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  • 1.
    Amanuel, Yobel
    et al.
    University West, School of Business, Economics and IT.
    Kozarcanin, Enis
    University West, School of Business, Economics and IT.
    Digitala vårdmöten: En kvalitativ studie om vårdpersonalens upplevelser och erfarenheter av vårdmöten på distans2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The digitalisation of healthcare in Sweden has introduced new experiences for healthcare staff. The health service has developed something called digital care meetings, this is an aid for people who do not have the opportunity to visit hospitals or health centers physically. The patient gets an opportunity with digital care meetings to book an appointment for a follow-up or examination of a health problem and then carry out the meeting via their computer or mobile phone.

    The new technology has affected certain work activities and the care staff's experience of these aspects may vary. Therefore, this study has conducted interviews with healthcare professionals who have different professional roles to be able to describe their experience of digital healthcare meetings. These interviews were analyzed using a content analysis.

    The conclusions of the analysis were that the healthcare staff experienced digital care meetings as an alternative for patients and not a substitute for physical care meetings.

  • 2.
    Augustsson, Jens
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Holm, Alexis
    University West, School of Business, Economics and IT, Division of Media and Design.
    Framtidens konsumtion av digitala tjänster: En studie kring bruk av digitala tjänster på mobila enheter, baserat på ett Smart City-perspektiv.2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study is to find out how mobile user habits can provide a basis for applications and services based on a Smart City perspective, this by using two scientific methods, interviews and user diaries. The study will also analyze and develop the method for further studies in this subject. The cell phone has in recent years evolved into a unit where the original phone functions and features have become secondary. Even though its main purpose is still to communicate with others, it’s now done primarily through other types of services. Today the development goes from a use of digital services where each unit has a specific purpose, to a practise where they work together and share a common purpose. As a result of the fact that our use and our habits of these devices are changing, the nature of the services provided by these devices are also changing. Due to this, there is an ongoing evolution towards, and a demand for, new services that can take advantage of new technologies to dissolve the border between the digital and the physical reality. Which, from a Smart City perspective, could have great potential in several areas of social and organizational development.

    One can also se that the way we consume digital services is changing. We have gone from having a device centerd focus, were every unit has a specific purpose to a serviced centerd focus, were the units work as a collaborative ecosystem. These units share a collective pupose, to act as a window towards the internet.

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    Framtidens konsumtion av digitala tjänster
  • 3.
    Broeren, Jurgen
    et al.
    Sahlgrenska University Hospital.
    Jalminger, J
    Västra Götaland County.
    Johansson, L-Å
    Alkit Communications, Mölndal.
    Parmerud,, A
    Alkit Communications, Mölndal.
    Pareto, Lena
    University West, Department of Economics and IT, Division of Media and Design.
    Rydmark, Martin
    Gothenburg University.
    Information and communication technology: a person-centered approach to stroke care2012In: Proceedings of the 9th International Conference on Disability, Virtual Reality and Associated Technologies / [ed] P M Sharkey, E Klinger, Readings: University of Readings , 2012, p. 329-335Conference paper (Refereed)
    Abstract [en]

    This report describes the possibilities of information and communication technology (ICT) in stroke care, addressing a person-centered care (PCC) approach. Attention is paid to user involvement, design, videogames, and communication between health care professionals mutually as well as with patients, and how to share performance data with an electronic health record. This is the first step towards a supportive ICT system that facilitates interoperability, making healthcare information and services available to citizen’s across organizational boundaries. 

  • 4.
    Cerna, Katarina
    et al.
    University of Gothenburg, Department of Education, Gothenburg, Sweden.
    Weilenmann, Alexandra
    University of Gothenburg, Department of Education, Gothenburg, Sweden.
    Ivarsson, Jonas
    University of Gothenburg, Department of Education, Gothenburg, Sweden.
    Rysedt, Hans
    University of Gothenburg, Department of Education, Gothenburg, Sweden.
    Islind, Anna Sigridur
    University West, School of Business, Economics and IT, Divison of Informatics.
    Lundin, Johan
    University of Gothenberg, Department of Applied IT, Gothenburg, Sweden.
    Steineck, Gunnar
    Gothenburg University, Gothenburg, Sweden.
    Nurses' work practices in design: managing the complexity of pain2020In: Journal of Workplace Learning, ISSN 1366-5626, E-ISSN 1758-7859, Vol. 32, no 2, p. 135-146Article in journal (Refereed)
    Abstract [en]

    Purpose: The purpose of this study is to understand the activities in nurses' work practices in relation to the design process of a self-monitoring application. Design/methodology/approach: A design ethnographic approach was applied in this study. Findings: To solve the problem of translating highly qualitative phenomena, such as pain, into the particular abstract features of a self-monitoring application, design participants had to balance these two aspects by managing complexity. In turn, the nurses'€™ work practices have changed because it now involves a new activity based on a different logic than the nurses’ traditional work practices. Originality/value: This study describes a new activity included in nurses’ work practices when the nurses became part of a design process. This study introduces a novel way on how to gain a deeper understanding of existing professional practice through a detailed study of activities taking place in a design process. This study explores the possible implications for nurses’ professional practices when they participate in a self-monitoring application design process. Â2020, Emerald Publishing Limited.

