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Nilsson, S., Sjölie, D., Andersson, U. R., Mortensen, Z., Poturovic, D., Katende, J. O. & Haj-Bolouri, A. (2026). Prototyping VR Training Using Design Thinking and ADR. Paper presented at 21st International Conference on Design Science Research in Information Systems and Technology, DESRIST 2026, Münster, Germany, June 8–10, 2026. Lecture Notes in Computer Science, 360-366
Open this publication in new window or tab >>Prototyping VR Training Using Design Thinking and ADR
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2026 (English)In: Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349, p. 360-366Article in journal (Refereed) Published
Abstract [en]

Train managers face a challenging work environment, characterized by a heightened risk of passenger aggression within spatially confined environments. Further, the rarity of threatening incidents makes skill development difficult. This paper presents the design and development of a Virtual Reality (VR) training artifact aimed at equipping train managers with de-escalation skills through immersive VR simulation of threatening onboard scenarios. Developed in collaboration between SJ (Sweden's largest train operator), University West, and VR developer Tenstar, the project operationalizes Design Thinking (DT) as the micro-level method within an Action Design Research (ADR) framework. Two Minimum Viable Products (MVPs) were developed as boundary objects to surface tacit practitioner knowledge and validate scenarios before committing to costly VR development. A modular JSON-based architecture decouples scenario content from the VR implementation, enabling rapid iterations without modifying the underlying VR environment. Evaluation indicates strong perceived utility and confirms that the design process successfully captured the complexity of real onboard work practices. The paper contributes a methodological approach for developing VR training artifacts in complex, practice-embedded contexts.

Place, publisher, year, edition, pages
Springer Nature, 2026
Keywords
Design thinking, VR training, de-escalation, ADR
National Category
Information Systems, Social aspects
Research subject
Work-Integrated Learning
Identifiers
urn:nbn:se:hv:diva-25455 (URN)10.1007/978-3-032-28570-6_31 (DOI)
Conference
21st International Conference on Design Science Research in Information Systems and Technology, DESRIST 2026, Münster, Germany, June 8–10, 2026
Available from: 2026-06-15 Created: 2026-06-15 Last updated: 2026-07-23Bibliographically approved
Andersson, M. & Andersson, U. R. (2024). Hårda och mjuka kunskaper. In: Mats Wahlberg & Dennis Augustsson (Ed.), Medieproduktion i akademin: (pp. 67-90). Växjö: Linnaeus University Press
Open this publication in new window or tab >>Hårda och mjuka kunskaper
2024 (Swedish)In: Medieproduktion i akademin / [ed] Mats Wahlberg & Dennis Augustsson, Växjö: Linnaeus University Press , 2024, p. 67-90Chapter in book (Refereed)
Abstract [sv]

Bokinfo:

Antologin du håller i din hand är ett resultat av samarbetet inom nätverket Svenska medieproduktionsakademier (SMEA). Nätverket startade 2012 för att stärka samarbetet mellan högskolor och universitet i Sverige där medieproduktion är en central del av utbildningar och pedagogiska metoder i undervisningen. Syfet med denna antologi är att visa på den mångfald av perspektiv och forskning som ryms inom det breda kunskapsområdet Medieproduktion i Sverige idag. 

Place, publisher, year, edition, pages
Växjö: Linnaeus University Press, 2024
National Category
Media and Communication Studies
Identifiers
urn:nbn:se:hv:diva-23061 (URN)10.15626/978918082236-7 (DOI)978-91-8082-236-7 (ISBN)978-91-8082-237-4 (ISBN)
Note

© Respektive författare

Available from: 2025-02-26 Created: 2025-02-26 Last updated: 2025-09-30
Andersson, U. (2024). Sense and Storyfication: From virtual worlds to storyworlds. (Doctoral dissertation). Trollhättan: University West
Open this publication in new window or tab >>Sense and Storyfication: From virtual worlds to storyworlds
2024 (English)Doctoral thesis, monograph (Other academic)
Abstract [en]

This text explores how virtual reality (VR) can be used as a medium to convey experiences, particularly in the context of work-integrated learning (WIL). The author argues that VR, combined with semiotics and narrative theory, offers a powerful platform for creating dynamic and meaningful ”story worlds.” These worlds can help users explore, create, and understand complex information in a more engaging and effective way than traditional teaching methods. 

