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  • 1.
    Abbasi, Amir Zaib
    et al.
    IRC for Finance and Digital Economy, KFUPM Business School, King Fahd University of Petroleum & Minerals, Dhahran, Saudi Arabia.
    Azeem, Sundas
    Shaheed Zulfikar Ali Bhutto Institute of Science and Technology, Islamabad, Pakistan.
    Farooq, Muhammad Usman
    Shaheed Zulfikar Ali Bhutto Institute of Science and Technology, Islamabad, Pakistan.
    Hussain, Khalil
    Shaheed Zulfikar Ali Bhutto Institute of Science and Technology, Islamabad, Pakistan.
    Ting, Ding Hooi
    Department of Management and Humanities, Universiti Teknologi PETRONAS, Seri Iskandar, Malaysia.
    Rehman, Umair
    User Experience Design, Wilfrid Laurier University, Waterloo, ON, Canada.
    Griffiths, Mark D.
    International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK.
    Pakpour, Amir H.
    Jönköping University, School of Health and Welfare, HHJ, Department of Nursing Science. Jönköping University, School of Health and Welfare, The Jönköping Academy for Improvement of Health and Welfare.
    Engagement in educational games and quality of life in early and middle childhood: evidence from a developing country2023In: Current Psychology, ISSN 1046-1310, E-ISSN 1936-4733, Vol. 42, p. 19386-19400Article in journal (Refereed)
    Abstract [en]

    Serious games (SGs), are gaining prominence as a tool for early education at home as well as in school settings. Given the mixed effects of gamification on various aspects of users' lives, it is pertinent to study its broader effects on a child's pre-school and school years. Given the lack of consensus on a comprehensive measure that encapsulates these effects on an individual's routine functioning, the present study examined whether various engagement states in SGs use influence a relatively broader measure of users' functioning across significant life domains such as Quality of Life (QoL). It is argued that it would serve scholars, teachers, and parents better to understand the broader implications of SGs on children's overall QoL rather than isolated physiological and behavioral effects. Consequently, utilizing structural equation modeling, results from 335 parents of 2-10-year-olds in a developing country showed that cognitive and behavioral engagement in gamified applications appear to influence the child's QoL, but not affective engagement. Results are discussed in terms of the consequences of using game-based technology for a child's development, with far-reaching academic, personal, physical, and social implications not only for the school-going ages, but also for early teenage years. The results are promising in relation to QoL. The findings indicate the role modern technology plays in improving individuals' lives. The findings provide scholars, parents, and creators of SGs important information for their plan of action regarding children's exposure to SGs and making SGs a frequent aspect of the learning experience early in life.

  • 2.
    Abbasi, Bushra Qazi
    et al.
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Awais, Samrah
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Playing mind gamification: Theoretical evidence of addictive nature of gamification and identification of addictive game elements used in mobile application design2022Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Gamification is a modern concept that makes physical and digital activities engaging and enjoyable just like games. Game elements are added to mobile applications for user retention and engagement. One of the dark sides of gamification i.e., addiction is explored in this novel study in the context of mobile application design. It uses a mixed-method approach to lay the foundation of the relation between gamification and Smartphone Addiction, which is critically explained in a limited literature review using existing theories and studies on gamification. Interviews with behavioral experts confirm the psychological aspects of the research. The study also identifies game elements that contribute to smartphone addiction by a survey analysis of 269 participants. Results reveal Scrolling and Tapping as most addictive game elements. Some elements also show a statistically significant relationship with daily smartphone usage in hours. There are many effective applications of gamification, and in the context of mobile application design, it indeed helps to increase user engagement, however, there is an ethical need to reflect on what the exaggerated form of this engagement can lead to. As future research, a longitudinal study and experiments are suggested to find out this relationship with the use of empirical data.

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  • 3.
    Alaqra, Ala Sarah
    et al.
    Karlstads universitet, Handelshögskolan (from 2013).
    Kitkowska, Agnieszka
    Karlstads universitet, Institutionen för matematik och datavetenskap (from 2013).
    Impact of Intrinsic Factors and COVID-19 Pandemic on the Use of Technology2021Conference paper (Refereed)
    Abstract [en]

    The unprecedented pandemic of the infectious coronavirus disease (COVID-19) is still ongoing. Considering the limitations and restrictions imposed by COVID-19, we explored the role of technology and the extent of usage by end-users. In our online survey, we investigated users’ perspectives on their use of technologies in different contexts (e.g., work, entertainment), taking into consideration intrinsic factors such as health consciousness, perceived social isolation, and pandemic-related concerns. Results from 218 respondents show a significant increase in technology use in all investigated contexts after the pandemic occurred. Moreover, the results suggest that different factors may contribute to such increases, depending on the context. It appears that perceived social isolation, concerns about the pandemic, and tracking have the most prominent influence on different use of technology. Furthermore, open-ended responses include beneficial opportunities, concerns & consequences, and behavioral transformations & adaptations due to COVID-19. Our findings provide insights for designing and developing new technologies, especially for communication and entertainment, to support users’ needs during a pandemic.

    Download full text (pdf)
    Fulltext
  • 4.
    Ameel, Hans
    et al.
    Howest University of Applied Sciences, Kortrijk, Belgium.
    Decavele, Tom
    Howest University of Applied Sciences, Kortrijk, Belgium.
    Eeckhout, Claudia
    Howest University of Applied Sciences, Kortrijk, Belgium.
    van der Heide, Josha
    Windesheim University of Applied Sciences, Zwolle, The Netherlands.
    Lohner, Daniela
    St. Pölten University of Applied Sciences, St. Pölten, Austria.
    van der Ploeg, Bram
    Windesheim University of Applied Sciences, Zwolle, The Netherlands.
    Rietberg, Wim
    Windesheim University of Applied Sciences, Zwolle, The Netherlands.
    Steiner-Cardell, Andrea
    St. Pölten University of Applied Sciences, St. Pölten, Austria.
    Tjoa, Simon
    St. Pölten University of Applied Sciences, St. Pölten, Austria.
    Kochberger, Patrick
    St. Pölten University of Applied Sciences, St. Pölten, Austria.
    Kävrestad, Joakim
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Luh, Robert
    St. Pölten University of Applied Sciences, St. Pölten, Austria.
    Experiences From a Multi-National Course in Cybersecurity Awareness Raising2023In: International Journal of Information Security and Cybercrime (IJISC), ISSN 2285-9225, Vol. 12, no 1, p. 18-22, article id 2Article in journal (Refereed)
    Abstract [en]

    The European Union (EU), as well as the entire world, is facing emerging challenges in the cybersecurity domain. Two of the most prominent challenges are citizens’ cybersecurity awareness which is the first line of defense against cybersecurity incidents, and the cybersecurity skill gap expected to lead to a future shortage of cybersecurity professionals. This paper presents an effort to combat those issues through the implementation of an intra-European course on cybersecurity awareness. The course engages university students from four EU member states who learn about increasing cybersecurity awareness while practically developing cybersecurity awareness activities for preadolescents. The paper provides an overview of the course and lessons learned from implementing it in international cooperation. The intention is to provide a guide for the development of such courses and outline success factors others can adopt and pitfalls that should be avoided.

  • 5.
    Amini, Zenver
    et al.
    Jönköping University, School of Engineering.
    Ruya, Nurcan
    Jönköping University, School of Engineering.
    Studie utav ett larmsystem ur ett signalteoretiskt perspektiv: Study of a detector by a signal detection theory2006Independent thesis Basic level (degree of Bachelor), 10 points / 15 hpStudent thesis
    Abstract [en]

    In present-day situation many libraries use detectors so that they can be able to prevent attempts too take out books without registering them. The university library in Jonkoping is one of the libraries that have such a detector. But unfortunately it doesn’t always work correct and can also react on other things a part from books. This is a big problem since the library staff don’t have time to check all signals that comes from detector. This paper will focus to help the university library in Jonkoping to identify the causes of the false alarms.

    This paper have the purpose to help library staff to decrease the false alarms so they can be able to get more time over to examine the essential signals from the detector. To be able to identify the causes of the false alarms two experiments was implemented. 180 persons participated, they were divided into three subgroups. In the other experiment 400 persons participated, of whom 200 was female and 200 male. Astonishing to see was that the outcome of the experiments showed that the cause of the false alarms wasn’t the detector, instead the results showed that it was two other factors that affected the detector. One factor was the books that were send from other libraries in Sweden, they hadn’t been unimagnetised and the other reason was the self-service machine.

