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Why is it difficult to design innovative IT? : An agential realist study of designing IT for healthcare innovationWassrin, Siri January 2018 (has links)
It may seem strange to claim that it is difficult to design innovative information technology (IT) in a time when the technological progress leaps forward like never before. However, despite the numerous opportunities that this rapid progress provides, we often design IT that is similar to existing artifacts, making IT design incremental rather than radical. At the same time, IT innovations are pointed out as crucial to meet the societal challenges we are facing, not least in the public sector, including a growing and older population, increasing demands from citizens and reduced tax revenues. This calls for us to better understand why it is difficult to design innovative IT. Previous research on this topic have mainly focused on human and social aspects, not paying close attention to IT. In this thesis, it is suggested that the sociomaterial theory agential realism can help shed light on the role of IT in innovative IT design, acknowledging the sociomateriality of IT. Thus, the overarching aim of this thesis is to apply agential realism on an empirical case in order to explore and explain why it is difficult to design innovative IT. To fulfill the aim, a qualitative case study was conducted in publicly funded healthcare. The empirical case is an example of an attempt to design innovative IT in a healthcare context. The empirical material was generated through participant observations, including video recordings, and semi-structured interviews. The material was analyzed in several rounds, with and without a theoretical lens. In the agential realist analysis, IT has been viewed as entangled with the world. The analysis focused on what boundaries IT produced and how these boundaries were consequential for what was possible and impossible to design. The thesis illustrates how IT is produced and productive in terms of both matter and meaning, and thus, is agential – IT makes differences in the world. What is possible to design is not only constrained by social structures but by the materiality of IT, what boundaries IT helps produce and the material-discursive practices that enact IT. Innovative IT design means to design material configurations that produce boundaries that are different from what have been enacted before and, thus, deviate from existing material-discursive practices. However, it is difficult to deviate from these since material-discursive practices are agential and define what boundaries are meaningful and legitimate. Hence, it is difficult to design innovative IT since innovative IT design has to both enact boundaries that deviate from agential material-discursive practices and also gain legitimacy. Through this explanation, the thesis makes an explanatory knowledge contribution which differs from and adds to earlier explanations. It also makes a contribution to conceptualizing the IT artifact by emphasizing IT as sociomaterial and providing examples of how IT can be understood as produced, productive, agential and entangled. Finally, the thesis also makes an empirical and methodological contribution in the sense that it demonstrates how an agential realist case study can be conducted in the field of Information Systems. / Det kan verka märkligt att påstå att det är svårt att designa innovativ informationsteknik (IT) i en tid då den tekniska utvecklingen går snabbare än någonsin förr. Men trots de många möjligheter som den snabba utvecklingen erbjuder så designar vi ofta IT som liknar existerande artefakter, vilket resulterar i inkrementell snarare än radikal IT-design. Samtidigt pekas IT-innovation ut som kritisk för att möta de samhälleliga utmaningar som vi står inför, inte minst i den offentliga sektorn där en växande och åldrande befolkning, ökade krav från medborgare och minskade skatteintäkter ställer stora krav på offentliga organisationer. Av denna anledning behöver vi förbättra vår förståelse för varför det är svårt att designa innovativ IT. Tidigare forskning inom detta ämne har främst fokuserat på mänskliga och sociala aspekter men inte uppmärksammat IT. I denna avhandling föreslås att den sociomateriella teorin agentiell realism kan bidra till att belysa ITs roll i innovativ IT-design genom att se IT som sociomateriell. Därmed är avhandlingens övergripande syfte att applicera agentiell realism på ett empiriskt fall för att utforska och förklara varför det är svårt att designa innovativ IT. För att uppfylla syftet har en kvalitativ fallstudie genomförts i offentlig sjukvård. Det empiriska fallet är ett exempel på ett försök att designa innovativ IT i en sjukvårdskontext. Det empiriska materialet genererades genom deltagande observationer, inklusive videofilmning, och semistrukturerade intervjuer. Materialet analyserades i flera omgångar, både med och utan teoretisk lins. I analysen där agentiell realism applicerades sågs IT som entangled (’intrasslad’) med världen. Denna analys fokuserade på vilka gränser som IT producerade och hur dessa gränser hade konsekvenser för vad som var möjligt respektive omöjligt att designa. Denna avhandling illustrerar hur IT är producerad och producerande både vad gäller materia och betydelser, och därmed är agentiell – IT gör skillnad i världen. Vad som är möjligt att designa är inte enbart begränsat av sociala strukturer utan också av ITs materialitet, vilka gränser som IT bidrar till att producera och de materiell-diskursiva praktiker som framställer IT. Innovativ ITdesign innebär att designa materiella konfigurationer som skapar gränser vilka skiljer sig från vad som blivit till innan och därmed avviker från rådande materiell-diskursiva praktiker. Det är dock svårt att avvika från dessa eftersom materiell-diskursiva praktiker är agentiella och definierar vilka gränser som är meningsfulla och legitima. Det är därmed svårt att designa innovativ IT då innovativ IT-design behöver både producera gränser som avviker från agentiella materiell-diskursiva praktiker och också uppnå legitimitet. Med denna förklaring ger avhandlingen ett kunskapsbidrag och bidrar till ny förståelse för varför det är svårt att designa innovativ IT. Avhandlingen bidrar också till att konceptualisera IT-artefakten genom att betona ITs sociomaterialitet och att ge exempel på hur IT kan förstås som producerad, producerande, agentiell och entangled. Slutligen ger avhandlingen också ett empiriskt och metodologiskt bidrag genom att demonstrera hur en agentiell realistisk fallstudie kan utföras inom informatikfältet. / <p>The series name in the thesis <em>Faculty of Arts and Sciences thesis</em> is incorrect. The correct series name is <em>FiF-avhandling</em>.</p>
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Travelling through time : Students’ interpretation of evolutionary time in dynamic visualizationsStenlund, Jörgen January 2019 (has links)
Evolutionary knowledge is important to understand and address contemporary challenges such as loss of biodiversity, climate change and antibiotic resistance. An important aspect that is considered to be a threshold concept in teaching and learning about evolution is the time it involves. The history of evolution comprises several scales of magnitude, some of which are far from direct human experience and therefore difficult to understand. One way of addressing this issue is to use dynamic visualizations that represent time, for example, to facilitate teaching and learning about evolution. This thesis investigates how students’ comprehension of evolution and evolutionary time can be facilitated by visualizations in educational settings. Two different dynamic visualizations were investigated. In paper I different temporal versions of a spatio-temporal animation depicting hominin evolution were explored. The temporal information was expressed as one or several timelines along which an animated cursor moved, indicating the rate of time. Two variables, the number of timelines with different scales, and the mode of the default animated time rate (either constant throughout the animation or decreasing as the animation progressed), were combined to give four different time representations. The temporal aspects investigated were undergraduate students' ability to find events at specific times, comprehend order, comprehend concurrent events, comprehend the length of time intervals, and their ability to compare the lengths of time intervals. In paper II, perceptions and comprehension of temporal aspects in an interactive, multi-touch tabletop application, DeepTree, were investigated. This application depicts the tree of life. The focus was on the interactive aspects, especially how the zooming feature was perceived, but also on any misinterpretations associated with the interaction. The same temporal aspects listed for paper I were also implicitly investigated. The findings indicate that handling the problem of large differences in scale by altering the rate of time in the visualization can facilitate perception of certain temporal aspects while, at the same time, can hinder a correct comprehension of other temporal aspects. Findings concerning DeepTree