The primary research objective is to investigate how VR can be used to convey the experience of being in a specific situation. The text specifically examines how semiotics can be used to design and analyse VR environments, and how narrative structures can promote storyfication among users. 

Semiotic principles are employed to analyse and design VR environments. Semiotics, the study of signs and symbols, provides a framework for understanding how meaning is created and conveyed through various elements in the virtual environment. By carefully selecting and placing signs, designers can create specific meanings and experiences for users.

The text emphasises the power of storytelling as a fundamental cognitive tool for structuring and understanding experiences. Narrative structures, such as plot, characters, and conflicts, can be woven into VR environments to create engaging and meaningful experiences. 

Two VR prototypes were developed and evaluated during the project. Both prototypes simulated a situation in palliative care, where the user’s task was to interact with a patient and their relatives. The design processs for the prototypes was iterative and involved steps of initial research, semiotic analysis, prototype development and evaluation. The VR environments were constructed based on the semiotic analysis, focusing on integrating signs identified in the previous steps in a meaningful way. User tests were conducted to evaluate the effectiveness of the prototypes. Users’ behaviour in the VR environment was observed, and interviews were conducted to gather feedback on their experiences and interpretations.

The studies showed that VR can effectively convey the experience of being in a specific situation. Users reported a strong sense of presence and engagement in the virtual environments. The analysis of users’ behaviour and interviews showed that the VR environments successfully triggered storyfication leading to meaningful reflections and discussions about palliative care. Important factors in the environments included content that introduced cognitive chafing and required participants to fill in the blanks to make sense of the situation. 

The text argues that VR, combined with semiotics and narrative theory, has the potential to contribute to WIL by offering a platform for experiential and narrative learning. By creating dynamic and engaging storyworlds, VR can help students develop important skills, increase their empathetic abilities, and prepare for real-life situations.

Place, publisher, year, edition, pages
Trollhättan: University West, 2024. p. 168
Series
PhD Thesis: University West ; 73
Keywords
Virtual Reality, Work-Integrated Learning, Interactive narratives; Education, Healthcare, Semiotics, Narrative theory
National Category
Information Systems, Social aspects
Research subject
Work Integrated Learning
Identifiers
urn:nbn:se:hv:diva-22593 (URN)978-91-89969-12-4 (ISBN)978-91-89969-13-1 (ISBN)
Public defence
2024-12-05, F314, Gustava Melins gata 2, Trollhättan, 13:00 (English)
Opponent
Supervisors
Available from: 2024-11-15 Created: 2024-11-04 Last updated: 2025-09-30Bibliographically approved
Andersson, M. & Andersson, U. (2022). Problem solving, reflection and lifelong learning in the junction between theory and practice. In: International Conference on Work Integrated Learning: Abstract Book. Paper presented at WIL'22 International Conference on Work Integrated Learning, 7-9 December 2022, University West, Trollhättan, Sweden (pp. 80-80). Trollhättan: University West
Open this publication in new window or tab >>Problem solving, reflection and lifelong learning in the junction between theory and practice
2022 (English)In: International Conference on Work Integrated Learning: Abstract Book, Trollhättan: University West , 2022, p. 80-80Conference paper, Oral presentation with published abstract (Other academic)
Abstract [en]