    In the conclusion and discussion two simple recommendations have been given to help the personnel:

    • To inform all other libraries that send books about the problems that the university library in Jonkoping has with books that aren’t unimagnetised. In this way they will be more careful before they send away the books.

    • To write a note with information about the self-service machine so that the students learn how to use this service.

    These simple recommendations will help the library to decrease the false alarm.

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  • 6.
    Andreasson, Rebecca
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Riveiro, Maria
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Effects of Visualizing Missing Data: An Empirical Evaluation2014In: 18th International Conference on Information Visualisation (IV) / [ed] Ebad Banissi, Mark W. McK. Bannatyne, Francis T. Marchese, Muhammad Sarfraz, Anna Ursyn, Gilles Venturini, Theodor G. Wyeld, Urska Cvek, Marjan Trutschl, Georges Grinstein, Vladimir Geroimenko, Sarah Kenderdine & Fatma Bouali, IEEE conference proceedings , 2014, p. 132-138Conference paper (Refereed)
    Abstract [en]

    This paper presents an empirical study that evaluates the effects of visualizing missing data on decision-making tasks. A comparison between three visualization techniques: (1) emptiness, (2) fuzziness, and (3) emptiness plus explanation, revealed that the latter technique induced significantly higher degree of decision-confidence than the visualization technique fuzziness. Moreover, emptiness plus explanation yield the highest number of risky choices of the three. This result suggests that uncertainty visualization techniques affect the decision-maker and the decisionconfidence. Additionally, the results indicate a possible relation between the degree of decision-confidence and the decision-maker's displayed risk behavior.

  • 7.
    Antropov, Eliise
    et al.
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Czapinska, Magdalena
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    The effect of information structure consistency on usability on cross-platform services2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
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  • 8.
    Bae, Juhee
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Helldin, Tove
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Riveiro, Maria
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Understanding Indirect Causal Relationships in Node-Link Graphs2017In: Computer graphics forum (Print), ISSN 0167-7055, E-ISSN 1467-8659, Vol. 36, no 3, p. 411-421Article in journal (Refereed)
    Abstract [en]

    To find correlations and cause and effect relationships in multivariate data sets is central in many data analysis problems. A common way of representing causal relations among variables is to use node-link diagrams, where nodes depict variables and edges show relationships between them. When performing a causal analysis, analysts may be biased by the position of collected evidences, especially when they are at the top of a list. This is of crucial importance since finding a root cause or a derived effect, and searching for causal chains of inferences are essential analytic tasks when investigating causal relationships. In this paper, we examine whether sequential ordering influences understanding of indirect causal relationships and whether it improves readability of multi-attribute causal diagrams. Moreover, we see how people reason to identify a root cause or a derived effect. The results of our design study show that sequential ordering does not play a crucial role when analyzing causal relationships, but many connections from/to a variable and higher strength/certainty values may influence the process of finding a root cause and a derived effect.

  • 9. Barry, D.
    et al.
    Resmini, Andrea
    Jönköping University, Jönköping International Business School, JIBS, Informatics.
    Caccamo, Marta
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Center for Family Enterprise and Ownership (CeFEO).
    Past digital, post-digital2017Conference paper (Other academic)
  • 10.
    Benyon, David
    et al.
    Edinburgh Napier University.
    Resmini, Andrea
    Jönköping University, Jönköping International Business School, JIBS, Informatics.
    Blended Spaces and Cross-channel Ecosystems2015In: Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition, ACM Digital Library, 2015Conference paper (Refereed)
    Abstract [en]

    This paper provides a contribution to creativity and codesign based on applying the theory of conceptual integration (also known as conceptual blending, or blending theory) to creative design and collaboration. Our approach is based on bringing the principles of conceptual blending and applying them to the creation of novel spaces, objects and services in creative industries. We couple this with the conceptualization of actor-driven cross-channel ecosystems as the extended digital / physical places where experiences occur.

  • 11.
    Benyon, David
    et al.
    Centre for Interaction Design, Edinburgh Napier University, Edinburgh, United Kingdom.
    Resmini, Andrea
    Jönköping University, Jönköping International Business School, JIBS, Informatics.
    User experience in cross-channel ecosystems2017In: HCI 2017 - Digital make-believe: Proceedings of the 31st International BCS Human Computer Interaction Conference (HCI 2017), 2017Conference paper (Refereed)
    Abstract [en]

    Recent developments in information and communication technologies have left interaction design and human-computer interaction (HCI) with something of a conceptual gap. The distinction between physical and digital spaces is increasingly blurred. Cloud-based services have enabled a separation of information content from device so that content can be accessed and manipulated across multiple devices and locations. The user experience (UX) frequently needs to deal with activities that transition across physical and digital spaces and ecosystems of devices and services. Designers can no longer prescribe the journey or curate experiences simply as isolated interactions. Instead, UX must be consistently spread across touchpoints, channels, and device ecosystems. Our contribution to the development of UX, interaction design, and information architecture is to appeal to the notions of cross channel user experiences and blended spaces. Information architecture is the pervasive layer that underlies interactions that cross services, devices and blended physical and digital spaces. Information architecture is the structure within which the UX unfolds. From this perspective, we highlight the importance of creating meaningful places for experience and navigation through blended spaces.

  • 12.
    Berg, Samuel
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    User Interfaces and Immersion: The Effect Diegetic User Interfaces Have on Immersion in Third-Person Games2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this thesis is to discover how the use of diegetic user interfaces (compared to non-diegetic user interfaces) affect immersion experienced in third-person video games. The main research question to be answered is: How does the use of diegetic user interfaces in third-person games affect the immersion experienced by players? To answer the main research question, the question was broken down into five different questions and online experiments were conducted. The experiments included six participants in which all of them played two different versions of the same computer game (one non-diegetic version and one diegetic version) as well as a survey (questionnaire) for each of the games including questions about the participants and numerical rating scales (on scales from 1 to 5) about their experiences with the game versions. In general, there did not seem to be a significant between the two versions of the game in terms of immersion. While the results suggest that the non-diegetic versions of the game causes players to become more frustrated, this could possibly just have been a coincidence due to the small sample size, and the difference was not “extreme” either (2.5 compared to about 1.833). Since the p-value generated was 0.32291 regarding frustration, which is several times more than 0.05, it suggests the statistical significance of the result is low. Enjoyability seemed to be about the same for the two versions of the game as well, and the variance was quite small compared to some other results (about 0.556). The variance regarding the visuals seems relatively small as well (0.25 to about 0.472) which tends to suggest that it might be unlikely that the non-diegetic user interface is heavily disliked. It might even be preferred. Either way, the results do not seem to be statistically significant.

  • 13.
    Bergman, Mikael
    et al.
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Hertzberg, Tim
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    User Experience för mobila applikationer på iPhones med stora skärmar2016Independent thesis Basic level (degree of Bachelor), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    Purpose

    Smartphone screens have in recent years increased greatly in size. This has created problems for the user experience. Thus, the purpose of the study is:

    How mobile applications for smartphones with larger screens should be developed in the future to provide as good UX as possible.

    In order to answer the purpose it has been broken down into three research questions:

    Which parameters (type of objects) are most affected by different screen sizes?

    Depending on the screen size, are different layouts preferred?

    How much of the screen can be reached by one handed use?

    Method

    A study of literature is made to answer the first research question. It became the basis of a questionnaire in the form of an application, which answered the study's second and third research questions. The test subjects ranked different layouts depending on their perceived user experience. The tests were conducted on an iPhone 4S and an iPhone 6S Plus to evaluate the differences between different screen sizes.

    Findings

    The study concluded that it is important to place essential items within the user’s reach when one hand is used. Items placed at the edges or corners of the screen are often difficult to reach on a larger screen, which means that avoiding such placement is preferred.

    Implications

    The study can both be of service in future research on user experience and reach, but also give recommendations on what is important to take into consideration when developing mobile applications for smartphones with larger screens.

    Limitations

    Since the study was conducted over a limited period of time there was no opportunity for more tests.