  • 5.
    Godhe, Anna-Lena
    et al.
    Institutionen för pedagogik, kommunikation och lärande, Göteborgs universitet.
    Cederlund, Katarina
    University West, Department of Social and Behavioural Studies, Division for Educational Science and Languages.
    Vad möjliggör och begränsar utvecklandet av en multimodal bedömningspraktik?2017In: Forskning pågår, 2017Conference paper (Other academic)
    Abstract [sv]

    I takt med att digital teknologi har blivit allt vanligare i klassrummen skapar elever digitala och multimodala eller multimediala texter där det skrivna ordet integreras med bild, film, ljud och tal, vilket väcker frågor om hur vi bemöter och bedömer dessa texter. Med utgångspunkt i två olika forskningsprojekt på grund- och gymnasieskolan tar vi på föreläsningen upp de utmaningar lärare ställs inför vad gäller elevers produktion av multimodala texter och bedömning av dessa.

  • 6.
    Gustavsson Christiernin, Linn
    et al.
    University West, Department of Engineering Science, Division of Production Systems.
    Augustsson, Svante
    University West, Department of Engineering Science, Division of Production Systems.
    Interacting with Industrial Robots: A Motion-based Interface2016In: AVI '16 Proceedings of the International Working Conference on Advanced Visual Interfaces / [ed] Paolo Buono, Rosa Lanzilotti, Maristella Matera, New York: ACM Digital Library, 2016, p. 310-311Conference paper (Refereed)
    Abstract [en]

    Collaborative industrial robot cells are becoming more and more interesting for industry through the new Industrie 4.0 initiative. In this paper we report early work on motion-based interaction with industrial robots. Human motion is tracked by a Kinect camera and translated into robot code. A group of tests subjects are asked to interact with the system and their activities are observed. Lessons learned on interaction challenges in a robot cell are reported.

  • 7.
    Gustavsson, Linn
    et al.
    University West, School of Business, Economics and IT, Division of Urban Planing and Development.
    Augustsson, Svante
    University West, Department of Engineering Science, Division of Production Systems.
    Vallo Hult, Helena
    University West, School of Business, Economics and IT, Divison of Informatics. NU Hospital Group (SWE).
    Trigger Points Of Fear And Distrust In Human-Robot Interaction: The Case Of Cooperative Manufacturing2022In: IRIS 2022, the 45th Information Systems Research Seminar in Scandinavia: Proceedings, Association for Information Systems, 2022, p. 18-31, article id 3Conference paper (Refereed)
    Abstract [en]

    Digital technology is becoming ubiquitous and embedded as an integrated part of our daily lives, in which the digital and the physical worlds are increasingly interconnected and intertwined. While advanced technology can provide tremendous benefits and opportunities, it can also be very complex and challenging to understand, potentially leading to fear, suspicion, and distrust. This paper investigates a case of human-robot interaction in cooperative manufacturing, focusing on understanding how operators, managers and viewers feel about cooperating with industrial robots using potentially dangerous tools like nail guns. The aim of the study is to identify how human reactions to technology-induced change can be understood. The research question is: how can different trigger points of fear or distrust in technology be understood in the context of human-robot interaction? The findings reveal three key factors in overcoming fear, creating trust and encouraging interaction: knowledge, control, and self-preservation. The main contribution is illustrated through suggested guidelines for aspects that have to be practically considered when building this type of flexible robot cell for interacting with industrial robots in a real setting.

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    fulltext
  • 8.
    Hedqvist, Ann-Therese
    et al.
    Linnaeus University, Kalmar; Region Kalmar, Västervik (SWE).
    Svensson, Ann
    University West, School of Business, Economics and IT, Divison of Informatics.
    Larsson, Lena
    University West, Department of Health Sciences, Section for nursing - graduate level.
    Nurses' experiences of person-centred care planning using video-conferencing.2023In: Nursing Open, E-ISSN 2054-1058, no 3, p. 1163-1937Article in journal (Refereed)
    Abstract [en]

    AIM: The aim was to illuminate how nurses experience person-centred care planning using video conferencing upon hospital discharge of frail older persons.

    DESIGN: Care planning via video conferencing requires collaboration, communication and information transfer between involved parties, both with regard to preparing and conducting meetings. Participation of involved parties is required to achieve a collaborative effort, but the responsibilities and roles of the involved professions are unclear, despite the existence of regulations.

    METHOD: A qualitative content analysis was conducted based on 11 individual semi-structured interviews with nurses from hospitals, municipalities and primary care in Sweden.

    RESULTS: This study provides valuable insights into challenges associated with care planning via video conferencing. The meeting format, that is video conferencing, is perceived as a barrier that makes the interaction challenging. Shortcomings in video technology make a person-centred approach difficult. The person-centred approach is also difficult for nurses to maintain when the older person or relatives are not involved in the planning.

