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Publications (10 of 59) Show all publications
Hylving, L., Resmini, A., Lindenfalk, B. & Weberg, O. (2022). Game design as a pedagogical tool for learning and reflection: The case of the ethics experience. In: E. Brooks, J. Sjöberg, & A. Kalsgaard Møller (Ed.), Design, learning, and innovation: Conference proceedings. Paper presented at 6th EAI International Conference, DLI 2021, Virtual Event, December 10-11, 2021 (pp. 86-96). Cham: Springer
Open this publication in new window or tab >>Game design as a pedagogical tool for learning and reflection: The case of the ethics experience
2022 (English)In: Design, learning, and innovation: Conference proceedings / [ed] E. Brooks, J. Sjöberg, & A. Kalsgaard Møller, Cham: Springer, 2022, p. 86-96Conference paper, Published paper (Refereed)
Abstract [en]

This paper sets out to present an ongoing pedagogical project where game design is used to let students both learn and reflect upon different perspectives of ethics relevant to the master program they are enrolled in. The paper explains the underlying logic behind the pedagogical process where students develop their own game and at the same time learn about different perspectives of ethics in relation to courses that they are currently taking. With an open and iterative method, we let the students explore, discuss and design a game that can be used by future students. By letting the students decide and lead the development we democratize the learning-process and engage them in a learning experience. More so, this approach to game design as a pedagogical tool to engage and democratize the learning experience is new and increasingly relevant for both students that play games on an everyday basis, but also students that are new to games. Also, it is a constant and dynamic process for both students and teachers.

Place, publisher, year, edition, pages
Cham: Springer, 2022
Series
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, ISSN 1867-8211, E-ISSN 1867-822X ; 435
Keywords
Experiential learning, Game design, Gamification, Pedagogical tool, Experience design
National Category
Pedagogy
Identifiers
urn:nbn:se:hj:diva-57000 (URN)10.1007/978-3-031-06675-7_7 (DOI)978-3-031-06674-0 (ISBN)978-3-031-06675-7 (ISBN)
Conference
6th EAI International Conference, DLI 2021, Virtual Event, December 10-11, 2021
Available from: 2022-06-09 Created: 2022-06-09 Last updated: 2023-02-13Bibliographically approved
Lindenfalk, B. & Resmini, A. (2022). The dialectic between system space and design space. In: M. M. Soares, E. Rosenzweig & A. Marcus (Ed.), Design, user experience, and usability: Design thinking and practice in contemporary and emerging technologies. Paper presented at 11th International Conference, DUXU 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26 – July 1, 2022 (pp. 33-48). Cham: Springer
Open this publication in new window or tab >>The dialectic between system space and design space
2022 (English)In: Design, user experience, and usability: Design thinking and practice in contemporary and emerging technologies / [ed] M. M. Soares, E. Rosenzweig & A. Marcus, Cham: Springer, 2022, p. 33-48Conference paper, Published paper (Refereed)
Abstract [en]

System space is introduced as a conceptual design space and as a distinct space from that traditionally addressed by most design processes. The paper intends to address the increasing complexity deriving from the ongoing blend of physical and digital in a postdigital culture and contribute to the current understanding of the effect of “systemic” ways of thinking in design disciplines. We argue that a systemic perspective cannot simply be “added” to the design process and that addressing postdigital complexity, that is, producing solutions to contemporary design problems, requires instead its own conceptualization, in its own space, to be acknowledged, practiced, and formalized as a different way of thinking. We propose that system space lives in a dialectical relationship with design space within the space of the experience and that it provides a way to escape the cognitive traps in design space. We posit that the relationships between system space and design space can be apprehended by means of an exo-process adapted from systems thinking, and that the exo-process provides a supporting structure for the intentional and necessary movement between the different spaces, scales, and modes of thinking required by contemporary design work. We then illustrate such a dialectical relationship through the analysis of three different cases and draw final considerations.