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  • 14.
    Billqvist Ung, Malin
    et al.
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Neveceral, David
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Initial trust in e-health systems: How surface level user experience design can influence trust formation2020Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    As e-health systems are becoming more common and necessary, it is an important field to explore. One important part that has not yet been explored enough is the formation of trust within e-health. An established approach to help formation of trust in other fields is that of user experience design. This Master thesis is focused on the topic of trust formation of first-time e-health service users and how user experience design can influence trust formation. For fulfilling the purpose, the method of think-aloud and semi-structured interviews were chosen. In addition to that, a prototype of an e-health service was developed. The outcome of the interviews was examined through a thematic analysis in order to answer the research questions. Based on the analysis, new aspects which influence trust formation on the surface level were identified, as well as some previously known were confirmed. The themes which are overlapping with previously conducted studies are Design feeling and Element placement. The newly identified themes contain Consistency, Colour and some aspects of Reading experience. The reasons for the identified aspects were categorized into the two themes of Craftsmanship and Expectations. Those findings were compared with previous studies, and recommendations for future research were formulated.

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  • 15.
    Boksjö, Nina
    et al.
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Petricioiu, Naomi
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    What's in a name? How the vocabulary of personalised playlists affects user's expectation and satisfactions in music streaming services2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Background: The following study focuses on the area of personalisation within streaming services and how vocabulary of playlist names and categories affect expectations and satisfactions. The wording of personalised items is important to convey that content is directly made for a user, yet there are limited studies that explore what users anticipate and if the message conveys correct information to then lead to satisfaction.

    Purpose: By using Spotify as the prime focus, this research aims to uncover how the vocabulary used in the categories of playlists and playlist titles impacts the user’s expectations and satisfaction with the actual playlist content.

    Method: The study uses a qualitative approach and semi-structured interviews as data collection. The interviews proceeded with open-ended questions to be able to gain a deeper understanding of the participants opinions and experiences. The analysis of the data is interpreted deductively through a thematic analysis which allowed for common topics, ideas and repeated meanings to be conveyed. 

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    What's in a name?
  • 16.
    Bulovas, Paulius
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Motion graphics - the future of web UX: How can motion graphics be used as a tool to improve data representation and UX for information comprehension?2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The phenomenon of motion graphics being used as a tool for information

    comprehension and user experience altering is examined by studying a case of

    PIM (product information management) system comprehension on Capo AB

    website. The research questions to be answered are how can motion graphics be

    used as a tool to be designed for data representation to improve user experience

    as well as does motion graphics provide better information comprehension for the

    user than text and image. Seven interviewees were given a task to read

    information provided at capo.se website about PIM system and later on watch a

    motion graphic video explaining it. After completing the task, the participants

    were interviewed about their experience while doing the assignment. The data

    transcribed from the interview provided with insight about emotions, attitudes

    and thoughts towards different learning sources for new information. All of the

    interviewees thought that having motion graphic video explaining information

    about company’s service would create a better UX than images and text.

    Nevertheless, the participants said that the combination of both methods would

    provide the ultimate experience, since motion graphics provided the users with

    the ground knowledge about the subject, but written text could help them deepen

    it. The thesis studies the user experience perceived by the participants from

    different learning sources and concludes that motion graphic video can be used as

    a tool to represent information and create better UX for the user, mostly due to

    the fact that users find it easier to comprehend, and more interesting.

  • 17.
    Burford, Sally
    et al.
    University of Canberra, Australia.
    Resmini, Andrea
    Jönköping University, Jönköping International Business School, JIBS, Informatics.
    Cross-channel Information Architecture for a World Exposition2017In: International Journal of Information Management, ISSN 0268-4012, E-ISSN 1873-4707, Vol. 37, no 6, p. 547-552Article in journal (Refereed)
    Abstract [en]

    This paper reports an investigation and assessment of the digital information, provided via multiple channels, for the 2015 World Exposition (Expo) in Milan. Using emerging theoretical constructs in cross-channel information architecture as a lens, the researchers examined aspects of the digital information ecology that supported the Exposition event. This study focused, firstly, on how well information and its structure maintain a coherence that is useful and meaningful to its target audience across various technologies and platforms. Secondly, it attended to the means and mechanisms for moving from one information artefact to another and it comments on the ease with which global audiences traversed the multiple channels that formed the information environment of Expo 2015.

  • 18.
    Come, Amarildo
    et al.
    Jönköping University, School of Engineering.
    Javaid, Muhammad
    Jönköping University, School of Engineering.
    Towards stress-less UX design: How job search systems contribute to job search stress?2022Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Unemployment has long been considered a risk factor for mental health. While jobsearch is an extremely draining and stressful process, the job-search systems thatjobseekers use do not have to be. Among the many pressuring factors that are known tocontribute to stress, it remains unexplored how job search systems UX impactsjobseekers. This study aimed at identifying and understanding job search systemsrelated stressors based on existing stressor characteristics and on stressless designheuristics. To achieve this goal, semi-structured interviews were conducted incombination with a survey. Thematic analysis was performed to identify themes; and asurvey was conducted to gather the broader sentiment on job search experience.The results show that existing stressless design heuristics are effective in thinkingdesign for stress; as new themes emerged, three new heuristics are proposed.The 3 main stressors identified are related to poor UX in terms of feedback systems,complex interactions to fill in application forms, poor job description quality combinedwith a wanting job search capability. The major reasoning for the identified stressors isthat they are perceived as hindrances towards the main goal – getting a job.Stressor’s impact appears in the form of lowering job search engagement and makingjobseekers develop a negative attitude towards online job search.One important finding is that these stressors only become visible over time; this mighthave an implication on how software is tested and evaluated for stress. The findingswere discussed in view of previous studies, practical and scientific implications arepresented as well as suggestions for future research.

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  • 19.
    Coreback, Carl
    et al.
    Jönköping University, School of Engineering.
    Krall, David
    Jönköping University, School of Engineering.
    Let's get moving: The effects of animated advertisements in a digital market2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Purpose – The purpose of this study is to analyse the differences in click-through rate, attention, memory (recall and recognition), and attitude between static and animated advertisements on the social media platform Instagram. This study addresses whether static or animated advertisements are more effective on social media.

    Research questions – How can animations affect click-through rates compared to static graphics on Instagram advertisements? How can animations affect Instagram users’ memory of advertisements compared to static graphics? How can animations affect the attitude of Instagram users towards the ad compared to static graphics?

    Method and implementation – Two primary research studies were conducted: an in-depth experiment and an Instagram A/B test. In the in-depth experiment, 30 Jönköping University students were asked to scroll through an imitated Instagram feed with either animated or static ads and then fill out a questionnaire to measure their attention, recall, recognition, attitude, and click-through intention. In the Instagram A/B test, a marketing campaign was conducted on Instagram. An animated and a static version of an ad was used, and the click-through rates were measured.

    Findings – Compared to static graphics on Instagram advertisements, animations did not yield significantly higher click-through rates, click-through intention or attention. Animations also do not significantly affect the users’ recall, recognition or attitude. The findings contribute to the limited understanding of how animated Instagram ads affect customer behaviour and have laid grounds for further researchin the research area.

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  • 20.
    Creignou, N.
    et al.
    Aix Marseille Univ, CNRS, LIS, Marseille, France.
    Olive, F.
    Aix Marseille Univ, CNRS, LIS, Marseille, France.
    Schmidt, Johannes
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Complexity of Reasoning with Cardinality Minimality Conditions2023In: Proceedings of the 37th AAAI Conference on Artificial Intelligence / [ed] B. Williams, Y. Chen, J. Neville, AAAI Press , 2023, Vol. 37, p. 3932-3940Conference paper (Refereed)
    Abstract [en]

    Many AI-related reasoning problems are based on the problem of satisfiability of propositional formulas with some cardinality-minimality condition. While the complexity of the satisfiability problem (SAT) is well understood when considering systematically all fragments of propositional logic within Schaefer’s framework, this is not the case when such minimality condition is added. We consider the CARDMINSAT problem, which asks, given a formula ϕ and an atom x, whether x is true in some cardinality-minimal model of ϕ. We completely classify the computational complexity of the CARDMINSAT problem within Schaefer’s framework, thus paving the way for a better understanding of the tractability frontier of many AI-related reasoning problems. To this end we use advanced algebraic tools.

