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Publications (10 of 33) Show all publications
Kolkowska, E., Scandurra, I., Avatare Nöu, A., Sjölinder, M. & Memedi, M. (2018). A user-centered ethical assessment of welfare technology for elderly. In: Lect. Notes Comput. Sci.: . Paper presented at International Conference on Human Aspects of IT for the Aged Population ITAP 2018: Human Aspects of IT for the Aged Population. Applications in Health, Assistance, and Entertainment pp 59-73 (pp. 59-73).
Open this publication in new window or tab >>A user-centered ethical assessment of welfare technology for elderly
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2018 (English)In: Lect. Notes Comput. Sci., 2018, p. 59-73Conference paper, Published paper (Refereed)
Abstract [en]

Welfare technology (WT) is often developed with a technical perspective, and little consideration is taken regarding the involvement of important ethical considerations and different values that come up during the development and implementation of WT. Safety, security and privacy are significant, as well as the usability and overall benefit of the tool, but to date assessments often lack a holistic picture of the WT as seen by the users. This paper suggests a user-centered ethical assessment (UCEA) framework for WT to be able to evaluate ethical consequences as a part of the user-centered aspects. Building on established methodologies from research on ethical considerations, as well as the research domain of human-computer interaction, this assessment framework joins knowledge of ethical consequences with aspects affecting the “digitalization with the individual in the center”, e.g. privacy, safety, well-being, dignity, empowerment and usability. The framework was applied during development of an interface for providing symptom information to Parkinson patients. The results showed that the UCEA framework directs the attention to values emphasized by the patients. Thus, functionality of the system was evaluated in the light of values and expected results of the patients, thereby facilitating follow-up of a user-centered assessment. The framework may be further developed and tested, but in this study it served as a working tool for assessing ethical consequences of WT as a part of user-centered aspects.

Keywords
Ambient-assisted living, Assessment, Assistive technology, Elderly, Ethical evaluation, Framework, Health-enabling technology, User-centered, Welfare technology, Assisted living, Computer privacy, Human computer interaction, Ambient assisted living, Enabling technologies, Philosophical aspects
National Category
Natural Sciences
Identifiers
urn:nbn:se:ri:diva-34471 (URN)10.1007/978-3-319-92037-5_6 (DOI)2-s2.0-85050586674 (Scopus ID)9783319920368 (ISBN)
Conference
International Conference on Human Aspects of IT for the Aged Population ITAP 2018: Human Aspects of IT for the Aged Population. Applications in Health, Assistance, and Entertainment pp 59-73
Available from: 2018-08-13 Created: 2018-08-13 Last updated: 2018-08-15Bibliographically approved
Sjölinder, M., Nöu, A. A., Kolkowska, E., Johansson, L. Å., Ridderstolpe, A. & Scandurra, I. (2018). Perspectives on design of sensor based exergames targeted towards older adults. In: Lect. Notes Comput. Sci.: . Paper presented at International Conference on Human Aspects of IT for the Aged Population ITAP 2018: Human Aspects of IT for the Aged Population. Applications in Health, Assistance, and Entertainment . 15 July 2018 through 20 July 2018 (pp. 395-414).
Open this publication in new window or tab >>Perspectives on design of sensor based exergames targeted towards older adults
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2018 (English)In: Lect. Notes Comput. Sci., 2018, p. 395-414Conference paper, Published paper (Refereed)
Abstract [en]

Serious games are an established field of study, where exergames provide a combination of conducting exercises and playing games. The aim of this work was to identify important features to include in, and design recommendations for exergames using sensor technology. The outcome of this work was two-folded. Firstly, a literature review of design guidelines with respect to older adults as users of exergames resulted in a categorized summary of design guidelines for specific target groups, e.g. people undergoing physical rehabilitation after stroke or injury or users suffering from a chronic disease. Secondly, these guidelines are discussed from various perspectives, based on insights from several years of work in the area. A general design guidelines covered by most of the literature is that exergames should provide a wide range of difficulty levels and be possible to adjust to individual needs. Insights from own work in the area highlight the importance of task and context relevant tools and devices. The result will serve as a starting point for a framework consisting of both general and domain specific design guidelines when designing sensor-based exergames for older adults.