In 2002 University West was commissioned by the government to develop forms for work integrated learning (WIL) as part of the work with pedagogical renewal of higher education. As a result of this assignment, WIL is now a deeply rooted philosophy and cornerstone of the university but also the main principle for pedagogical approach. We believe that knowledge, both theoretical and practical, is acquired everywhere and not only in institutions of higher learning. In other words, we are striving to connect university studies with everyday work life and the surrounding society. The purpose of this paper is to describe and evaluate a strategy for improving student awareness and skills for problem solving, reflection and lifelong learning in the junction between theory and practice. At the center of our focus are students from our bachelor's degree programme 3D-animation and visualization and a course on simulation and particle based effects. This is a challenging subject to teach since knowledge, tools and process is evolving rapidly and we rewrite the course curricula every year. The strategy consists of adding five themes focused on reflection and problem solving spread over the weeks of the course, in addition to the more direct subject-related areas. For each theme the students recieved reading material giving an overview of each theme, and then reflection based questions aimed at connecting the theme of each week to the subject of the course. The themes were Lifeling Learning, MoSCoW prioritisation, Schöns desriptions of design challenges and wicked problems and finally Fraylings ideas of Research through design and Schöns Conversation with the material. For the last week, the students wrote a summary of the entire course using the themes they had studied. At first there was some resistance among the students, and it was not easy for them to see the value of these assignments, instead their focus was on the more technical aspects of the course. However, as the course progressed a majority of the students started to see the point of these more reflective based assignments. One example where this became apparent was during the weekly presentations of the technical assignments. While some of the students still struggled with integrating the reflective assignments with the more technical parts of the course, others started to use the terminology and reasoning from the reflective assignments when talking about how they approached the problems they faced when solving the technical assignments. Having the students equipped with these new approaches also facilitated talking about problem solving and learning strategies, both during the course where this strategy was tested, as well as a subsequent course.The strategy was evaluated by analysing the written and oral presentations and reflections of the students, with special attention being paid to their problem solving and their strategies when approaching new technologies and tools. In addition to this, we also observed their reasoning about the theories that was embedded in the tools, i.e not just talk about how to do things in the software, but also the theories and principles underlying the software.Overall, the aim of the strategy was to train the students on problem solving and learning through experimentation, design and reflection. While one single course is a very short time to practice this, differences in reasoning andstrategies in the students from the beginning of the course to the end could be seen. This was both in their written reports as well as their oral presentations. Areas where improvements could be seen was more abstract reasoning, reflection on problem solving, priorities, and the ability to connect and compare different areas of the course. One theme that also was recurring in the texts was the balance between chaotic exploration and structured learning. These are skills that are valuable in a changing industry where they will need to learn new tools and develop new workflows constantly. Overall, a conclusion here is that learning to learn is far more important than learning a specific tool or skill.

Place, publisher, year, edition, pages
Trollhättan: University West, 2022
Series
WIL Proceedings, E-ISSN 3035-9635
Keywords
work integrated learning, reflection, problem solving, simulation
National Category
Pedagogy Educational Sciences
Research subject
Work-Integrated Learning
Identifiers
urn:nbn:se:hv:diva-19567 (URN)9789189325302 (ISBN)
Conference
WIL'22 International Conference on Work Integrated Learning, 7-9 December 2022, University West, Trollhättan, Sweden
Note

The general theme of the conference is: “WIL in the service of society”

Available from: 2023-01-11 Created: 2023-01-11 Last updated: 2025-10-08Bibliographically approved
Andersson, U. & Truong, A. (2022). Virtual care for the virtually dying. In: : . Paper presented at LINA WEEK 40, 3-7 OCTOBER, 2022, University West, Sweden.
Open this publication in new window or tab >>Virtual care for the virtually dying
2022 (English)Conference paper, Oral presentation only (Other academic)
Keywords
Virtual care
National Category
Educational Sciences
Research subject
Work Integrated Learning
Identifiers
urn:nbn:se:hv:diva-19954 (URN)
Conference
LINA WEEK 40, 3-7 OCTOBER, 2022, University West, Sweden
Available from: 2023-05-10 Created: 2023-05-10 Last updated: 2025-09-30Bibliographically approved
Andersson, U. & Andersson, M. (2020). The challenge with the skilled hobbyist. In: Kristina Johansson (Ed.), VILÄR: 3–4 December 2020 University West,Trollhättan. Abstracts. Paper presented at VILÄR. 3–4 December 2020 University West,Trollhättan (pp. 16-17). Trollhättan: Högskolan Väst
Open this publication in new window or tab >>The challenge with the skilled hobbyist
2020 (English)In: VILÄR: 3–4 December 2020 University West,Trollhättan. Abstracts / [ed] Kristina Johansson, Trollhättan: Högskolan Väst , 2020, p. 16-17Conference paper, Oral presentation with published abstract (Other academic)
Abstract [en]

Having prior knowledge and experience in 3d-graphics or visual effects can give you ahead start when embarking on an education within that field. However, experience shows that it is common that those students that have worked with 3d-graphics on a hobby level are stuck in a certain way of working. They have developed methods and workflows that are suitable under hobby-like circumstances, which means that they  have worked in isolation, on a single computer and often without any specific deadlines or time restraints. However, work life is seldom this structured. Instead it is complex and disordered, and requires constant new learning (Bruno et al, 2017).