Place, publisher, year, edition, pages
Cham: Springer, 2022
Series
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 13323
Keywords
System space, Design space, Systems thinking, Complexity, Dialectics
National Category
Information Systems, Social aspects
Identifiers
urn:nbn:se:hj:diva-57581 (URN)10.1007/978-3-031-05906-3_3 (DOI)2-s2.0-85133284988 (Scopus ID)978-3-031-05905-6 (ISBN)978-3-031-05906-3 (ISBN)
Conference
11th International Conference, DUXU 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26 – July 1, 2022
Available from: 2022-06-22 Created: 2022-06-22 Last updated: 2022-07-26Bibliographically approved
Lindenfalk, B., Resmini, A., Weiss, K. & Molinari, W. (2022). Use of causal loop diagrams to improve service processes. In: M. A. Pfannstiel, N. Brehmer, & C. Rasche (Ed.), Service design practices for healthcare innovation: Paradigms, principles, prospects (pp. 295-313). Cham: Springer
Open this publication in new window or tab >>Use of causal loop diagrams to improve service processes
2022 (English)In: Service design practices for healthcare innovation: Paradigms, principles, prospects / [ed] M. A. Pfannstiel, N. Brehmer, & C. Rasche, Cham: Springer, 2022, p. 295-313Chapter in book (Refereed)
Abstract [en]

Causal loop diagrams are used to map relationships between nodes in a system. They can either contain reinforcing loops, where an action produces a result which influences more of the same action, resulting in growth or decline or balancing loops attempting to move some current state to a desired state through some action. Service design as a practice has focused on the experience of a service journey and on improving said experiences. At the same time, service design has claimed to have systemic impact. Company X, name withheld, is a European health start–up that locates medical specialist for the treatment of serious and life-threatening conditions for patients and their individual health problems.  Company X uses a data–driven approach based on the aggregated matching of qualitative data from the healthcare system together with the company’s own analysis  of patient cases, relating diagnosis with the outcome of procedures to draw patterns that help find the most suitable medical specialists for the case at hand. In this chapter, we discuss how company X combines service design practices and causal loop diagrams in order to innovate within the health market. The process will be described within the chapter as well as the business case and the lessons learnt from applying a more systemic approach to the innovation process.

Place, publisher, year, edition, pages
Cham: Springer, 2022
National Category
Health Care Service and Management, Health Policy and Services and Health Economy Business Administration
Identifiers
urn:nbn:se:hj:diva-55727 (URN)10.1007/978-3-030-87273-1_15 (DOI)978-3-030-87272-4 (ISBN)978-3-030-87273-1 (ISBN)
Available from: 2022-01-27 Created: 2022-01-27 Last updated: 2023-02-13Bibliographically approved
Resmini, A. & Lindenfalk, B. (2021). Mapping experience ecosystems as emergent actor-created spaces. In: A. Hameurlain, A. M. Tjoa & R. Chbeir (Ed.), Transactions on large-scale data- and knowledge-centered systems XLVII: Special Issue on Digital Ecosystems and Social Networks (pp. 1-28). Berlin: Springer
Open this publication in new window or tab >>Mapping experience ecosystems as emergent actor-created spaces
2021 (English)In: Transactions on large-scale data- and knowledge-centered systems XLVII: Special Issue on Digital Ecosystems and Social Networks / [ed] A. Hameurlain, A. M. Tjoa & R. Chbeir, Berlin: Springer, 2021, p. 1-28Chapter in book (Refereed)
Abstract [en]

The paper introduces a conceptualization of experience ecosystems as semantic blended spaces instantiated by the activities carried out by independent actors moving freely and at will between different products, services, devices, people, and locations in pursuit of individual goals.

This conceptualization is anchored to three distinct cultural and socio-technical shifts that characterize the current postdigital condition: the displacement of postmodernism as the cultural dominant; the embodiment of digitality and the emergence of a blended space of action; the occurrence of a postdigital society.

It contributes to ongoing conversations on ecosystem-level and systemic design from the point of view of information architecture and user experience in five distinct ways: by centering the discourse on the actor-driven individual experience made possible by the postdigital condition; by framing the problem space from an embodied, spatial and architectural perspective; by considering the environment systemically as a blend of digital and physical non-contiguous spaces; by recasting the object of design to be the semantic and spatial relationships that exist or could exist between the elements of the actor-centered ecosystem; by introducing a mapping methodology that can be used to capture and spatially describe the relational complexity of said ecosystems for further intervention.

Place, publisher, year, edition, pages
Berlin: Springer, 2021
Series
Lecture Notes in Computer Science ; 12630
Keywords
Experience ecosystems, Systems thinking, Information architecture, Blended space, User experience design, Postdigital, Digimodernism, Embodiment, New media
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:hj:diva-51797 (URN)10.1007/978-3-662-62919-2_1 (DOI)2-s2.0-85101055851 (Scopus ID)978-3-662-62918-5 (ISBN)978-3-662-62919-2 (ISBN)
Available from: 2021-02-04 Created: 2021-02-04 Last updated: 2021-03-08Bibliographically approved
Resmini, A. & Lindenfalk, B. (2020). Read ahoy: A playful digital-physical viking experience to engage children in finding and reading books. In: M. Kurosu (Ed.), Human-Computer Interaction: Human Values and Quality of Life. Paper presented at Thematic Area on Human Computer Interaction, HCI 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020; Copenhagen; Denmark; 19 July 2020 through 24 July 2020. (pp. 307-325). Springer
Open this publication in new window or tab >>Read ahoy: A playful digital-physical viking experience to engage children in finding and reading books
2020 (English)In: Human-Computer Interaction: Human Values and Quality of Life / [ed] M. Kurosu, Springer, 2020, p. 307-325Conference paper, Published paper (Refereed)
Abstract [en]