  • 21.
    Creutz, Martin
    et al.
    Jönköping University, Jönköping International Business School, JIBS, Business Informatics.
    Nilsson, Angelica
    Jönköping University, Jönköping International Business School, JIBS, Business Informatics.
    Virtual Teams: A Five Trigger Approach to Technology Adaptation2011Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Download full text (pdf)
    Virtual Teams
  • 22.
    Davidsson, Per
    et al.
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Centre for Entrepreneurship and Spatial Economics (CEnSE).
    Sufyan, M.
    Jyväskylä University School of Economics and Business Administration, Jyväskylä University, Mattilanniemi 2, Jyväskylä, 40100, Finland.
    What does AI think of AI as an external enabler (EE) of entrepreneurship?: An assessment through and of the EE framework2023In: Journal of Business Venturing Insights, ISSN 2352-6734, Vol. 20, article id e00413Article in journal (Refereed)
    Abstract [en]

    Recent breakthroughs make Artificial Intelligence (AI) technology a particularly potent enabler of entrepreneurship. Therefore, we use the External Enablement (EE) framework to examine AI's potentials as enabler of entrepreneurship. In doing so, we involve AI – specifically ChatGPT 4.0 – to enhance the analysis beyond our personal limitations. Through this exercise we provide insights into 1) AI technologies as enablers of entrepreneurship; 2) possible improvements of the EE framework, and 3) ChatGPT's and similar AI tools’ usefulness for entrepreneurship research more generally.

  • 23.
    Earl, Robyn
    et al.
    Curtin University.
    Falkmer, Torbjörn
    Jönköping University, School of Health and Welfare, HHJ. CHILD. Curtin University.
    Girdler, Sonya
    Curtin University.
    Dahlman, Joakim
    Chalmers University of Technology.
    Rehnberg, Anette
    The Swedish Transport Administration.
    Falkmer, Marita
    Jönköping University, School of Education and Communication, HLK, CHILD. Curtin University.
    Visual search strategies of pedestrians with and without visual and cognitive impairments in a shared zone: A proof of concept study2016In: Land use policy, ISSN 0264-8377, E-ISSN 1873-5754, Vol. 57, p. 327-334Article in journal (Refereed)
    Abstract [en]

    Shared zones have gained increasing popularity in urban land use and design as a means of incorporating the needs of multiple modes of transport, while at the same time promoting social interaction between users. Interactions within shared zones are based on a set of informal social protocols, communicated via eye contact and social cues. This proof of concept study utilised eye-tracking technology to examine the visual search strategies of individuals, with and without visual and cognitive impairments as they navigated a strategically chosen shared zone. In total 3960 fixations were analysed and the fixations were distributed across the shared zone and a pedestrian crossing. Those with impairments were more likely to fixate on traffic specific areas and objects compared to those without, suggesting that they required more input ascertaining when and where it was safe to perform tasks. However, the duration of fixation was not significantly different for an object whether it was traffic related or not, indicating a global need for increased processing time of the surrounding environment. Shared zones are claimed to increase driver awareness and safety and reduce congestion, but the implications on participation and safety for those with visual and cognitive impairments is yet to be extensively explored.

  • 24.
    Edberg, Emelie
    et al.
    Jönköping University, School of Engineering.
    Beck, Lea
    Jönköping University, School of Engineering.
    Adoption of AI in Digital Design: A qualitative study about the effects on the profession2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The development of new technology plays a major role in today's society and several different industries. While some technologies have more or less an impact upon the whole working sector, one of the more recent and controversial technologies is Artificial Intelligence (AI). In recent years, this technology has evolved continuously and is spreading across several different industries. As it is clear that AI is reshaping the workplace, it is relevant to examine how and to what extent it is affecting the digital design profession.

    Purpose

    The purpose of this study is to gain insight into the current state of adoption of AI within digital design, including graphic design and web design. Furthermore, to explore the effects of AI on the nature of the profession, from the perspectives of professionals in the industry. While focusing on the creative process and the development of digital products, it investigates how the industry is experiencing the effects of AI in daily tasks and workflows. Furthermore, it examines if the implementation of AI has lead to the development of new work processes, or if traditional tasks remain but are carried out with AI tools as assistance.

    Method

    The research method is qualitative. Through literature reviews and by carrying out interviews with relevant designers currently working in the industry, the appropriate data is collected and analyzed. The interviews focus on understanding the participant’s perspective on the topic, their experiences of AI and what effect it has on their work. Through the interviews, the study identifies to what extent AI is used in creative processes, and sheds light on the general feelings towards AI, including expectations and concerns.

    Conclusions

    The findings show that the overall awareness surrounding AI is rather divided. AI is already implemented in various design processes and software, whether the designer is aware of it or not. It can thus be concluded that AI has affected the nature of the digital design profession. However, the effects vary depending on the specific role and the related tasks. Most are interested in learning more about it but natural skepticism and lack of knowledge about the technology remain an obstacle for implementing more AI in companies.

    Download full text (pdf)
    Adoption of AI in Digital Design
  • 25.
    Emami, Kimia
    et al.
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Makarová, Andrea
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    How Visual Framing and Specificity Framing Influence Buying Decisionsin Fashion E-commerce2023Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

     Companies face several challenges when it comes to promoting green consumption and designing effective communication strategies for sustainable products.The framing effect, which refers to the presentation of messages, can significantly influence customer perceptions and purchasing intentions. This researchexplores the impact of information framing through visuals and terms specificityon consumers’ purchasing decisions for sustainable fashion products in the online context. The method of data collection was a survey (online experiment) andinterviews were also conducted for supporting the data. The findings reveal asignificant relationship between sustainable choices and visual framing, indicating that the visual presentation of information positively influences sustainabilitydecisions. However, no significant relationship was found between the specificityof terms and sustainability. Future research is needed to examine the correlationbetween the importance of sustainability and the desirability of visual framing inproducts, as well as the relationship between the specificity of terms and sustainability since our study could only answer the relationship between visual framing and sustainability.

    Download full text (pdf)
    fulltext
  • 26.
    Ferwerda, Bruce
    et al.
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Chen, Li
    Department of Computer Science, Hong Kong Baptist University, Hong Kong, Hong Kong.
    Tkalčič, Marko
    HICUP Lab, Faculty of Mathematics, Natural Sciences and Information Technologies, University of Primorska, Koper, Slovenia.
    Editorial: Psychological Models for Personalized Human-Computer Interaction (HCI)2021In: Frontiers in Psychology, E-ISSN 1664-1078, Vol. 12, article id 673092Article in journal (Other academic)
  • 27.
    Ferwerda, Bruce
    et al.
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Tkalčič, Marko
    Faculty of Mathematics, Natural Sciences and Information Technologies, University of Primorska Koper, SL.
    Germanakos, Panagiotis
    Panagiotis Germanakos UX S/4HANA, Product Engineering, Intelligent Enterprise Group SAP SE Walldorf, DE.
    Sixth HUMANIZE Workshop on Transparency and Explainability in Adaptive Systems Through User Modeling Grounded in Psychological Theory: Summary2022In: International Conference on Intelligent User Interfaces, Proceedings IUI, ACM Digital Library, 2022, p. 10-12Conference paper (Refereed)
    Abstract [en]

    The sixth HUMANIZE workshop1 on Transparency and Explainability in Adaptive Systems through User Modeling Grounded in Psychological Theory took place in conjunction with the 27th annual meeting of the Intelligent User Interfaces (IUI)2 community that was hosted virtually by the University of Helsinki (Finland) on March 22, 2022. The 2022 edition of the workshop was held together with TExSS (Transparency and Explanations in Smart Systems) 3. The workshop provided a venue for researchers from different fields to interact by accepting contributions on the intersection of practical data mining methods and theoretical knowledge for personalization. A total of two papers was accepted for this edition of the workshop.

  • 28.
    Fritsch, Lothar
    et al.
    Karlstads universitet, Institutionen för matematik och datavetenskap (from 2013).
    Tjostheim, Ingvar
    Nork Regnesentral.
    Kitkowska, Agnieszka
    Karlstads universitet, Institutionen för matematik och datavetenskap (from 2013).
    I’m Not That Old Yet! The Elderly and Us in HCI and Assistive Technology2018In: Proceedings of the Mobile Privacy and Security for an Ageing Population workshop at the 20th International Conference on Human-Computer Interaction with Mobile Devices and Services (MobileHCI) 2018, Barcelona: University of Bath; Cranfield university; Northumbria university, Newcastle; University of Portsmouth , 2018Conference paper (Other academic)
    Abstract [en]

    Recent HCI research in information security and privacy focuses on the Elderly. It aims at the provision of inclu-sive, Elderly-friendly interfaces for security and data protection features. Much attention is put on care situa-tions where the image of the Elderly is that of sick or disabled persons not mastering contemporary infor-mation technology. That population is however a frac-tion of the group called the Elderly. In this position pa-per, we argue that the Elderly are a very diverse popu-lation. We discuss issues rising from researchers and software architects’ misconception of the Elderly as technology-illiterate and unable. We suggest a more nuanced approach that includes changing personal abil-ities over the course of life.