This is a qualitative study where students from a three year program are interviewed regarding their process of going from a hobbyist to a professional, if any. The results are compared with the concept of the Deliberate Professional, as described by Trede and Jacksson (Trede et al, 2019) The results of this pilot study suggests that the students to a large extent still are in the “hobbyist”-mindset, and have a low insight in the different requirements of beingin the workplace. However, some mentions of constant learning, and the importance of knowledge outside of specific 3d-technology. Some implications for the program isto focus and emphazise what it means to be a professional, and not only expose the students to work-like projects, but also have more occasions for reflection excercises, as described by Bruno and Dell’avarsana (Bruno et al, 2017).

Place, publisher, year, edition, pages
Trollhättan: Högskolan Väst, 2020
Keywords
3D-technology, learning
National Category
Educational Sciences
Research subject
Work Integrated Learning
Identifiers
urn:nbn:se:hv:diva-16228 (URN)978-91-88847-86-7 (ISBN)
Conference
VILÄR. 3–4 December 2020 University West,Trollhättan
Available from: 2021-01-20 Created: 2021-01-20 Last updated: 2025-09-30Bibliographically approved
Andersson, U., Arvemo, T. & Gellerstedt, M. (2016). Can Measurements of Online Behavior Predict Course Performance?. In: Proceedings of the 7th International Multi-Conference on Complexity, Informatics and Cybernetics: IMCIC 2016 and the 7th International Multi-Conference onSociety and Information Technologies: ICSIT 2016: Volume II (Post-Conference Edition). Paper presented at 7th International Multi-Conference on Complexity, Informatics and Cybernetics: IMCIC 2016 (pp. 4-9).
Open this publication in new window or tab >>Can Measurements of Online Behavior Predict Course Performance?
2016 (English)In: Proceedings of the 7th International Multi-Conference on Complexity, Informatics and Cybernetics: IMCIC 2016 and the 7th International Multi-Conference onSociety and Information Technologies: ICSIT 2016: Volume II (Post-Conference Edition), 2016, p. 4-9Conference paper, Published paper (Refereed)
Abstract [en]

This article is a pilot study on the relationship between performance in online classes and behavior in online discussion forums. Measuring student activity on the discussion forum, the collected data is then analyzed and mapped to the performance of the students on the course. The student activity was dividedinto a number of parameters, and during the study these parameters were compared to the performance of the students.The significance of each parameter was also analyzed through a Kruskall-Wallis-test Overall there was a strong tendency thatstudents with more activity and engagement received higher grades. This is in the future useful for developing some kind of monitoring to identify and support students on the verge of failing the course.

Keywords
Online behaviour, performance
National Category
Information Systems, Social aspects
Research subject
Work Integrated Learning; SOCIAL SCIENCE, Informatics
Identifiers
urn:nbn:se:hv:diva-10007 (URN)2-s2.0-85032994226 (Scopus ID)978-1-941763-33-9 (ISBN)978-1-941763-38-4 (ISBN)
Conference
7th International Multi-Conference on Complexity, Informatics and Cybernetics: IMCIC 2016
Available from: 2016-10-17 Created: 2016-10-17 Last updated: 2025-09-30Bibliographically approved
Andersson, U., Arvemo, T. & Gellerstedt, M. (2016). How well can completion of online courses be predicted using binary logistic regression?. In: Pareto, Lena, Svensson, Lars, Lundin, Johan, Lundh Snis, Ulrika Lundh Snis (Ed.), Proceedings of IRIS39, Information Systems Research Seminar in Scandinavia, Ljungskile, August 7-10, 2016: . Paper presented at IRIS39, Information Systems Research Seminar in Scandinavia, Ljungskile, August 7-10, 2016 (pp. 1-12).
Open this publication in new window or tab >>How well can completion of online courses be predicted using binary logistic regression?
2016 (English)In: Proceedings of IRIS39, Information Systems Research Seminar in Scandinavia, Ljungskile, August 7-10, 2016 / [ed] Pareto, Lena, Svensson, Lars, Lundin, Johan, Lundh Snis, Ulrika Lundh Snis, 2016, p. 1-12Conference paper, Published paper (Other academic)
Abstract [en]

This article uses binary logistic regression to create models for predicting course performance. The data used is the data-trail left by students activities on a discussion forum while attending an online course. The purpose of the study is to evalute how well models based on binary logistic regression can be used to predict course completion.Three sets of data was used for this. One set collected at the end of the course, one collected after 75% of the course and one set collected after half the course. The result of the study says that it's possible to design models with an accuracy of between 70% and 80% using these methods, regardless of what time is used.