    Download full text (pdf)
    fulltext
  • 9.
    Hussain, Dena
    University West, Department of Engineering Science, Division of Computer, Electrical and Surveying Engineering.
    ICTs and sustainable management in cases of special need children: An early research case study2016In: 2016 IEEE Global Engineering Education Conference (EDUCON), IEEE, 2016, p. 997-1002Conference paper (Refereed)
    Abstract [en]

    As modern information and communication technologies (ICT) offer new possibilities for improving different aspect of healthcare, their implementation is a very relevant and is a fast accelerating process. The objective of this research is to identify the relationship between the use of Information and Communication Technologies for sustainable communication in the healthcare sector and examining the impact of using ICTs tool in a sustainable healthcare environment. This research is motivated by the need to develop better approaches in regards to healthcare services, creating optimized action plans for the development of sustainable processes in the healthcare sector in relation to process involving caretakers of disabled children in Sweden.

  • 10.
    Islind, Anna Sigridur
    et al.
    Reykjavik University, Department of Computer Science, School of Technology (ISL).
    Óskarsdóttir, María
    Reykjavik University, Department of Computer Science, School of Technology (ISL).
    Willermark, Sara
    University West, School of Business, Economics and IT, Division of Media and Design.
    Deeva, Galina
    KU Leuven, Research Centre for Information Systems Engineering (BEL).
    The Past, Present and Future of Learning Analytics: Minitrack paper2021In: Proceedings of the 54th Annual Hawaii International Conference on System Sciences / [ed] Tung X. Bui, University of Hawaii , 2021, p. 1507-1508Conference paper (Other academic)
    Abstract [en]

    In the user’s interaction with systems, waiting and interruptions often constitute a source of negative experiences. However, system response time can be difficult or impossible to control, due to for example poor internet connection. This study explores “subjective experienced time”, which refers to the users’ assessment of system response timeliness. The aim of this study is to gain increased knowledge of user satisfaction and subjectively experienced time in interaction with mobile applications. Thirty participants used and evaluated three mobile applications, containing unique stimuli in progress indicators. The results show correlation between progress indicators’ degree of feedback and the subjectively experienced time and user satisfaction. Contributions include increased insight into the somewhat complex connection between the degree of feedback, subjectively experienced time and user satisfaction, as well as design implications for user-centred design.

    Download full text (pdf)
    fulltext
  • 11.
    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.

  • 12.
    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. 

  • 13.
    Johansson, Lars-Olof
    et al.
    Halmstad University, Sweden.
    Lundh Snis, Ulrika
    University West, Department of Informatics and Mathematics.
    The dynamics of interaction: exploring a living lab innovation process from a community of practice perspective2011In: Proceedings of Pacific Asia Conference on Information Systems (PACIS) 2011, Association for Information Systems, 2011, article id 85Conference paper (Refereed)
    Abstract [en]

    This paper is based on a living lab project, which is an open, user-centric, innovation approach, where several actors from industry, user groups and academia are involved. The research question is: How can interaction dynamics be understood in a living lab innovation process? We applied an action-oriented research approach, where the empirical results are from The Find Project (TFP), which aim is to customize an ICT product based on the needs of a user group. The findings are analyzed from a community of practice perspective where three different communities, i) researchers from Halmstad Living Lab (HLL), ii) ICT developers (ICTD) and iii) next of kin of demented elderly persons (NOKD), represented the unit of analysis. We identified situations and activities that played a vital role for the innovation process in terms of boundary interaction dynamics. The contribution of our research to innovation theory is a combination and further exploration of the boundary spanning and communities of practice theories. We have developed a conceptual model describing the dynamics in boundary interactions of an ICT innovation process with regard to boundary objects-inuse and brokering. The conceptual model highlights two different levels of brokering: i) inner-level brokering and ii) outer-level brokering.

  • 14.
    Johansson, Lars-Olof
    et al.
    Högskolan i Halmstad.
    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.
    A Boundary Practice Perspective on Co-creation of ICT Innovations2016In: Nordic Contributions in IS Research: 7th Scandinavian Conference on Information Systems, SCIS 2016 and IFIP8.6 2016, Ljungskile, Sweden, August 7-10, 2016, Proceedings / [ed] Ulrika Lundh Snis, Springer Publishing Company, 2016, Vol. 259, p. 100-115Conference paper (Refereed)
    Abstract [en]

    Research has shown that collaboration and co-creation among different groups of stakeholders add complexity and challenges to the innovation process. In this paper a study of co-creation in a multi-stakeholder innovation process is presented. The co-creation is explored and described from a boundary practice perspective. The empirical data presented in the study is based on a user-centric innovation project, Free2Ride, where researchers, developers and members of two equestrian clubs co-created a piece of ICT safety equipment consisting of a transmitter (on the horse) and a receiver (application on a smartphone) to be used by equestrian club members during their everyday riding activities. Three episodes were extracted from the empirical data and presented in the paper. From these episodes the researchers have identified four characteristics of the spanning of boundaries in co-creation from a boundary practice perspective. One of the contributions in the papers is a description of boundary practice-spanning. The research approach adopted in the study is the action case approach.