    Download full text (pdf)
    FULLTEXT01
  • 29.
    Germanakos, P.
    et al.
    Sap Se, Germany.
    Dimitrova, V.
    University of Leeds, United Kingdom.
    Steichen, B.
    California State Polytechnic University, Pomona, United States.
    Ferwerda, Bruce
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Tkalcic, M.
    University of Primorska in Koper, Slovenia.
    HAAPIE 2022: 7th International Workshop on Human Aspects in Adaptive and Personalized Interactive Environments2022In: UMAP 2022: Adjunct Proceedings of the 30th ACM Conference on User Modeling, Adaptation and Personalization, Association for Computing Machinery (ACM), 2022, p. 314-316Conference paper (Other academic)
    Abstract [en]

    Nowadays, the profound digital transformation has upgraded the role of the computational system into an intelligent multidimensional communication medium that creates new opportunities, competencies, models and processes. The need for human-centered adaptation and personalization is even more recognizable since it can offer hybrid solutions that could adequately support the rising multi-purpose goals, needs, requirements, activities and interactions of users. The HAAPIE workshop1 embraces the essence of the "human-machine co-existence"and brings together researchers and practitioners from different disciplines to present and discuss a wide spectrum of related challenges, approaches and solutions. In this respect, the seventh edition of HAAPIE includes 5 long papers and 2 short papers.

  • 30.
    GIllbo, Maja
    et al.
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Ahlkvist, Linda
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Skeuomorphic vs flat design: A comparison of preferences of design techniques between two generations2019Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Purpose: The purpose of the study was to compare two visually opposite design techniques:

    skeuomorphic design, recognizable for its realistic presentation, and flat design, an abstract design

    option that has gained popularity in the last years. The two designs were compared using two

    generations of Internet users to find out what the preferences were for each generation. A

    knowledge gap was found in which design that would be the most beneficial to use for each

    generation.

    Methodology: To fulfill the purpose of the study, two methods were used; a literature study and

    an empirical study. The empirical study included experiments, interviews and questionnaires. The

    participants were contacted personally or via social media. All participants were in the age of 20-30

    or 65+.

    Findings: Based on the collected literature and empirical evidence, it was concluded that the older

    generation of users might tend to prefer the skeuomorphic, realistic design online. Bright colors

    and a pedagogical style creates a good visual for elderly eyes and inexpert of using internet. The

    younger generation might tend to prefer the flat and abstract way of design online. A modern

    appeal with less clutter compared to the skeuomorphic style is considered beneficial. This opens up

    for further investigation.

    Implications: The empirical study included 20 people, who all participated in the experiment,

    interviews and answered questionnaires. The study groups consisted of 10 persons at the age span

    20-30 years and 10 persons at the age span of 65+ years.

    Limitations: The study was only focused on two specific age groups with a small population

    found through convenient sampling. This means that in the future, the research could be

    conducted in a broader matter including more age groups and a larger population with a more

    specific sampling. The study's extent was affected by the time period in which it was executed. A

    longer period of time could have contributed to a more extensive study, perhaps with additional

    age groups and more participants in each group.

  • 31.
    Gopinath, Varun
    et al.
    Department of Management and Engineering, Linköping University, Linköping, Sweden.
    Johansen, Kerstin
    Understanding situational and mode awareness for safe human-robot collaboration: case studies on assembly applications2019In: Production Engineering, ISSN 0944-6524, E-ISSN 1863-7353, Vol. 13, no 1, p. 1-9Article in journal (Refereed)
    Abstract [en]

    In order for humans and robots to collaborate on an assembly line, safety of operations is a prerequisite. In this article, two assembly stations where a large industrial robots collaborate with humans will be analysed with the aim to 1. determine the characteristics of hazards associated with human-robot interaction and 2. design solutions that can mitigate risks associated with these hazards. To support the aim of this article, a literature review will attempt to characterize automation and detail the problems associated with human-automation interaction. The analysis points at situational awareness and mode-awareness as contributing factors to operator and process safety. These underlying mechanisms, if recognised by the risk assessment team as hazards, can mitigate risks of operator injury or production delays. This article details the function of visual and physical interfaces that allow operators to comprehend system-state in order to avoid undesirable situations. 

  • 32.
    Granlund, Johannes
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics. 9308248070.
    Haptic enhanced Microinteractions: A study of how haptic feedback affects perceived usefulness of microinteractions in handheld touchscreen devices2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This research explores how haptic feedback can increase the usefulness of microinteractions on touchscreen devices. With the importance of microinteraction in user daily lives and with the increase of availability of haptic generating devices, this thesis studies how a realistic user group perceive haptic feedback in microinteractions. It studied the perceived usefulness of haptic feedback in correlation to specific microinteractions. Microinteractions are defined as small actions responding to user interaction, examples tested in this study included, simple buttons, radio buttons, checkboxes and dropdown menus. The participants also test and evaluated generic haptic patterns currently available on iOS devices. A software prototype was produced in a prototype tool called Protopie and then tested on an iOS device (iPhone 11 pro).

    This study is of qualitative character meaning it relies on qualitative data. The collection method relied on a combination of two types of research methods, usability studies and in-depth interviews. Nine participants were interviewed and studied using these methods. This data was analysed using a qualitative analysis method called Applied Thematic Analysis (ATA). This method allows for the creation of themes to be used in the final discussion of the report. In this thesis, a number of four themes were found. These themes combined with previous haptic principles serve as the academic foundation on which answers to the research questions was made. The results show a general increase in the perceived usefulness of tested microinteractions. With microinteractions such as checkboxes and radio buttons benefitting greatly by the haptic enhancement.[A1]  The conclusion of the research found several future areas of research within HaXD.   [A1]Here are the results shortly describe as in previous version. Enough?

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    Hapti enhanced Microinteractions - JGranlund
  • 33.
    Graus, M.
    et al.
    School of Business and Economics, Maastricht University, Maastricht, Netherlands.
    Ferwerda, Bruce
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Tkalcic, M.
    Faculty of Mathematics Natural Sciences and Information Technologies, University of Primorska, Koper, Slovenia.
    Germanakos, P.
    UX S/4HANA, Product Engineering, Intelligent Enterprise Group SAP SE, Walldorf, Germany.
    Fifth HUMANIZE workshop on transparency and explainability in adaptive systems through user modeling grounded in psychological theory: Summary2021In: IUI '21: 26th International Conference on Intelligent User Interfaces April 2021, Association for Computing Machinery , 2021, p. 21-23Conference paper (Other academic)
    Abstract [en]

    The fifth HUMANIZE workshop1 on Transparency and Explainability in Adaptive Systems through User Modeling Grounded in Psychological Theory took place in conjunction with the 26th annual meeting of the Intelligent User Interfaces (IUI)2 community in Texas, USA on April 17, 2021. The workshop provided a venue for researchers from different fields to interact by accepting contributions on the intersection of practical data mining methods and theoretical knowledge for personalization. A total of five papers was accepted for this edition of the workshop.

  • 34.
    Graus, M. P.
    et al.
    School of Business and Economics, Maastricht University, Maastricht, Netherlands.
    Ferwerda, Bruce
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Tkalcic, M.
    Faculty of Mathematics, Natural Sciences and Information Technologies, University of Primorska, Koper, Slovenia.
    Germanakos, P.
    UX ICD, Product Engineering, Intelligent Enterprise Group, SAP SE, Walldorf, Germany.
    Fourth HUMANIZE workshop on transparency and explainability in adaptive systems through user modeling grounded in psychological theory: Summary2020In: International Conference on Intelligent User Interfaces, Proceedings IUI, Association for Computing Machinery (ACM), 2020, p. 19-20Conference paper (Refereed)
    Abstract [en]

    The fourth HUMANIZE workshop1 on Transparency and Explainability in Adaptive Systems through User Modeling Grounded in Psychological Theory took place in conjunction with the 25th annual meeting of the Intelligent User Interfaces (IUI)2 community in Cagliari, Italy on March 17, 2020. The workshop provided a venue for researchers from different fields to interact by accepting contributions on the intersection of practical data mining methods and theoretical knowledge for personalization. A total of four papers was accepted for this edition of the workshop. 

