Johansson, B.
    NU-Hospital Organisation, Dep. of Research and Development, Trollhättan.
    Zeller, S.
    NU-Hospital Organisation, Dep. of Research and Development, Trollhättan.
    Sunnerhagen, K. S.
    University of Gothenburg, Institute of Neuroscience and Physiology.
    Rydmark, M.
    University of Gothenburg,Institute of Biomedicine, Mednet.
    Broeren, J.
    University of Gothenburg, Institute of Biomedicine, Mednet.
    Virtual TeleRehab: A case study2011In: Studies in Health Technology and Informatics, ISSN 0926-9630, E-ISSN 1879-8365, Vol. 169, p. 676-680Article in journal (Refereed)
    Abstract [en]

    We examined the efficacy of a remotely based occupational therapy intervention. A 40-year-old woman who suffered a stroke participated in a telerehabilitation program. The intervention method is based on virtual reality gaming to enhance the training experience and to facilitate the relearning processes. The results indicate that Virtual TeleRehab is an effective method for motivational, economical, and practical reasons by combining game-based rehabilitation in the home with weekly distance meetings. © 2011 European Federation for Medical Informatics. All rights reserved.

  • 283.
    Pareto, Lena
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Johansson, Britt
    Department of Research and Development, NU-Hospital Organisation, Trollhättan/Uddevalla, Sweden.
    Ljungberg, Christer
    University West, Department of Economics and Informatics, Divison of Informatics.
    Zeller, Sally
    Department of Research and Development, NU-Hospital Organisation, Trollhättan/Uddevalla, Sweden.
    Sunnerhagen, Katharina
    Institute of Neuroscience and Physiology, University of Gothenburg, SU/Sahlgrenska, Gothenburg, Sweden.
    Rydmark, Martin
    Institute of Biomedicine, University of Gothenburg, Gothenburg, Sweden.
    Broeren, Jurgen
    Department of Research and Development, NU-Hospital Organisation, Trollhättan/Uddevalla, Sweden.
    Telehealth with 3D games for stroke rehabilitation2011In: International Journal on Disability and Human Development, ISSN 1565-012X, Vol. 10, no 4, p. 373-377Article in journal (Refereed)
    Abstract [en]

    This study explores the feasibility of a novel telehealth system for stroke rehabilitation in a rural area in Sweden. It addresses two major problems of home-based rehabilitation: training motivation and frequent meetings. Three stroke subjects were equipped with 3D computer games workbenches, and were instructed to play with the hemiplegic upper extremity. On-line coaching meetings were performed using bi­directional audiovisual communication. The intervention led to clinical changes for all subjects. On-line coaching is promising, but not yet as effective as desired. However, a distance based approach using 3D games for upper extremity rehabilitation after stroke is feasible.

  • 284.
    Pareto, Lena
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Lindhardt, Bent
    University College Zealand, Denmark.
    Vejbaek, Leif
    University College Zealand, Denmark.
    Wølner, Tor Arne
    Vestfold University College, Norway.
    Gynther, Karsten
    University College Zealand, Denmark.
    Spante, Maria
    University West, Department of Economics and IT, Divison of Informatics.
    A Model for Instructional Design in Virtual Nordic Classrooms2013In: The Inaugural European Conference on Technology in the Classroom 2013: The Impact of Innovation: Technology and You, Naka Ward, Nagoya, Aichi, Japan: The International Academic Forum , 2013, p. 222-233Conference paper (Refereed)
    Abstract [en]