Keywords
Exergames, Game-based learning, Games for health, Guidelines, Older adults, Rehabilitation, Sensor technology, Serious games, Design, Patient rehabilitation, Games for healths, Sensor technologies
National Category
Natural Sciences
Identifiers
urn:nbn:se:ri:diva-34473 (URN)10.1007/978-3-319-92037-5_29 (DOI)2-s2.0-85050586904 (Scopus ID)9783319920368 (ISBN)
Conference
International Conference on Human Aspects of IT for the Aged Population ITAP 2018: Human Aspects of IT for the Aged Population. Applications in Health, Assistance, and Entertainment . 15 July 2018 through 20 July 2018
Available from: 2018-08-13 Created: 2018-08-13 Last updated: 2018-08-15Bibliographically approved
Eriksson, Y., Sjölinder, M. & Söderberg, J. (2018). Using VR to improve the design of assembly tasks and increase task efficiency. In: Proceedings of NordDesign: Design in the Era of Digitalization, NordDesign 2018. Paper presented at 13th Biennial Norddesign Conference, NordDesign 2018, 14 August 2018 through 17 August 2018.
Open this publication in new window or tab >>Using VR to improve the design of assembly tasks and increase task efficiency
2018 (English)In: Proceedings of NordDesign: Design in the Era of Digitalization, NordDesign 2018, 2018Conference paper, Published paper (Refereed)
Abstract [en]

In this paper we discuss how theories of vision, touch, sound, and learning behavior can form a basis for the development of a testbed through which real-life task performance can be compared with task performance in a Virtual Reality (VR) environment. By taking a multisensory approach, it will be possible to simulate the functionalities of a real training setting in a VR environment. Approaching this problem from a theoretical perspective, we will view it from a new angle and discuss whether we can enhance and nuance feedback in the virtual experience through the use of ambient media like sound, scent, heat, and wind. Sound may hold a great potential here. For visual perception, it is not only crucial that we can see relationships but that we are also able to search for patterns that we recognize. If an object is taken outside its context, its meaning can easily shift. To see is to search for patterns, but vision is also dependent on our experience of other senses. We can imagine how a given surface might feel by looking at a representation of the object, and this is because of previous tactile experiences with similar objects. From a technical perspective, integrating sound in a virtual environment is a straightforward process. Research shows that the process of learning a series of physical actions can be enhanced when it occurs in parallel with verbal or written information. In the literature, this phenomenon is described in terms of enactment or subject-performed tasks. Based on theories regarding vision, touch, sound and learning behavior, we suggest the design of a testbed that can be used in a pilot study aimed at increasing knowledge on how VR and AR can support learning in an assembly or installation context in order to produce guidelines for such an environment.

Keywords
Augmented reality, Learning behavior, Multimodality, Virtual reality, Testbeds, Design of assemblies, Multi-modality, Process of learning, Task efficiencies, Task performance, Visual perception, Written information
National Category
Natural Sciences
Identifiers
urn:nbn:se:ri:diva-36607 (URN)2-s2.0-85057209324 (Scopus ID)9789176851852 (ISBN)
Conference
13th Biennial Norddesign Conference, NordDesign 2018, 14 August 2018 through 17 August 2018
Available from: 2018-12-14 Created: 2018-12-14 Last updated: 2018-12-14Bibliographically approved
Palmcrantz, S., Borg, J., Sommerfeld, D., Plantin, J., Wall, A., Ehn, M., . . . Boman, I. (2017). An interactive distance solution for stroke rehabilitation in the home setting–A feasibility study. Informatics for Health and Social Care, 42(3), 303-320
Open this publication in new window or tab >>An interactive distance solution for stroke rehabilitation in the home setting–A feasibility study
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2017 (English)In: Informatics for Health and Social Care, ISSN 1753-8157, E-ISSN 1753-8165, Vol. 42, no 3, p. 303-320Article in journal (Refereed) Published
Abstract [en]

Background: In this study an interactive distance solution (called the DISKO tool) was developed to enable home-based motor training after stroke. Objectives: The overall aim was to explore the feasibility and safety of using the DISKO-tool, customized for interactive stroke rehabilitation in the home setting, in different rehabilitation phases after stroke. Methods: Fifteen patients in three different stages in the continuum of rehabilitation after stroke participated in a home-based training program using the DISKO-tool. The program included 15 training sessions with recurrent follow-ups by the integrated application for video communication with a physiotherapist. Safety and feasibility were assessed from patients, physiotherapists, and a technician using logbooks, interviews, and a questionnaire. Qualitative content analysis and descriptive statistics were used in the analysis. Results: Fourteen out of 15 patients finalized the training period with a mean of 19.5 minutes spent on training at each session. The DISKO-tool was found to be useful and safe by patients and physiotherapists. Conclusions: This study demonstrates the feasibility and safety of the DISKO-tool and provides guidance in further development and testing of interactive distance technology for home rehabilitation, to be used by health care professionals and patients in different phases of rehabilitation after stroke. © 2017 Taylor & Francis.