  • 35.
    Graus, Mark P.
    et al.
    Maastricht University, Department of Marketing and Supply Chain Management, Netherlands.
    Ferwerda, Bruce
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Theory-grounded user modeling for personalized HCI2023In: Personalized human-computer interaction / [ed] M. Augstein, E. Herder & W. Wörndl, Oldenbourg: Walter de Gruyter, 2023, 2, p. 3-31Chapter in book (Refereed)
    Abstract [en]

    Personalized systems are systems that adapt themselves to meet the inferred needs of individual users. The majority of personalized systems mainly rely on data describing how users interacted with these systems. A common approach is to use historical data to predict users’ future needs, preferences and behavior to subsequently adapt the system to cater to these predictions. However, this adaptation is often done without leveraging the theoretical understanding between behavior and user traits that can be used to characterize individual users or the relationship between user traits and needs that can be used to adapt the system. Adopting a more theoretical perspective can benefit personalization in three ways: (i) relying on theory can reduce the amount of data required to train compared to a purely data-driven system, (ii) interpreting the outcomes of data-driven analysis (such as predictive models) from a theoretical perspective can expand our knowledge about users and (iii) provide means for explanations and transparency. However, in order to incorporate theoretical knowledge in personalization a number of obstacles need to be faced. In this chapter, we review literature that taps into aspects of (i) psychological models from traditional psychological theory that can be used in personalization, (ii) relationships between psychological models and online behavior, (iii) automated inference of psychological models from data, and (iv) how to incorporate psychological models in personalized systems. Finally, we propose a step-by-step approach on how to design personalized systems that take users’ traits into account.

  • 36.
    Griesch, L.
    et al.
    Rostock University, Rostock, 18051, Germany.
    Rittelmeyer, J.
    Rostock University, Rostock, 18051, Germany.
    Sandkuhl, Kurt
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics. Rostock University, Rostock, 18051, Germany.
    Towards AI as a Service for Small and Medium-Sized Enterprises (SME)2024In: The Practice of Enterprise Modeling: 16th IFIPWG 8.1 Working Conference on the Practice of Enterprise Modeling, PoEM 2023 / [ed] J. P. A. Almeida, M. Kaczmarek-Heß, A. Koschmider, H. A. Proper, Springer, 2024, Vol. 497, p. 37-53Conference paper (Refereed)
    Abstract [en]

    AI-as-a-Service (AIaaS) combines Artificial Intelligence (AI) and cloud computing to make AI accessible to enterprises without implementing complex solutions or technologies on-premise. Many small and medium-sized enterprises (SME) that lack competencies in the AI and technology sector consider AIaaS as a promising option to implement AI solutions. However, the differences between AIaaS and AI on-premise have not attracted much research. The intention of this paper is to contribute to this area by analysing the literature in the field and investigating a concrete example in more detail. Exploring AIaaS is crucial to better understand the opportunities and limitations of AI services. The contributions of the paper are (a) an analysis of the literature on AIaaS to identify factors affecting AI implementation and how AIaaS solutions differ from on-premise solutions when introducing AI in a company, (b) a case study of an SME that compares AIaaS and AI on-premise in practice, and (c) the application potential of a morphological box to compare AIaaS and AI on-premise.

  • 37.
    Griesch, Leon
    et al.
    Institute of Computer Science, Rostock University, Rostock, Germany.
    Sandkuhl, Kurt
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics. Institute of Computer Science, Rostock University, Rostock, Germany.
    Improvement potential of business models and usability of fitness apps: Results of expert interviews and a user study2023In: Proceedings of the 16th International Joint Conference on Biomedical Engineering Systems and Technologies BIOSTEC - (Volume 5) / [ed] F. Cabitza, A. Fred & H. Gamboa, SciTePress, 2023, Vol. 5, p. 514-521Conference paper (Refereed)
    Abstract [en]

    Mobile applications (apps) supporting individual users in their personal fitness have received growing interest on the user side and in the research community. The value offered to fitness app users in general consists of support for changing attitude and behaviour towards a healthy lifestyle and maintaining this behaviour. Work presented in this paper aims at contributing to this field by focusing on the following main research question: what improvement potential exists for fitness apps that at the same time are contributing to the business model and desired from a user’s perspective? The contributions of this paper are (1) market and functionality analysis of fitness apps, (2) results of expert interviews on functionality and scenarios with business model improvement potential, and (3) results of a user study on desired improvements from a usability perspective.

  • 38.
    Gulamhusein, Khadija
    et al.
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Keresztes, Erika
    Jönköping University, School of Engineering, JTH, Department of Computer Science and Informatics.
    Social behaviour, a contributor to Instagram usage among students?: A comparative study on the relationship between Social behaviour and Instagram motivation and usage among University and Junior High School students2022Independent thesis Basic level (degree of Bachelor), 180 HE creditsStudent thesis
    Abstract [en]

    Abstract

    Background: Social media usage is increasing among adolescents and children, implying that the younger generations spend more time online than ever before. At the same time, previous research has shown that social media affects the well-being of the individuals who use it. This causes an increase in dependency on social media for social interaction and validation. Social behaviour in terms of distress, validation and anxiety is also becoming more prevalent in adolescents. This in turn affects the motivation and usage of social networking systems and individuals' dependency on them. Due to the usage of social networking systems and the characteristics of users changing continuously, heightened levels of anxiety, distress and validation seeking could be factors that affect U&G and the popularity of social networking system platforms in terms of relevance.

    Purpose: The purpose of this study was to gain an increased understanding of the motivations and usage of Instagram depending on social behaviours. The aim is to explore the differences between two demographics, University students and Junior High school students. 

    Method: For this, a quantitative approach was used, by deploying an online survey. The total number of valid responses gathered was 121. SPSS was used for analysis including data cleaning, descriptive statistics and independent samples t-test to accept or reject the hypothesised relationships between variables. 

    Conclusion: The findings of this study provide empirical evidence that the overall attitude towards Instagram differs between the study groups. Social interaction was the most popular U&G motive for both study groups, supporting the theory of Huang and Su (2018). The results show a relationship between social behaviours, usage and motivation, where people with higher levels of agreement of BFNE, SAD and IMS also showed higher and more concentrated levels of usage. A popularity shift towards Tiktok has also been noted in the results, indicating that younger generations do not feel that Instagram is satisfying their U&G.

  • 39.
    Gustafsson, William
    Jönköping University, School of Engineering.
    Effects of social media on creativity: How Instagram usage can influence the creativity of graphic designers2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Social media is growing fast and the usage have become more frequent and well adopted by many industries including the field of graphic design. How social media is influencing the users is a regularly discussed topic with many different standpoints and opinions. This study investigates how the usage of the social networking service Instagram amongst graphic designers can affect creativity. This is a study with an inductive, exploratory approach where a quantitative online survey study and three qualitative semi structured interviews have been carried out in order to gather empirical data. An extensive literature study on research concerning creativity, social media usage and other related subjects are presented in the theoretical background. Several individuals have taken part in the survey study which have laid the foundation for the interview design. The gathered data have been analyzed by using a univariate analysis and a thematic analysis. The findings of the study entails that the usage of Instagram amongst graphic designers can serve to influence, either enhance or undermine, several aspects of creativity and the creative process. This influence can take place through the exposure of content on Instagram, through the relations amongst users and through functionalities presented by the platform. The sampling for the participants have been done with convenience sampling, which have limited the generalization that could be done from the results.