  • 15.
    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.

  • 16.
    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.

    Download full text (pdf)
    fulltext
  • 17.
    Nilsson, Stefan
    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 Engineering.
    Bernhardsson, Lennarth
    University West, School of Business, Economics and IT, Division of Media and Design.
    Pongolini, Malin
    University West, School of Business, Economics and IT, Divison of Informatics.
    Svensson, Lars
    University West, School of Business, 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.

  • 18.
    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.

  • 19.
    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.

  • 20.
    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.

  • 21.
    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.

  • 22.
    Pareto, Lena
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design. Department of Education, Communication and Learning, University of Gothenburg, Gothenburg (SWE).
    Ekström, Sara
    University West, School of Business, Economics and IT, Division of Media and Design.
    Serholt, Sofia
    Division of Learning, Communication and IT, Department of Applied IT, University of Gothenburg, Gothenburg (SWE).
    Children's learning-by-teaching with a social robot versus a younger child: Comparing interactions and tutoring styles.2022In: Frontiers in Robotics and AI, E-ISSN 2296-9144, Vol. 9, article id 875704Article in journal (Refereed)
    Abstract [en]

    Human peer tutoring is known to be effective for learning, and social robots are currently being explored for robot-assisted peer tutoring. In peer tutoring, not only the tutee but also the tutor benefit from the activity. Exploiting the learning-by-teaching mechanism, robots as tutees can be a promising approach for tutor learning. This study compares robots and humans by examining children's learning-by-teaching with a social robot and younger children, respectively. The study comprised a small-scale field experiment in a Swedish primary school, following a within-subject design. Ten sixth-grade students (age 12-13) assigned as tutors conducted two 30 min peer tutoring sessions each, one with a robot tutee and one with a third-grade student (age 9-10) as the tutee. The tutoring task consisted of teaching the tutee to play a two-player educational game designed to promote conceptual understanding and mathematical thinking. The tutoring sessions were video recorded, and verbal actions were transcribed and extended with crucial game actions and user gestures, to explore differences in interaction patterns between the two conditions. An extension to the classical initiation-response-feedback framework for classroom interactions, the IRFCE tutoring framework, was modified and used as an analytic lens. Actors, tutoring actions, and teaching interactions were examined and coded as they unfolded in the respective child-robot and child-child interactions during the sessions. Significant differences between the robot tutee and child tutee conditions regarding action frequencies and characteristics were found, concerning tutee initiatives, tutee questions, tutor explanations, tutee involvement, and evaluation feedback. We have identified ample opportunities for the tutor to learn from teaching in both conditions, for different reasons. The child tutee condition provided opportunities to engage in explanations to the tutee, experience smooth collaboration, and gain motivation through social responsibility for the younger child. The robot tutee condition provided opportunities to answer challenging questions from the tutee, receive plenty of feedback, and communicate using mathematical language. Hence, both conditions provide good learning opportunities for a tutor, but in different ways.

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  • 23.
    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)
  • 24.
    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)
  • 25.
    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)
  • 26.
    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)
  • 27.
    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.

  • 28.
    Petersen, Ann-Louise
    University West, Department of Social and Behavioural Studies, Division for Educational Science and Languages. University West, Department of Social and Behavioural Studies, Division of Social Work and Social Pedagogy.
    Rektors roll som pedagogisk ledare i IKT-baserat skolutvecklingsprojekt2016In: Acta Didactica Norge - tidsskrift for fagdidaktisk forsknings- og utviklingsarbeid i Norge, E-ISSN 1504-9922, Vol. 10, no 3, p. 1-19Article in journal (Refereed)
    Abstract [en]

    The principal of the Swedish school has among other duties the responsibility for the pedagogical development of the school. This article analyses how the principals act as pedagogical leaders in a collaborative ICT project (Information and Communication Technology). The analysis is based on a case study of an EU funded Nordic school development project where the goal was to develop cross-boarder educational models between the national education systems in the three participating countries Sweden, Denmark and Norway. The project was based on virtual communication between the schools using digital technology. The study investigated how the teachers from two schools involved in the project experienced the leadership of the principals in ICT related matters. The teachers were interviewed to find out how they perceived the support they had received from the principals on pedagogical issues, technical equipment and ICT competence.  The interviews were analysed using Dexter’s three basic features, “setting direction”, “developing people” and “making the organisation work”.  Two kinds of leadership were found. The first one resembled a team-based leadership or even called a distributed leadership, where the principal worked closely with teachers and ICT managers. The second one resembled more a formal leadership where principals had a positive attitude towards ICT development but conventional organisational roles were retained. In development projects where ICT will be integrated into teaching requires different types of skills and experience, and hence also between different professional competencies. The project as a working method can in the study be seen as a model for developing a distributed leadership. 