Keywords
Kinect sensor, participatory design, stroke, telerehabilitation, video communication
National Category
Natural Sciences
Identifiers
urn:nbn:se:ri:diva-30270 (URN)10.1080/17538157.2016.1253015 (DOI)2-s2.0-85002050720 (Scopus ID)
Available from: 2017-08-11 Created: 2017-08-11 Last updated: 2018-12-20Bibliographically approved
Kolkowska, E., Nöu, A. A., Sjölinder, M. & Scandurra, I. (2017). To capture the diverse needs of welfare technology stakeholders – Evaluation of a value matrix. In: Third International Conference, ITAP 2017, Held as Part of HCI International 2017, Vancouver, BC, Canada, July 9-14, 2017: Proceedings, Part II, Springer, 2017, 404-419 s.: . Paper presented at 3nd International Conference on Human Aspects of IT for the Aged Population (ITAP 2017), Held as Part of 19th International Conference on Human-Computer Interaction (HCI International), Vancouver, BC, Canada, July 9-14, 2017 (pp. 404-419).
Open this publication in new window or tab >>To capture the diverse needs of welfare technology stakeholders – Evaluation of a value matrix
2017 (English)In: Third International Conference, ITAP 2017, Held as Part of HCI International 2017, Vancouver, BC, Canada, July 9-14, 2017: Proceedings, Part II, Springer, 2017, 404-419 s., 2017, p. 404-419Conference paper, Published paper (Refereed)
Abstract [en]

Welfare technology (WT) is often developed with a technical perspective, which does not involve important ethical considerations and different values that come up during the development and implementation of WT within elderly care. This paper presents a study where we have applied an ethical value matrix to support systematic ethical assessments of WT intended for personal health monitoring. The matrix consists of values in a checklist and a number of stakeholders and it is possible to analyze which values are emphasized by which stakeholders. The aim was to assess the matrix and find out how the matrix supports identification of values and interests that drive the various stakeholders in the development and implementation of WT. We have realized that several values specified by different actors as especially important were not included in the matrix and that the values in the matrix did not visualize or enable identification of value conflicts.

Series
Lecture Notes i Computer Science (LNCS), ISSN 03029743 ; 10298
Keywords
Elderly, Ethics, Stakeholders, Values, Welfare technology, Artificial intelligence, Computer science, Computers, Ethical considerations, Matrix supports, Personal health, Value matrixes, Philosophical aspects
National Category
Natural Sciences
Identifiers
urn:nbn:se:ri:diva-31102 (URN)10.1007/978-3-319-58536-9_32 (DOI)2-s2.0-85025152470 (Scopus ID)9783319585352 (ISBN)
Conference
3nd International Conference on Human Aspects of IT for the Aged Population (ITAP 2017), Held as Part of 19th International Conference on Human-Computer Interaction (HCI International), Vancouver, BC, Canada, July 9-14, 2017
Note

Conference code: 10298; Export Date: 23 August 2017; Conference Paper

Available from: 2017-08-25 Created: 2017-08-25 Last updated: 2019-01-22Bibliographically approved
Sjölinder, M., Scandurra, I., Nöu, A. A. & Kolkowska, E. (2017). Using care professionals as proxies in the design process of welfare technology – Perspectives from municipality care. In: : . Paper presented at 3rd International Conference on Human Aspects of IT for the Aged Population, ITAP 2017, held as part of the 19th International Conference on Human-Computer Interaction, HCI 2017. 9 July 2017 through 14 July 2017 (pp. 184-198).
Open this publication in new window or tab >>Using care professionals as proxies in the design process of welfare technology – Perspectives from municipality care
2017 (English)Conference paper, Published paper (Refereed)
Abstract [en]

Bringing real users into the design process is often seen as a successful way of creating useful IT systems. However, when it comes to designing for elderly, this is not always possible since many elderly suffer from age-related decline, both with respect to physical and cognitive abilities. This paper elaborates on the approach of working with proxies, in this case elderly care personnel. Different groups of people (N = 117) working with elderly and well familiar with needs and contexts around elderly were engaged in this study. Using a questionnaire and a more in-depth workshop we explored with municipality care professionals their experiences as well as the need to create a framework to improve such a proxy approach, and whether a method using care professionals as mediators could be possible to establish in elderly care. The results described in this paper are complementary to ours and others previous knowledge and show promising commitment and willingness to work in accordance with the proposed method.