A digital/physical installation part a series of pilots developed for Habo Municipality, Sweden, in the context of a public co-design effort aimed at creating a shared understanding of the possibilities offered by digital transformation and the development of a connected city framework, “Read Ahoy!” provides children with a simple game-like challenge: find books randomly distributed in a number of locations by matching conceptual, spatial, aural, and verbal clues. Built as an embodied experience for library spaces, “Read Ahoy!” is narratively centered on a Viking crew in need of help after they have lost much of their precious cargo of books in a storm, on their way back after a trade expedition. The story grounds the challenge in tropes familiar to Swedish culture and gives children a playful setup and well-defined goals as they search for books. “Read Ahoy!” explores how children entering the school system search and make sense of information in a blended space, structurally recreating the way they customarily mix action in digital and physical space. Theoretically anchored in Benyon’s conceptualization of blended spaces, in Bates’ information seeking theory and information search tactics, and in Resmini and Lacerda’s formalization of information-based experience ecosystems, “Read Ahoy!” was designed and implemented as a low-budget end-of-year project for the students in the Master’s in Information Architecture and Innovation at Jönköping International Business School, Jönköping, Sweden, under the supervision of the authors. It was framed to meet the UN SDG4’s sub-targets on “Early childhood development” and “Universal Youth Literacy” and installed in Habo Library from June through August 2019 where it was used extensively by local children under the supervision of librarians during the summer. A full description of the installation and preliminary post-mortem reflections are offered in the paper.

Place, publisher, year, edition, pages
Springer, 2020
Series
Lecture Notes in Computer Science, ISSN 0302-9743 ; 12183
Keywords
Budget control, Information retrieval, Search engines, Digital transformation, Embodied experience, Information architectures, Information search, Information seeking, International business, Randomly distributed, Shared understanding, Human computer interaction
National Category
Information Systems
Identifiers
urn:nbn:se:hj:diva-50308 (URN)10.1007/978-3-030-49065-2_22 (DOI)2-s2.0-85088752505 (Scopus ID)9783030490645 (ISBN)
Conference
Thematic Area on Human Computer Interaction, HCI 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020; Copenhagen; Denmark; 19 July 2020 through 24 July 2020.
Available from: 2020-08-19 Created: 2020-08-19 Last updated: 2020-08-19Bibliographically approved
Lindenfalk, B., Resmini, A., Fenn, T. & Hobbs, J. (2019). Big design – designing at scale. In: E. Bohemia, G. Gemser, N. Fain, C. de Bont & R. A. Almendra (Ed.), Conference Proceedings of the Academy for Design Innovation Management: Research perspectives in the era of transformations. Paper presented at ADIM 2019, Academy for Design Innovation Management, 19.21 June 2019, London, United Kingdom (pp. 1772-1774). London: Design Research Society
Open this publication in new window or tab >>Big design – designing at scale
2019 (English)In: Conference Proceedings of the Academy for Design Innovation Management: Research perspectives in the era of transformations / [ed] E. Bohemia, G. Gemser, N. Fain, C. de Bont & R. A. Almendra, London: Design Research Society, 2019, p. 1772-1774Conference paper, Oral presentation with published abstract (Other academic)
Abstract [en]

Large-scale transformation projects have so far rather consistently embraced a dirigist, technicistic perspective. Their outcomes are on the other hand meant to be experienced by communities in a direct, engaged manner that is embodied, spatial and temporal. For processes meant to radically transform the lived experience of people, they have so far been strategically unconcerned with any human-centric view.

Place, publisher, year, edition, pages
London: Design Research Society, 2019
Series
Conference Proceedings of the Academy for Design Innovation Management, E-ISSN 2632-0045 ; 2(2)
Keywords
lived experience
National Category
Information Systems, Social aspects
Identifiers
urn:nbn:se:hj:diva-48131 (URN)10.33114/adim.2019.w03.452 (DOI)9781912769025 (ISBN)
Conference
ADIM 2019, Academy for Design Innovation Management, 19.21 June 2019, London, United Kingdom
Note

Winner of the Best Workshop Award.