  • 29.
    Rangraz, Masood
    University West, School of Business, Economics and IT, Divison of Informatics.
    The mastery of assembly work2019In: VILÄR 5-6 december 2019, University West, Trollhättan: Abstracts / [ed] Kristina Johansson, Trollhättan: University West , 2019, p. 14-15Conference paper (Other academic)
    Abstract [en]

    This study is about a close interaction and a lived experience between human agents and material objects. On the surface, the work of the shop floor assemblers has to do routinely with different work tasks. Secure placements of stations, persistence display of machines and tools, identical flow of end-products and, most importantly, the order and the rhythm of movement give an impression of routine doings devoid of any skillful performance.To reveal the mastery attached to the assembly work, we use detailed field observations, actors' anecdotes, photographs and video recordings. We ask how does the status of the assembled products get examined, assessed and adjusted by the actors? We show how assembly-line workers and some rudimentary tools like hammers, pliers and gauges come together to yield qualified output — verified and certified by the direct engagement of human agents.Categorized into four sections of tacit knowledge, skill development, assessment and adjustment, we make explicit how the measuring happens, connects to the geometry of the assembled piece, translates into observable actions and is idiosyncratically performed for each and every piece of assembled product. We reveal that what might seem simple and routine assembly work involves unseen calculations and is carried out by a skillful performance.

    This study distances itself from conceptual models and narrow interpretations and employs ethnomethodology as a theoretical modal to connect meaningfully the dots from empirical setting. The argument here is against the impoverished conception and indispensable nature of skill at the shop floor. This paper provides critical contribution to the ongoing discussion of ‘future of work’ in general and to the debate on the ‘growing risk of replacement of work force by sophisticated algorithms’ in particular.

  • 30.
    Rawshani, Araz
    et al.
    University of Gothenburg, Department of Medicine, Göteborg, Sweden.
    Rawshani, Nina
    University of Gothenburg, Department of Medicine, Göteborg, Sweden.
    Gelang, Carita
    The Sahlgrenska University Hospital, Gothenburg, Sweden.
    Andersson, Jan-Otto
    The Sahlgrenska University Hospital, Gothenburg, Sweden.
    Larsson, Anna
    University of Gothenburg, Department of Medicine, Göteborg, Sweden.
    Bång, Angela
    University College of Borås, The Pre-hospital Research Centre of Western Sweden, Prehospen, Borås, Sweden.
    Herlitz, Johan
    University College of Borås, The Pre-hospital Research Centre of Western Sweden, Prehospen, Borås, Sweden.
    Gellerstedt, Martin
    University West, School of Business, Economics and IT, Divison of Law, Economics, Statistics and Politics. University West, School of Business, Economics and IT, Divison of Informatics.
    Emergency medical dispatch priority in chest pain patients due to life threatening conditions: A cohort study examining circadian variations and impact of the education2017In: International Journal of Cardiology, ISSN 0167-5273, E-ISSN 1874-1754, Vol. 236, no I June, p. 43-48Article in journal (Refereed)
    Abstract [en]

    Background and aims: We examined the accuracy in assessments of emergency dispatchers according to their education and time of the day. We examined this in chest pain patients who were diagnosed with a potentially life-threatening condition (LTC) or died within 30 days. Methods: Among 2205 persons, 482 died, 1631 experienced an acute coronary syndrome (ACS), 1914 had a LTC.Multivariable logistic regression was used to study how time of the call and the dispatcher's education were associated with the risk of missing to give priority 1 (the highest). Results: Among patients who died, a 7-fold increase in odds of missing to give priority 1 was noted at 1.00 pm, as compared with midnight. Compared with assistant nurses, odds ratio for dispatchers with no (medical) training was 0.34 (95% CI 0.14 to 0.77). Among patients with an ACS, odds ratio for calls arriving before lunch was 2.02 (95% CI 1.22 to 3.43), compared with midnight. Compared with assistant nurses, odds ratio for operators with no training was 0.23 (95% CI 0.13 to 0.40). Similar associations were noted for those with any LTC. Dispatcher's education was not associated with the patient's survival. Conclusions: In this group of patients, which experience substantial mortality and morbidity, the risk of not obtaining highest dispatch priority was increased up to 7-fold during lunchtime. Dispatch operators without medical education had the lowest risk, compared with nurses and assistant nurses, of missing to give priority 1, at the expense of lower positive predictive value. Key messages: What is already known about this subject? Use of the emergency medical service (EMS) increases survival among patients with acute coronary syndromes. It is unknown whether the efficiency – as judged by the ability to identify life-threatening cases among patients with chest pain – varies according to the dispatcher's educational level and the time of day.What does this study add? We provide evidence that the dispatcher's education does not influence survival among patients calling the EMS due to chest discomfort. However, medically educated dispatchers are at greatest risk of missing to identify life threatening cases, which is explained by more parsimonious use of the highest dispatch priority. We also show that the risk of missing life-threatening cases is at highest around lunch time.How might this impact on clinical practice? Dispatch centers are operated differently all over the world and chest discomfort is one of the most frequent symptoms encountered; we provide evidence that it is safe to operate a dispatch center without medically trained personnel, who actually miss fewer cases of acute coronary syndromes. However, non-medically trained dispatchers consume more pre-hospital resources.