Keywords
Community networks, Community-based participatory research, Elderly, Participatory design, Professional-patient relations, Proxy, User-centred design, Welfare technology, Human computer interaction, User centered design, Professional patient relations, Design
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-31111 (URN)10.1007/978-3-319-58530-7_13 (DOI)2-s2.0-85025160692 (Scopus ID)9783319585291 (ISBN)
Conference
3rd International Conference on Human Aspects of IT for the Aged Population, ITAP 2017, held as part of the 19th International Conference on Human-Computer Interaction, HCI 2017. 9 July 2017 through 14 July 2017
Available from: 2017-08-28 Created: 2017-08-28 Last updated: 2018-08-15Bibliographically approved
Nöu, A. A. & Sjölinder, M. (2011). Live Broadcasting – The Feeling of Presence and Social Interaction (10ed.). In: : . Paper presented at Third IEEE International Conference on Social Computing (SocialCom2011).
Open this publication in new window or tab >>Live Broadcasting – The Feeling of Presence and Social Interaction
2011 (English)Conference paper, Published paper (Refereed)
Abstract [en]

This paper describes user-related aspects in the deployment of a live broadcasting service. Four user studies were conducted, addressing different user groups and different research questions. Participating user groups were the production team that generated content for live broadcasts and the viewers of the broadcasts. The aim of the studies was to investigate to which extent quality affects the experience and which functionality is needed to convey a feeling of presence. Technology and functionality needs were studied regarding the production team. The results showed the importance of a production environment that is easy to use, and providing the opportunity for producers to use the technology in their own creative way. The results related to the viewers supported the assumption that it was important to create a feeling of presence for those watching the matches via the service. Finally, the user groups also had several suggestions for functionalities that could increase the social interaction and feeling of presence.

National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-24014 (URN)
Conference
Third IEEE International Conference on Social Computing (SocialCom2011)
Projects
QVITE
Available from: 2016-10-31 Created: 2016-10-31 Last updated: 2018-08-15Bibliographically approved
Sanches, P., Kosmack Vaara, E., Sjölinder, M., Weymann, C. & Höök, K. (2010). Affective Health – designing for empowerment rather than stress diagnosis (7ed.). In: : . Paper presented at Know thyself: monitoring and reflecting on facets of one's life workshop at CHI 2010, Atlanta, GA, USA.
Open this publication in new window or tab >>Affective Health – designing for empowerment rather than stress diagnosis
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2010 (English)Conference paper, Published paper (Refereed)
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-23710 (URN)
Conference
Know thyself: monitoring and reflecting on facets of one's life workshop at CHI 2010, Atlanta, GA, USA
Available from: 2016-10-31 Created: 2016-10-31 Last updated: 2018-08-22Bibliographically approved
Rudström, Å., Sjölinder, M. & Nylander, S. (2010). How to choose and how to watch: an on-demand perspective on current TV practices (6ed.). Kista, Sweden: Swedish Institute of Computer Science
Open this publication in new window or tab >>How to choose and how to watch: an on-demand perspective on current TV practices
2010 (English)Report (Other academic)
Abstract [en]

In Sweden, digital TV services have until very recently not been accessible to most people through the TV set. At the same time, TV channels offer more and more content on the web and the majority of the population has access to high-speed internet connections. A web survey aimed at investigating attitudes and behavior related to on-demand TV was distributed in December 2008 to 52 households in an experimental, open (operator neutral) access network in Sweden. Questions were posed on TV arrangements, habits and attitudes; social aspects of TV watching; watching film or TV on-demand; and watching film or TV using the computer. Complementary interviews were also performed with participants that were not part of the experimental environment. Results show that participants in the studies understood and felt a need for time-shift and on-demand TV services: time-shift needs for re-scheduling, catch-up and repeats were expressed as well as on-demand needs for movies and for accessing otherwise unavailable TV content. Support for on-demand TV could also be found in that subjects reported little need for viewing TV content according to a broadcast schedule, with the main exception of news, sports events and other live broadcasts.

Place, publisher, year, edition, pages
Kista, Sweden: Swedish Institute of Computer Science, 2010 Edition: 6
Series
SICS Technical Report, ISSN 1100-3154 ; 2010:03
Keywords
Television, interactive television, IPTV, on-demand, TV watching, user studies
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-23701 (URN)
Projects
IPTVoD
Available from: 2016-10-31 Created: 2016-10-31 Last updated: 2018-08-17Bibliographically approved
Sanches, P., Höök, K., Kosmack Vaara, E., Weymann, C., Ferreira, P., Peira, N., . . . Sjölinder, M. (2010). Mind the body! Designing a Mobile Stress Management Application Encouraging Personal Reflection (10ed.). In: : . Paper presented at ACM DIS 2010 - Designing Interactive Systems Conference, 16 - 20 Aug 2010, Aarhus Universitet, Denmark.
Open this publication in new window or tab >>Mind the body! Designing a Mobile Stress Management Application Encouraging Personal Reflection
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2010 (English)Conference paper, Published paper (Refereed)
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-23704 (URN)
Conference
ACM DIS 2010 - Designing Interactive Systems Conference, 16 - 20 Aug 2010, Aarhus Universitet, Denmark
Available from: 2016-10-31 Created: 2016-10-31 Last updated: 2018-08-22Bibliographically approved
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0002-0968-5785

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