Available from: 2020-04-15 Created: 2020-04-15 Last updated: 2020-04-15Bibliographically approved
Irizarry, A., Resmini, A., Rice, S., Surla, S. & Instone, K. (2019). Diversity and inclusion in information architecture: The 7th Academics and Practitioners Roundtable. In: : . Paper presented at 20th Information Architecture Conference, March 21-25, 2019, Orlando, Florida, USA.
Open this publication in new window or tab >>Diversity and inclusion in information architecture: The 7th Academics and Practitioners Roundtable
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2019 (English)Conference paper, Oral presentation only (Other academic)
National Category
Information Systems, Social aspects
Identifiers
urn:nbn:se:hj:diva-48130 (URN)
Conference
20th Information Architecture Conference, March 21-25, 2019, Orlando, Florida, USA
Available from: 2020-04-15 Created: 2020-04-15 Last updated: 2020-04-15Bibliographically approved
Klyn, D. & Resmini, A. (2019). Escaping Flatland – “The Spatial Turn” and Information Architecture. In: : . Paper presented at 20th Information Architecture Conference, March 21-25, 2019, Orlando, Florida, USA.
Open this publication in new window or tab >>Escaping Flatland – “The Spatial Turn” and Information Architecture
2019 (English)Conference paper, Oral presentation only (Other academic)
National Category
Information Systems, Social aspects
Identifiers
urn:nbn:se:hj:diva-48129 (URN)
Conference
20th Information Architecture Conference, March 21-25, 2019, Orlando, Florida, USA
Available from: 2020-04-15 Created: 2020-04-15 Last updated: 2020-04-15Bibliographically approved
Lindenfalk, B. & Resmini, A. (2019). Mapping an ambient assisted living service as a seamful cross-channel ecosystem. In: M. Pfannstiel & C. Rasche (Ed.), Service design and service thinking in healthcare and hospital management: Theory, concepts, practice (pp. 289-314). Cham: Springer
Open this publication in new window or tab >>Mapping an ambient assisted living service as a seamful cross-channel ecosystem
2019 (English)In: Service design and service thinking in healthcare and hospital management: Theory, concepts, practice / [ed] M. Pfannstiel & C. Rasche, Cham: Springer, 2019, p. 289-314Chapter in book (Refereed)
Abstract [en]

In this chapter we detail a spatial method to map cross-channel ecosystems based on systems thinking and the framing of cross-channel ecosystems as defined in information architecture. The spatial mapping tool is applied on a specific case in the ambient assisted living domain with the goal of exploring how such an approach might further the current understanding of service journeys and their connection to environmental, organizational, and actor-related aspects represented through information flows. Specifically, we discuss how organizations and care institutions could use such an approach to better understand the larger ecosystems in which they are to act in the future. Findings include the strategic role that seams present in the ecosystem map where a thorough design of seams allows to capture possible logical fallacies plaguing the ecosystem. Additionally, seams allow an organization to understand what part of the ecosystem they have influence over and when actors make the organization’s touchpoints an integral part of the activities they intend to perform. Specifically for the services mapped in this chapter, the ecosystem map shows the interplay between tablet and the oven and hob and to which users adhered to the most during service processes.

Place, publisher, year, edition, pages
Cham: Springer, 2019
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:hj:diva-42608 (URN)10.1007/978-3-030-00749-2_17 (DOI)978-3-030-00748-5 (ISBN)978-3-030-00749-2 (ISBN)
Available from: 2019-01-11 Created: 2019-01-11 Last updated: 2019-01-11Bibliographically approved
Resmini, A. (2019). Rules! Drama! Action! – A game design approach to mapping, designing, and communicating experiences. In: : . Paper presented at EuroIA 2019, European Information Architecture Summit, 26-28 September, 2019, Riga, Latvia.
Open this publication in new window or tab >>Rules! Drama! Action! – A game design approach to mapping, designing, and communicating experiences
2019 (English)Conference paper, Oral presentation with published abstract (Other academic)
National Category
Information Systems, Social aspects
Identifiers
urn:nbn:se:hj:diva-48139 (URN)
Conference
EuroIA 2019, European Information Architecture Summit, 26-28 September, 2019, Riga, Latvia
Note

Workshop.

Available from: 2020-04-16 Created: 2020-04-16 Last updated: 2020-04-16Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0003-2349-347x

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