    In this paper we will report from an on-going EU-financed project aiming at developing innovative cross-border, virtual classroom instructional designs; that is designs where classes from three Nordic countries collaborate by means of technology to enhance teaching and learning. School management, teachers, students, and educational researchers from Denmark, Norway and Sweden collaborate since 2011 in three-country teams on all levels to explore and evaluate novel cross-border instructional designs in four subjects. The research approach is user-driven innovation by means of Action Research and Design-based research. The cross- border instructional designs exhibit several challenges: designs need to be aligned with all national curriculums with respect to 1) subject content and 2) learning goals, and in order to advance learning, we need to address 3) learning benefits due to the collaboration. In Mathematics, such cross-border learning benefits were particular elusive to identify, so some kind of guidance were needed. The model, first proposed for Mathematics but generalizable to other subjects, is a three-dimensional cube that categorizes an instructional design with respect to 1) subject-content, 2) aimed-for competence, and 3) learning-benefit. The subject contents and required competencies were derived and synthesized from the national curricula, whereas the learning benefits were inspired from previous cross-border designs. The model has successfully been used as a classification system for virtual classroom tasks, and also as an innovation tool to generate novel instructional designs where the expected learning benefits became explicit from start, which facilitates design evaluation. 

  • 285.
    Pareto, Lena
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Ljungberg, Christer
    University West, Department of Economics and Informatics, Divison of Informatics.
    Broeren, Jurgen
    GU.
    Johansson, B
    NU-sjukvården.
    Sunnerhagen, KS
    GU.
    Rydmark, Martin
    GU.
    Telehealth using 3D virtual environments in stroke rehabilitation: work in progress2010In: Proceedings of the 8th International Conference on Disability, Virtual Reality and AssociatedTechnologies. Viña del Mar/Valparaíso, Chile, 31 Aug. – 2 Sept.2010., 2010, p. 115-122Conference paper (Refereed)
    Abstract [en]

    We have now started testing a telehealth system for stroke rehabilitation in a rural area in Sweden (NU- Hospital Group Area). For collection of assessments and audiovisual communication, the telehealth system has bidirectional contact with the home-based units. To date, three stroke subjects’ participated; they were instructed to play 3D computer games with the hemiplegic upper extremity. The intervention led to clinical changes for all subjects. The analysis of the audiovisual communication revealed that the both stroke subjects and therapists were not yet effective in regulating their turn taking process. The data suggests the feasibility of a distance based approach using 3D virtual environments for upper extremity rehabilitation after stroke.

  • 286.
    Pareto, Lena
    et al.
    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.
    Understanding users with reading disabilities or reduced vision: Toward a universal design of an auditory, location-aware museum guide2006In: International Journal on Disability and Human Development, ISSN 2191-1231, Vol. 5, no 2, p. 147-154Article in journal (Refereed)
    Abstract [en]

    We present ongoing work on the design of an information system for users with reading disabilities and users with reduced vision. The design target is a portable, auditory, location-aware information system, to complement visually displayed information in exhibitions. Applying a user-centered, we identify non-typical user-groups’ specific requirements, which are turned into a design. The first design-iteration, which includes a formative evaluation, using a mock-up prototype, with dyslectic and visually impaired participants, is completed. The evaluation indicates that the user-group’s specific aspects we have identified are relevant, while designing for these groups. © 2006, by Walter de Gruyter GmbH & Co. All rights reserved.