  • 40.
    Gustavsson, Anton
    et al.
    School of Engineering, Jönköping University, Jönköping, Sweden.
    Valtersson, Magnus
    School of Engineering, Jönköping University, Jönköping, Sweden.
    Merschbrock, Christoph
    Jönköping University, School of Engineering, JTH, Civil Engineering and Lighting Science.
    Johansson, Peter
    Jönköping University, School of Engineering, JTH, Civil Engineering and Lighting Science.
    Exploring the utility of AR for quality inspections in timber-frame house production – A case study from Småland, Sweden2021In: Proceedings of the 38th International Conference of CIB W78, 2021, p. 304-314Conference paper (Refereed)
    Abstract [en]

    About 80% of new homes in Sweden are being built using prefabricated elements. This rate of prefabrication is the highest in the world and the manufacturing of timber-frame homes has become a modern sector of the economy in Sweden. Information, and communication technology (ICT) has long played a key role in industrializing the wood-based building industry and novel ICT, like augmented reality, are believed to provide new opportunities. It is in this context that we explore how artificial reality solutions can be applied to improve the quality assurance process in a company producing prefabricated homes in Småland, Sweden. The research question asked in this study is: How can augmented reality be successfully applied to support quality assurance practice in the wood-based building industry? This question warrants investigation since improving quality assurance in house manufacturing not only improves products but also increases customer satisfaction. To investigate this question, we conduct a case study in a company where we set up a quasi-experiment with five quality assurance professionals using Microsoft’s HoloLens displaying production data. To make sense of their experiences, we conducted a series of semi-structured de-briefing interviews. Moreover, for understanding how AR can be successfully deployed in quality assurance we apply the design science research method. Findings are that the success of using AR in quality assurance depends on the quality of information displayed on the system, the geolocation of the models, the quality of the software and hardware used, and the ruggedness of the devices. We claim to have provided a range of valuable practical and theoretical contributions transferable to other construction companies seeking to apply augmented reality in their quality assurance routines.

  • 41. Gülenman, Tom
    Designing Better Mobile Apps: An Experimental Evaluation of Apple’s and Google’s Design Guidelines: How analysing the Human Interface Guidelines for iOS and Material Design for Android better our understanding of the usability challenges app users face and what we can do to overcome key issues.2022Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    When developing mobile apps, multiple factors must be considered when choosing between native or cross-platform technologies. The latter offers deployment of one codebase to multiple operating systems, such as Android and iOS. However, we argue that common design techniques lack an understanding of specific needs that separate iOS and Android users. This work presents an experimental approach using UI prototypes and existing native iOS and Android mobile applications to identify issues in usability of the two systems. We conduct a large amount of usability tests involving 34 participants and find that our prototypes and apps that follow Apple’s Human Interface Guidelines are easier to use in terms of one primary usability metric, notably task time, with a statistically significant difference between iOS and Android testers in two out of four tests. On this basis we investigate what key UI elements and design patterns cause disruptions in otherwise smooth User Experiences. Alongside documenting those, we also list key elements that influence the usability on a more general level. We provide suggestions to app designers and developers on avoiding designs that are considered producing usability issues by at least one of the two groups of iOS and Android users and on design patterns to improve the User Experience.

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    fulltext
  • 42.
    Helldin, Tove
    et al.
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Riveiro, Maria
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Pashami, Sepideh
    Halmstad University, Halmstad, Sweden.
    Falkman, Göran
    Högskolan i Skövde, Institutionen för informationsteknologi.
    Byttner, Stefan
    Halmstad University, Halmstad, Sweden.
    Nowaczyk, Slawomir
    Halmstad University, Halmstad, Sweden.
    Supporting analytical reasoning: A study from the automotive industry2016In: Human Interface and the Management of Information: Applications and Services: 18th International Conference, HCI International 2016 Toronto, Canada, July 17-22, 2016. Proceedings, Part II / [ed] Sakae Yamamoto, Springer, 2016, p. 20-31Conference paper (Refereed)
    Abstract [en]

    In the era of big data, it is imperative to assist the human analyst in the endeavor to find solutions to ill-defined problems, i.e. to “detect the expected and discover the unexpected” (Yi et al., 2008). To their aid, a plethora of analysis support systems is available to the analysts. However, these support systems often lack visual and interactive features, leaving the analysts with no opportunity to guide, influence and even understand the automatic reasoning performed and the data used. Yet, to be able to appropriately support the analysts in their sense-making process, we must look at this process more closely. In this paper, we present the results from interviews performed together with data analysts from the automotive industry where we have investigated how they handle the data, analyze it and make decisions based on the data, outlining directions for the development of analytical support systems within the area.

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    FULLTEXT01
  • 43.
    Henriksson, Emilia
    et al.
    Jönköping University, School of Engineering.
    Lundström, Mikaela
    Jönköping University, School of Engineering.
    Navigation Systems' Impact on Usability in Mobile Applicatons: A Study on Mobile Newspaper Applications2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Navigation is one of the least explored areas when it comes to usability in mobile interface design. Navigation can be divided into three categories; structural, associative and utility navigation. In this thesis structural and associative navigation will be further investigated in the context of mobile newspaper applications in order to find out how structural and associative navigation affects the usability of newspaper applications respectively. 

    Usability tests were chosen as a method to answer the research questions as it gives a clear overview of how users navigate the applications. The participants of this study were between 36 and 55 years old as this is the most common age of consuming news by online newspapers. After the usability tests the participants were interviewed to get a further insight of how they experienced the two navigation categories. 

    The results showed that when the users use structural navigation they can more efficiently find news articles that are of interest as long as the navigation system is logical and well thought out. Structural navigation makes it easier to narrow down the large amount of news applications to fit within a certain area of interest. Associative can feel illogical and random to use due to the lack of structural connections between information, but it can be easy to learn thanks to its similar design across applications. It can then help the users to quickly find more information about a certain topic. 

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    fulltext
  • 44.
    Hervall, Joel
    et al.
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Håkansson Lindh, Viktor
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Mobildejting – ett spel på fullt allvar: Den mobila dejtingupplevelsen och hur spelifiering påverkar användarmönstret2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The use of online dating applications is constantly increasing, and have risen in popularity in Sweden the last years. It has become a tool for people to meet new friends, network, find the love of their lives or just something to pass time with.

    Gamification is a concept that has become increasingly common and widely used and it ́s a tool to engage the user and motivate them by using simple game

    mechanisms.

    With this essay we aim to examine for what reasons young adults on the Swedish market use online dating applications, and what their user pattern looks like. The second main aim is to scrutinize their attitude towards gamification and how it

    affects their user patterns.

    We gathered data via an online survey on purpose of using dating applications and user experience. Based on the result of the survey we conducted two focus group interviews to examine how gamification influence the user pattern. The result is presented through an analysis of the data from the survey and focus group interviews related to scientific theories about the user experience, experience

    design, co-experience, habit formation and gamification.

    The result from our survey reveals that users today have a casual attitude towards dating applications. It is often used to network, meet new friends but also to initiate romantic relationships. Dating applications provides an experience that is open to form after the users own need and purpose of use. Finally, it may also be noted that gamification is an important tool to incorporate in dating applications to enhance the usage of the applications, and for creating addictive user patterns. However, gamification should be applied with some finesse, due to that too much and tangible gamification tend to give a frivolous impression, as well as preventing

    users to interact with each other.

    This study will serve as a general guideline to understand how and why young

    and it may also serve as general guidelines on how gamification could be implemented in the dating applications,

    by viewing it through the eye of the user. 

  • 45.
    Hsieh, Y. -H
    et al.
    Department of Special Education, Stockholm University, Stockholm, Sweden.
    Granlund, Mats
    Jönköping University, School of Health and Welfare, HHJ, Dept. of Social Work. Jönköping University, School of Health and Welfare, HHJ. CHILD. Jönköping University, School of Education and Communication, HLK, CHILD.
    Hwang, A. -W
    Graduate Institute of Early Intervention, College of Medicine, Chang-Gung University, Tao-Yuan City, Taiwan.
    Hemmingsson, H.
    Department of Special Education, Stockholm University, Stockholm, Sweden.
    Impact of Using an Eye-Gaze Technology by a Young Adult with Severe Cerebral Palsy Without Speech2022In: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) / [ed] Miesenberger, K., Kouroupetroglou, G., Mavrou, K., Manduchi, R., Covarrubias Rodriguez, M., Penáz, P., Springer, 2022, Vol. 13341, p. 347-354Conference paper (Refereed)
    Abstract [en]

    This case study explores an eye-gaze technology intervention for a young adult with severe physical and speech difficulties and visual impairments. Data were collected over a six-month intervention period encompassing measures on pupil’s occupational performance of computer activities and psychosocial impact, and interviews with the user, the parents, and the teacher on the technology acceptability. The results showed that the six-month intervention enhanced the pupil’s performance in three computer activities and led to a positive psychosocial impact. The parent and teacher described the intervention as appropriate to increase the pupil’s self-expression and interaction with others, and there was no adverse event during the study period. The pupil demonstrated motivation to use the eye-gaze technology after the intervention continuously. In conclusion, this study shows that a young adult with severe motor impairments and visual problems can benefit from using eye-gaze technology to increase participation in leisure activities, communication, and social interactions.