  • 31.
    Schüler, Martin
    et al.
    University West, Department of Social and Behavioural Studies, Division of Psychology, Pedagogy and Sociology. Land Warfare Centre (SWE), Swedish Defence University (SWE).
    Bjurström, Erik
    Mälardalen University (SWE).
    Navigating in the zoo2023In: International Command and Control Research and Technology Symposium (ICCRTS) proceedings, 2023, p. 1-7Conference paper (Refereed)
    Abstract [en]

    Machine learning (ML) and artificial intelligence (AI) are taking the world by storm. Armed forces around the world are thinking about new concepts or adaptations to integrate ML and AI in different functions affecting the military work environment. The purpose of this article is to broaden the perspective and challenge the perception of a military ML or AI integration. Military exercises are important tools for armed forces throughout the world. Learning to fight wars in a safe environment which emphasizes learning, saves lives on the battlefield. Through the theoretical framework of human activity, it is possible to understand the challenges soldiers and officers face when conducting double-sided live field exercises. The introduction of ML and AI in the exercise environment also creates a new learning environment with two more learning participants. By understanding the human zone of proximal development, we can also better understand the learning limitations and constraints an integrated ML or AI must consider before adjusting the algorithm. Simply accepting every collected data stream from a double-sided live field exercise might lead to learned faults and errors endangering the lives of soldiers and officers. To mediate the risk a new type of exercise needs to be developed with a focus on all participants learning opportunities both human and machine

  • 32.
    Sofkova Hashemi, Sylvana
    University West, Department of Social and Behavioural Studies, Division for Educational Science and Languages.
    Wiki-mediated Writing: design, media, writing strategies and feedback in online text production2013In: Acta Didactica Norge - tidsskrift for fagdidaktisk forsknings- og utviklingsarbeid i Norge, E-ISSN 1504-9922, Vol. 7, no 1, p. Art. 8 : 1-21Article in journal (Refereed)
    Abstract [en]

    Bringing social media arenas, such as wikis, into the classroom invites teaching approaches that engage students in authentic, participatory and creative writing processes. This case study examines the online text production of primary school students in a wiki environment and how the key functionalities for commentary, discussion, logging skills of text and multimodal expression are utilized in practice to develop writing. Exploring the design of assignments and analysing the nature of final texts, writing strategies and feedback reveals an iterative process of writing dominated by strategies of expanding texts with new information and occasional surface editing. The students composed individual narratives on selected themes augmented by drawings, images, speaking avatars and video clips. Feedback was mainly provided by the teachers in the form of encouraging comments and corrective revisions directly in the students’ texts. Peer response was rare, in one project taking the form of discussion posts. Revising indicating increased language awareness was observed among second language learners. Overall, the study demonstrates a tension between instructional design, the affordances of the writing arena and the space for creativity when engaging students in advanced, participatory and reflective composing and revising of texts. 

  • 33.
    Spante, Maria
    University West, School of Business, Economics and IT, Divison of Informatics.
    Talking heads on the internet: social interaction in a multi-user voice based 3d graphical environment2011In: Proceedings of IRIS 2011.: TUCS Lecture Notes  No 15, October 2011 / [ed] Leino, Timo, 2011Conference paper (Refereed)
    Abstract [en]

    This paper reports on the finding from a qualitative study which investigated how long-term

    users of Traveler, a voice-based 3D online graphical environment launched in 1996 and still

    running, experience their social relations in relation to this specific cue-rich communication

    technology. The paper describes the subjective perceptions of the technology-mediated social

    experience such as the experience of social atmosphere in the community, of online

    friendship, of the meaning of the online social interaction in the users' offline lives. The paper

    also discusses the importance of these subjective experiences for motivation to regularly use

    Traveler. Conclusions drawn from the study suggest that it is crucial for users to have the

    ability to handle the technical functions of the program in order to function socially in the

    environment such as using the functions of the graphical program and using the voice channel

    in a social significant way. As a result, in order to have a positive and meaningful social

    experience in online it is critical for users to adapt to technical as well as to social factors.

    This process of adaptation is very important since the way functions are used was interpreted

    as social signals by users suggesting that social and technical aspects are intertwined in social

    practice. The paper describes this process of adaptation and the positive social effects of a

    successful adaptation. 