  • 287.
    Pareto, Lena
    et al.
    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. University West, Department of Economics and Informatics, Divison of Informatics.
    Bernheim, Bo Göran
    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 West, School of Business, Economics and IT, Divison of Informatics.
    Nilsson, Stefan
    University West, School of Business, Economics and IT, Division of Media and Design.
    Östlund, Christian
    University West, School of Business, Economics and IT, Divison of Informatics.
    Designing for Learningin Network Organizations2007Conference paper (Refereed)
  • 288.
    Pareto, Lena
    et al.
    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.
    Karlsson, Marianne
    Chalmers.
    Engelbrektsson, Pontus
    Chalmers.
    Larsson, Lena E
    Berndtsson, Bo
    Creating an arena for use-centred development of medical and health care technology2007In: Proceedings of the 6th International Conference on the Management of Healthcare & Medical Technology, HOF Scuola Superiore Sant’Anna, 3-5 October 2007, Pisa, Italy., 2007Conference paper (Refereed)
  • 289.
    Pareto, Lena
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Sharkey, Paul M.School of Systems Engineering, University of Reading, United Kingdom.Merrick, JoavNational Institute of Child Health and Human Development, Jerusalem, Israel.
    Technology, Rehabilitation and Empowerment of People with Special Needs2015Collection (editor) (Refereed)
  • 290.
    Pareto, Lena
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Sharkey, Paul M.
    University of Reading, School of Systems Engineering, Reading, United Kingdom.
    Merrick, Joav G.
    Ministry of Social Affairs Israel, Division for Intellectual and Developmental Disabilities, Jerusalem, Israel.
    Using virtual reality technologies to support everyday rehabilitation2016In: Journal of Pain Management, ISSN 1939-5914, E-ISSN 1178-7090, Vol. 9, no 3, p. 197-198Article in journal (Other academic)
  • 291.
    Pareto, Lena
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Sharkey, PaulSchool of Systems Engineering, University of Reading, United Kingdom.Merrick, JoavNational Institute of Child Health and Human Development, Jerusalem, Israel.
    International Journal of Journal of Child Development: Special Issue: Using technology to enhance rehabilitation and empower people with special needs2016Collection (editor) (Refereed)
  • 292.
    Pareto, Lena
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Sharkey, Paul
    University of Reading, School of Systems Engineering, United Kingdom.
    Merrick, Joav
    National Institute of Child Health and Human Development, Jerusalem, Israel.
    Introduction: Using technology to enhance rehabilitation and empower people with special needs2015In: Technology, Rehabilitation and Empowerment of People with Special Needs, Nova Science Publishers, Inc. , 2015, p. xi-xiiiChapter in book (Other academic)
  • 293.
    Pareto, Lena
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Sharkey, PaulSchool of Systems Engineering, University of Reading, United Kingdom.Merrick, JoavNational Institute of Child Health and Human Development, Jerusalem, Israel.
    Journal of Pain Management: Special issue: Using virtual reality technologies to support everyday rehabilitation2016Collection (editor) (Refereed)
  • 294.
    Pareto, Lena
    et al.
    University West, Department of Economics and Informatics, Divison of Informatics. University West, School of Business, Economics and IT, Division of Media and Design.
    Snis, Ulrika L.
    University West, Department of Economics and Informatics, Divison of Informatics.
    An explorative, operational method supporting usability evaluation of technology changes in work contexts2006In: Proceedings of the IASTED International Conference on Software Engineering, as part of the 24th IASTED International Multi-Conference on APPLIED INFORMATICS, Innsbruck, 2006, p. 276-281Conference paper (Refereed)
    Abstract [en]

    In this paper we elaborate on the process of designing usability evaluations of technology that is to be integrated into specific real work settings, and where technology is the main target for change. Our research question relates to both what to evaluate and how to evaluate, and the ambition is to support evaluation designers on a practical level. We propose an explorative, operational method for usability evaluation design, which makes the design process explicit and design decisions more tractable. The evaluation design method is illustrated by an empirical example of how to design a comparative usability evaluation study, in a health care setting. The method supports the designer on a conceptual level by describing the different levels in the evaluation design. On an operational level it supports the designers by defining transitions between levels. And, on the analytical level it provides a template for a usability matrix, which allows for an explorative approach of constructing the conceptual content as well as a structured way to define and refine usability measures. However, the method needs to be further tested in other settings.

  • 295.
    Pareto, Lena
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Spante, Maria
    University West, School of Business, Economics and IT, Divison of Informatics.
    Willermark, Sara
    University West, School of Business, Economics and IT, Division of Media and Design.
    Challenges of Implementing Interactivity in the Classroom2014In: IRIS  Proceedings: Proceedings of the 37th Information Systems Research Seminar in Scandinavia (IRIS 37) / [ed] Ahmad Ghazawneh, Jacob Nørbjerg and Jan Pries-Heje, Ringsted, Denmark,, 2014Conference paper (Refereed)
    Abstract [en]

    Digitalization of schools has been on the agenda for decades and has resulted in new demands on teachers' skills in order to implememt technology into teaching. Despite political reforms, investments in technology and continuing professional development (CPD) initiatives for teachers, research often shows slow changes and unequal implementation. This paper addresses the challenges teachers are facing when participating in a 2-year CPD project using a highly interactive technology in classroom settings. The study is based on 18 in-depth interviwes and 6 video recalled observation sessions. The results show how the actual classroom situation is being very intense for the teacher in their everyday work. We conclude that for teachers to transform their teaching practices using highly interactive ICT-based learning is associated with several challenges related to planning and execution, for the part of the teachers, at the same time as it can be beneficial for student learning.