Keywords
Online education, statistics, course completion, online forums, educational data mining
National Category
Information Systems, Social aspects
Research subject
SOCIAL SCIENCE, Informatics
Identifiers
urn:nbn:se:hv:diva-10385 (URN)978-91-87531-38-5 (ISBN)
Conference
IRIS39, Information Systems Research Seminar in Scandinavia, Ljungskile, August 7-10, 2016
Available from: 2016-12-22 Created: 2016-12-22 Last updated: 2025-09-30
Andersson, U., Josefsson, P. & Pareto, L. (2006). Challenges in designing virtual environments training social skills for children with autism. In: Proceedings of 6th International Conference on Disability, Virtual Reality and Associated Technologies: . Paper presented at 6th ICDVRAT, The Sixth International Conference on Disability, Virtual Reality and Associated Technologies (pp. 35-43). University of Reading
Open this publication in new window or tab >>Challenges in designing virtual environments training social skills for children with autism
2006 (English)In: Proceedings of 6th International Conference on Disability, Virtual Reality and Associated Technologies, University of Reading , 2006, p. 35-43Conference paper, Published paper (Refereed)
Abstract [en]

The purpose of the study is to explore particular challenges faced when designing virtual environments for children with autism, with the purpose of training social skills. Our findings are based on studying autistic behaviour during three years (primary and secondary sources), analysis of related system and other computer mediated assistive technology, as well as general game design. From these studies we have identified eight critical design parameters that need to be adjustable in a system suitable for autistic persons. The parameters importance, their variation range, as well as the need for independent adjustment of these were estimated and verified by experienced expert pedagogues.

Place, publisher, year, edition, pages
University of Reading, 2006
National Category
Information Systems
Research subject
SOCIAL SCIENCE, Informatics
Identifiers
urn:nbn:se:hv:diva-2900 (URN)0704998653 (ISBN)
Conference
6th ICDVRAT, The Sixth International Conference on Disability, Virtual Reality and Associated Technologies
Available from: 2010-12-13 Created: 2010-12-07 Last updated: 2025-09-30Bibliographically approved
Andersson, U., Josefsson, P. & Pareto, L. (2006). Challenges in designing virtual environments training social skills for children with autism. International Journal on Disability and Human Development, 5(2), 105-111
Open this publication in new window or tab >>Challenges in designing virtual environments training social skills for children with autism
2006 (English)In: International Journal on Disability and Human Development, ISSN 1565-012X, E-ISSN 2191-0367, Vol. 5, no 2, p. 105-111Article in journal (Refereed) Published
Abstract [en]

The aim of the study was to explore particular challenges faced when designing virtual environments for children with autism, with the purpose of training social skills. Our findings are based on studying autistic behavior during three years (primary and secondary sources), analysis of related system and other computer mediated assistive technology, as well as general game design. From these studies, we have identified eight critical design parameters that must be adjustable in a system suitable for autistic persons. The importance of the parameters, their variation range, as well as the need for independent adjustment of these were estimated and verified by experienced expert pedagogues. Copyright © Freund Publishing House Limited.

Place, publisher, year, edition, pages
Tel Aviv Israel: Freund Publishing House Ltd, 2006
Keywords
Autism, Critical parameters, Design issues, Social skills, Sweden, Virtual Environment, assistive technology, autism, behavior, human, medical research, review, social adaptation, virtual reality
National Category
Information Systems
Research subject
SOCIAL SCIENCE, Informatics
Identifiers
urn:nbn:se:hv:diva-1799 (URN)
Available from: 2009-10-09 Created: 2009-10-08 Last updated: 2025-09-30Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0003-4425-9367

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