  • 34.
    Tobisková, Nicole
    et al.
    University West, Department of Engineering Science, Division of Production Systems.
    Gull, Erik Sanderson
    GKN Aerospace Sweden AB, Flygmotorvägen 1, 461 38 Trollhättan (SWE).
    Janardhanan, Swathanandan
    GKN Aerospace Sweden AB, Flygmotorvägen 1, 461 38 Trollhättan (SWE).
    Pederson, Thomas
    University West, School of Business, Economics and IT, Divison of Informatics.
    Malmsköld, Lennart
    University West, Department of Engineering Science, Division of Production Systems.
    Augmented Reality for AI-driven Inspection?: A Comparative Usability Study2023In: Procedia CIRP, ISSN 2212-8271, E-ISSN 2212-8271, Vol. 119, p. 734-739Article in journal (Refereed)
    Abstract [en]

    Inspection in Aerospace industry can, as well as many other industrial applications, benefit from using Augmented Reality (AR) due to its ability to superimpose helpful digital information in 3D, leading to fewer errors and decreased mental demand. However, each AR device has advantages and disadvantages, and not all AR devices are suitable for use in industrial settings. We compare a tripod-fitted-adjustable-arm tablet-based AR solution (Apple iPad Pro) to head-mounted AR (Microsoft HoloLens 2) and a traditional, computer screen-based human-machine interface (HMI), all three designed to guide operators based on previously performed AI-based image analysis. Following an iterative design process with three formative evaluations, a final field test in a real industrial shop floor engaging 6 professional inspectors revealed an overall preference for the tripod-fitted iPad variant which receiving the best scores in most dimensions covered in both a usability-focused SUS questionnaire (score 71) and a NASA-RTLX form focused on perceived workload. More specifically, the tripod-fitted iPad was considered more usable (SUS) than the classic computer display HMI (M=5.83, SD=4.92, p=0.034, N=6); the temporal demand (NASA-RTLX) was considered lower using the iPad compared to both HoloLens 2 and the HMI (M=6.67, SD=4.08, p=0.010; M=10.83, SD=9.70, p=0.040, N=6), respectively. 

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  • 35.
    Tobisková, Nicole
    et al.
    University West, Department of Engineering Science, Division of Production Systems.
    Malmsköld, Lennart
    University West, Department of Engineering Science, Division of Production Systems.
    Pederson, Thomas
    University West, School of Business, Economics and IT, Divison of Informatics.
    Head-Mounted Augmented Reality Support for Assemblers of Wooden Trusses2023In: Procedia CIRP, ISSN 2212-8271, E-ISSN 2212-8271, Vol. 119, p. 134-139Article in journal (Refereed)
    Abstract [en]

    Wooden-house assembly is an area where still a big part of the work is done manually. In this case study, pairs of operators compose large wooden pieces together based on paper-print instructions complemented by visual guidance in the shape of laser marks projected from lasers mounted in the ceiling, based on Computer-aided design (CAD) data. Augmented Reality (AR) head-mounted displays (HMD) offer a unique platform for providing instructions and additional information superimposed in the work environment and thus can provide guidance in a cognitively ergonomic way. A particular advantage compared to other computing platforms is that the operators have free hands and can perform the manual work and follow guidance simultaneously. We present an evaluation of a prototype that dynamically transforms a CAD data file with design and measurements of wooden trusses to be manufactured, into an AR-based guidance system developed in Unity for Microsoft HoloLens 2 devices. We used an iterative participatory design process for prototyping and think-aloud protocol combined with observations for evaluation, involving professional assemblers in different stages of the process. Participants found the solution to potentially save time in their everyday work and simplify the task by offering increased visibility of the marks compared to the existing laser projection. Large-scale deployment of the system is still facing design challenges of which some are also discussed in the paper.  

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  • 36.
    Willermark, Sara
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Olofsson, Anders D.Department of Education, Umeå University (SWE).Lindberg, J. OlaDepartment of Education, Umeå University (SWE).
    Digitalization and Digital Competence in Educational Contexts: A Nordic Perspective from Policy to Practice2024Collection (editor) (Refereed)
    Abstract [en]

    This edited collection presents a Nordic perspective on intensified discussions concerning digitalization and digital competence in the current trends of educational work. Using a multidisciplinary and holistic approach, the book compares Nordic countries' attitudes towards the digitalization of education and demonstrates the Nordic region's position as digital front-runners in a European and global context. The book provides up-to-date cases and future-oriented perspectives on digitalization and digital competence in educational work. Chapters use empirical data gained from policy documents, interviews, and questionnaires to present nuanced discussions, theoretical perspectives, and implications for the future of digitalization in education. Ultimately, this book's reach far exceeds that of its Nordic contexts and will be of use to postgraduate students, researchers, and scholars across the globe involved with digital education, teacher education, and educational policy and politics more broadly . . .

  • 37.
    Willermark, Sara
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Pantic, Nikola
    University West, School of Business, Economics and IT, Division of Media and Design.
    Pehrson, Hannah
    University West, School of Business, Economics and IT, Division of Media and Design.
    Subjectively Experienced Time and User Satisfactio: An Experimental Study of Progress Indicator Design in Mobile Application2021In: Proceedings of the 54th Annual Hawaii International Conference on System Sciences / [ed] Tung X. Bui, University of Hawaii , 2021, p. 4476-4485Conference paper (Other academic)
    Abstract [en]

    In the user’s interaction with systems, waiting and interruptions often constitute a source of negative experiences. However, system response time can be difficult or impossible to control, due to for example poor internet connection. This study explores “subjective experienced time”, which refers to the users’ assessment of system response timeliness. The aim of this study is to gain increased knowledge of user satisfaction and subjectively experienced time in interaction with mobile applications. Thirty participants used and evaluated three mobile applications, containing unique stimuli in progress indicators. The results show correlation between progress indicators’ degree of feedback and the subjectively experienced time and user satisfaction. Contributions include increased insight into the somewhat complex connection between the degree of feedback, subjectively experienced time and user satisfaction, as well as design implications for user-centred design.