  • 296.
    Pareto, Lena
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Svensson, LarsUniversity West, Department of Economics and IT, Divison of Informatics.Lundin, JohanGothenburg University, Applied Information Technology.Lundh Snis, UlrikaUniversity West, Department of Economics and IT, Divison of Informatics.
    Proceedings of IRIS39, Information Systems Research Seminar in Scandinavia, Ljungskile, August 7-10, 20162016Collection (editor) (Other academic)
  • 297.
    Pareto, Lena
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Vejbæk, Leif
    University College Sjælland , Denmark.
    Wølner, Tor Arne
    Høgskolen i Buskerud og Vestfold , Norge.
    GNU matematik: aktiviteter och resultat2015Report (Other academic)
  • 298.
    Pareto, Lena
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Willermark, Sara
    University West, School of Business, Economics and IT, Division of Media and Design.
    Can teachers’ fragmented work situation jeopardize professional development of future teaching practices?2014In: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 2014, p. 464-469Conference paper (Refereed)
    Abstract [en]

    Digitization of schools has been on the political agenda for decades, but despite all reforms, technology investments and professional development initiatives, the goals are not yet reached. We have examined how teachers? perceive their working situation in order to explore if the conditions are suitable for learning and novel teaching practices. 18 interviews with Swedish primary school teachers were conducted and transcribed, from which 330 excerpts were extracted and divided in two characterizing categories: fragmentation reflecting working rhythm and density reflecting working tempo. The working condition had char-acteristics known to cause stress and less wellbeing, which counteracts teachers? sensitiveness to adapt to novelties and a reflective practice. This may jeopardize future professional development and thus digitalization of schools.

  • 299.
    Pareto, Lena
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Willermark, Sara
    University West, School of Business, Economics and IT, Division of Media and Design.
    Educational technology in teaching: What do teachers perceive they need in order to develop their professional competence?2013In: Proceedings IRIS 36: August 11-14 2013 at Gran, Norway University of Oslo, department of informatics / [ed] Tone Bratteteig, Margunn Aanestad & Espen Skorve, Oslo, 2013, p. 1-16Conference paper (Refereed)
    Abstract [en]

     This paper addresses the challenge of how to reach an Information and Communication Technology (ICT) competent teaching faculty in the Swedish compulsory school. Continuing professional development (CPD) can be a means to reach ICT-competence among teachers. In order to achieve successful CPD it is important to understand what teachers’ perceive they need in their professional development, which is examined in this paper. The study was performed in order to get a better understanding of the challenges associated with achieving ICT-competence. 17 teachers have been interviewed to investigate how they perceive needs regarding professional development and how they want these needs to be met. The interviews were recorded, transcribed, and analyzed by learning theories suitable for professional practices. Teachers’ expressed needs were interpreted as well aligned with CPD methods advocated in research literature, but less aligned with previous CPD initiatives. Their expressed needs were highly divergent, depending on individual competence, motivation and learning preferences. Previous ICT initiatives may therefore have been too uniform to be effective.

  • 300.
    Pareto, Lena
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Willermark, Sara
    University West, School of Business, Economics and IT, Division of Media and Design.
    Prata och göra matematik tillsammans med digital teknik2016In: Kollaborativ undervisning i digital skolmiljö / [ed] Sylvana Sofkova Hashemi & Maria Spante, Malmö: Gleerups Utbildning AB, 2016, p. 21-46Chapter in book (Other academic)
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