  • 46.
    Hsieh, Yu-Hsin
    et al.
    Stockholm Univ, Dept Special Educ, Stockholm, Sweden.;McGill Univ, Sch Phys & Occupat Therapy, 3630 Promenade Sir William Osler, Montreal, PQ H3G 1Y5, Canada..
    Granlund, Mats
    Jönköping University, School of Health and Welfare, HHJ, Department of Social Work. Jönköping University, School of Health and Welfare, HHJ. CHILD.
    Hwang, Ai-Wen
    Chang Gung Univ, Grad Inst Early Intervent, Coll Med, Tao Yuan City, Taiwan.;Chang Gung Mem Hosp, Dept Phys Med & Rehabil, Tao Yuan City, Taiwan..
    Hemmingsson, Helena
    Stockholm Univ, Dept Special Educ, Stockholm, Sweden..
    Feasibility of an eye-gaze technology intervention for students with severe motor and communication difficulties in Taiwan2023In: Augmentative and Alternative Communication: AAC, ISSN 0743-4618, E-ISSN 1477-3848Article in journal (Refereed)
    Abstract [en]

    Eye-gaze technology provides access to a computer through the control of eye movements, thus allowing students with severe motor and communication difficulties to communicate and participate in curriculum activities and leisure; however, few studies have investigated whether any challenges exist to its implementation. This study examines the feasibility for teachers, parents, and therapists of applying an eye-gaze technology intervention for students with severe motor and communication difficulties in everyday settings. A mixed-method design was applied, focusing on the acceptability, demands, implementation, and practicality of the technology applications. Data was collected from 16 participants who assisted five students using eye-gaze technology in a previous 6-month intervention. The intervention comprised (a) use of eye-gaze devices with individualized content; and (b) services including training in use, team meetings, and bi-monthly support on implementation problems. The results showed that the participants perceived the technology as appropriate to enhance interaction and understanding of the students' learning and communication messages. Portable and easy-to-adjust systems were crucial to apply eye-gaze technology in different contexts. Improving eye-gaze services was required to afford in-service education, follow-up services, and loaning programs for sustainable implementation. The facilitators and barriers could guide researchers and practitioners to enhance the implementation of eye-gaze technology.

  • 47.
    Huhnstock, Nikolas Alexander
    et al.
    University of Skövde, Skövde, Sweden.
    Karlsson, Alexander
    University of Skövde, Skövde, Sweden.
    Riveiro, Maria
    Jönköping University, School of Engineering, JTH, Department of Computing, Jönköping AI Lab (JAIL). University of Skövde, Skövde, Sweden.
    Steinhauer, H. Joe
    University of Skövde, Skövde, Sweden.
    An Infinite Replicated Softmax Model for Topic Modeling2019In: Modeling Decisions for Artificial Intelligence: 16th International Conference, MDAI 2019, Milan, Italy, September 4–6, 2019, Proceedings / [ed] Vicenç Torra, Yasuo Narukawa, Gabriella Pasi, Marco Viviani, Springer, 2019, p. 307-318Conference paper (Refereed)
    Abstract [en]

    In this paper, we describe the infinite replicated Softmax model (iRSM) as an adaptive topic model, utilizing the combination of the infinite restricted Boltzmann machine (iRBM) and the replicated Softmax model (RSM). In our approach, the iRBM extends the RBM by enabling its hidden layer to adapt to the data at hand, while the RSM allows for modeling low-dimensional latent semantic representation from a corpus. The combination of the two results is a method that is able to self-adapt to the number of topics within the document corpus and hence, renders manual identification of the correct number of topics superfluous. We propose a hybrid training approach to effectively improve the performance of the iRSM. An empirical evaluation is performed on a standard data set and the results are compared to the results of a baseline topic model. The results show that the iRSM adapts its hidden layer size to the data and when trained in the proposed hybrid manner outperforms the base RSM model.

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    Fulltext
  • 48. Ingesson, Eveline
    Algorithmic vs. Perceived Fairness in Music Recommender Systems: An Investigation of Popularity Bias from a User Perspective2022Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Recommender systems have the potential of helping users in finding relevant items in the online environment, and in many ways, they impact which content we consume. Thus, how fair these systems are affects us. A common fairness issue in recommender systems is popularity bias. However, research on this issue has mostly been focusing on the algorithmic side, and the user perspective has been more or less neglected.

    In this study, the goal was to understand whether there is a correlation between algorithmic and perceived fairness in the context of popularity bias, and the study was conducted in a music recommender setting. Three different algorithms were used in the study, each generating recommended playlists with varying levels of fairness in terms of recommending both popular and less popular music items. By comparing how fair users perceived the different recommended playlists to be with the algorithmic fairness of the playlists, conclusions could be drawn on the relationship between perceived and algorithmic fairness. Moreover, it was examined whether two different factors, namely familiarity and satisfaction, have an impact on perceived fairness.

    An online survey was conducted, and it was concluded that there is no correlation between perceived and algorithmic fairness, as the participants could not notice any difference in fairness between the playlists. Familiarity was shown to only have an impact on perceived fairness in terms of one algorithm, while satisfaction was shown to have a significant impact on perceived fairness across all algorithms. The results indicate that fairness, in the context of popularity bias, may not be of high importance to users. As opposed to concentrating on how users perceive this type of fairness in recommender systems, it might be more important to focus on other stakeholders, such as the providers.

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    algorithmic-vs-perceived-fairness
  • 49.
    Jensen, Marina
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Conversion Rate Optimization: A Qualitative Approach to Identifying Optimization Barriers2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis examined the question “What barriers are preventing Swedish companies from performing a structured conversion rate optimization process?”. As the purpose is to obtain an understanding of what is preventing companies from successfully execute conversion rate optimization (CRO). Given that CRO is an important part in most digital marketing activities. And despite increase in budget and importance in marketing, resource constraint continues to be the biggest obstacle. 

    The method employed to investigate this question was qualitative interviews with participants who worked with websites in seven different companies. An analysis was carried out, estimating the participating companies’ level of knowledge, overall structure, what to prioritize and current obstacles.

    It was established that the interviewees had several different areas of concern with regards to conversion rate optimization. Limited time, budget, priorities, knowledge, ownership, structured approach and interpreting data, were all treated in the analysis. A discussion was carried out to argument the definition of “biggest” barrier, as some barriers were more common than others but easier to overcome. Overall, these obstacles could all be traced back to barriers as prioritization, structure and ownership.

    The conclusion was that companies must have a more structured working process within the area of conversion rate optimization in order for this practice to be prioritized as a substantial part of companies online marketing activities.

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    Thesis-CRO
  • 50.
    Johansson, Agnes
    et al.
    Jönköping University, School of Engineering.
    Voronenko, Aleksandra
    Jönköping University, School of Engineering.
    Creating a sense of normality: A quantitative study examining how a digital collaborative tool impacts students’ experiences in online synchronous group discussions2021Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Purpose – The unexpected yet drastic influence of the COVID-19 pandemic resulted in a rapid transition of education to be conducted in digital environments. Replacing face-to-face classrooms with synchronous online learning requires a number of appropriate adjustments which were heavily restricted by the urgency of this global change taking place. With theobserved issues of student participation and involvement in online learning, the purpose ofthis research was to investigate the potential that digital collaborative tools have and if theycan improve the quality of online group discussions among students aged 12 to 16 years old.

    Method – This study employs a quantitative data collection approach and makes use of the Community of Inquiry framework. A close-ended questionnaire based on the Community of Inquiry survey tool was used to collect students’ impressions and attitudes after they hadparticipated in the experimental study. The experiment consisted of control and experimental groups that partook in online group discussions as part of a regularly scheduled lesson.

    Findings – Digital collaborative tools were found to change the way in which students experience online group discussions. The attained rates of the Community of Inquiry were overall higher among students in the experimental group. Our findings tested to be statistically significant together with the effect size falling between medium to large extent. This further supports the notion that digital collaborative tools bring in a positive difference into online group discussions and have a potential to increase the quality of online learning when implemented carefully and thoughtfully.

    Implications – This study emphasizes the importance of developing a clear strategy of how to implement suitable digital collaborative tools into online learning in the most optimal manner that would increase the quality of online learning. This paper can be considered as a startingpoint for future research that could construct further knowledge within the field and extend our findings by investigating other aspects that have an influence on and can have beneficial effects for younger students in online education.

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