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  • 38.
    Willermark, Sara
    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.
    Challenges of Achieving ICT Competent Teachers through Continuing Professional Development: Teachers' perspectives2013In: Proceedings IRIS36: August 11-14 2013 at Gran, Norway, University of Oslo, department of informatics / [ed] Tone Bratteteig, Margunn Aanestad & Espen Skorve, Oslo: Akademika forlag, 2013, no 4, p. 103-117Conference paper (Refereed)
    Abstract [en]

    This paper addresses the problem of how to reach an Information and Communication Technology (ICT) competent teaching faculty in Swedish compulsory school.  Continuing professional development (CPD) is often used as a mean to increase competence in general among teachers, and is used for ICT initiatives as well. However, numerous studies have shown that previous ICT initiatives have not achieved sustainable change in teaching practices to the extend desired by policymakers. This study addresses the problem by investigating how such change initiatives can affect teachers in their every-day work. Therefore, we explore challenges and experiences, as perceived by teachers, related to CPD as a mean to achieve ICT competence into their profession. 17 teachers have been interviewed. The interviews were recorded, transcribed, and analysed by learning theories suitable for professional practices. Teachers’ expressed needs were well aligned with CPD methods advocated in research literature, but less aligned with previous CPD initiatives. Their expressed needs were diverse, reflecting their individual competence, length of teaching experience, personal motivation and learning preferences. 

  • 39.
    Wynn, Eleanor
    et al.
    Ronin Institute, USA.
    Vallo Hult, Helena
    University West, School of Business, Economics and IT, Divison of Law, Economics, Statistics and Politics.
    Qualitative and Critical Research in Information Systems and Human-Computer Interaction: Divergent and Convergent Paths2019In: Foundations and Trends® in Information Systems, ISSN 2331-1231, Vol. 3, no 1-2, p. 1-233Article in journal (Refereed)
    Abstract [en]

    Information Systems (IS) and Human Computer Interaction(HCI)–including Computer-Supported Cooperative Work(CSCW)–address the development and adoption of computingsystems by organizations, individuals, and teams. Whileeach has its own emphasis, the timelines for adopting qualitativeand critical research differ dramatically. IS used bothin the late 1980s, but critical theory appeared in HCI onlyin 2000. Using a hermeneutic literature review, the papertraces these histories; it applies academic cultures theoryas an explanatory framework. Institutional factors includeepistemic bases of source disciplines, number and centralityof publication outlets, and political and geographic contexts.Key innovations in IS are covered in detail. The rise ofplatformization drives the fields toward a common scopeof study with an imperative to address societal issues thatemerge at scale.

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  • 40.
    Wynn, Eleanor
    et al.
    Ronin Institute, USA.
    Vallo Hult, Helena
    University West, School of Business, Economics and IT, Divison of Law, Economics, Statistics and Politics.
    Qualitative and Critical Research in Information Systems and Human-Computer Interaction: Divergent and Convergent Paths2019Book (Refereed)
    Abstract [en]

    Qualitative and Critical Research in Information Systems and Human Computer Interaction explores the history and adoption of qualitative and critical research in Information Systems (IS) and contrasts it with the growth of similar methods/theories in Human Computer Interaction (HCI) and, to a lesser, extent Computer Supported Collaborative Work (CSCW). The supposition behind the comparison was that the areas overlap in subject matter and would overlap in methods and authors. However, marked differences were observed in the structure of publications, conferences, and on social media that led to questions about the extent to which the fields shared a common framework. The authors find that the history of each discipline reflects institutional factors that affected the respective timelines for the use of these approaches. This leads them to consider a sociological epistemic framework, which explains the differences quite well. It also supports characterizations of the culture of IS made by members, as having open paradigm and high collegiality, described as an adhocracy. The authors propose that qualitative and critical research developed interdependently in IS. Aside from institutional factors, a further difference in uptake of methods and critical framework comes from the US/Europe divide in research traditions and the political/epistemic climates affecting research in the respective regions. Research from beyond the transatlantic traditions postdates the developments covered here but is touched on at the end of the monograph. The primary goal of Qualitative and Critical Research in Information Systems and Human Computer Interaction is to better understand the ways the IS research community differentiates itself into diverse constituencies, and how these constituencies interact in the field's complex processes of knowledge creation and dissemination. Another goal is to create cross-disciplinary discussion and build on related work in the fields. This is important in the era of platforms with global reach, and the concurrent development of powerful AI and analytics capabilities that both intrude on daily life and try to emulate human intelligence.

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