indicate that the level of interactions varies among users, and that the zooming feature is perceived in two ways, either as a movement in time or as a movement in the metaphorical tree. Several misinterpretations were observed, for example the assumption that the zooming time in the tree corresponds to real time, that there is an implicit coherent timeline along the y-axis of the tree, and that more nodes along a branch corresponds to a longer time. The research reported in this thesis supports the claim that careful choice, and informed use of visualizations matters, and that different visualizations are best suited for different educational purposes / För att kunna förstå och ta ställning till utmaningar i form av exempelvis klimatförändringar, förlust av biodiversitet och antibiotikaresistens krävs kunskap om evolution. För att förstå evolution är det i sin tur viktigt att inse betydelsen av de tidsskalor som evolutionära processer omfattar. Detta utgör inte sällan ett problem vid undervisning om evolution eftersom det rör sig om tidsskalor som sträcker sig långt bortom vad vi själva kan erfara. Tidsskalor ingår i en grupp av begrepp som kallas tröskelbegrepp. Tröskelbegrepp utmärks av att de är svåra att ta till sig, men när väl förståelse uppnås så innebär det en radikal och permanent förändring av hur ett ämnesinnehåll, exempelvis evolution, betraktas. Av den anledningen är de också ”enkelriktade” i meningen att den nya förståelsen är bestående Ett sätt att bemöta problemen med att förstå tidsskalor av varierande storlekar är att använda dynamiska visualiseringar. Denna avhandling handlar just om hur elevers förståelse av evolution med avseende på tiden kan underlättas genom visualiseringar i undervisning. Avhandlingen baseras på två studier som var och en belyser evolutionär tid på olika sätt beträffande såväl innehåll som form. I den första studien undersöktes hur olika varianter av en tidsrepresentation i form av animerade tidslinjer påverkade 144 studenters förståelse av olika tidsaspekter. Representationen av tid hade två variabler, nämligen antal tidslinjer (en tidslinje respektive 3 tidslinjer med olika skalor) och hastighet för animationen av tidsförloppet (konstant hastighet respektive avtagande hastighet när animationen närmade sig nutid). De två variablerna kombinerades för att ge fyra olika varianter av tidsrepresentation. I studien jämfördes varianterna genom att undersöka studenters förmåga kring olika tidsaspekter; hitta händelser vid specifika tider, uppfatta ordning på händelser, uppfatta samtidiga händelser, uppfatta längden på ett tidsintervall och jämföra längden av två tidsintervall. I den andra studien undersöktes uppfattningar och förståelse av tidsmässiga aspekter hos 10 gymnasieelever med utgångspunkt från det interaktiva multi-touch-bordet ”DeepTree”. Det är en interaktiv visualisering av livets träd, det vill säga de fylogenetiska sambanden mellan organismer på jorden. I denna studie fokuserades de interaktiva aspekterna av visualiseringen, särskilt kring hur zoomfunktionen uppfattades av elever men också vilka missuppfattningar som var kopplade till interaktioner. Även tidsaspekterna från den första studien undersöktes. Resultaten från den första studien visar att det under vissa omständigheter kan vara en fördel att variera det animerade tidsflödet, till exempel genom att hastigheten på tidsflödet i animationen avtar under en speciellt händelserik period som behöver granskas noggrannare. Under andra omständigheter kan det däremot vara olämpligt att variera hastigheten för den animerade tiden eftersom det försvårar bedömningen av storleken på, och jämförelsen av, tidsintervall. Det är alltså viktigt att lärare är medvetna om vilken, eller vilka, tidsaspekter som är centrala i den specifika lärandesituationen. Resultaten från den andra studien visar två olika sätt att uppfatta zoomfunktionen när den används i applikationen DeepTree; antingen som en rörelse i tid eller som en rörelse i det metaforiska trädet. Flera missuppfattningar av interaktionen observerades hos eleverna. Till exempel tolkade en del elever den tid det tog att zooma i trädet som att det motsvarade hur lång tid som förflöt mellan olika evolutionära händelser. Ett antal elever verkade anta att det finns en implicit linjär tidslinje längs y-axeln på trädet, och att ju fler grendelningar som fanns längs en gren desto längre tid motsvarade grenen. Generellt är de flesta tidsaspekter svåra att uppfatta för användare av DeepTree. Evolutionära träd av denna typ är dock främst gjorda för att illustrera släktskapsförhållanden, men de tidsmässiga aspekterna skulle kunna förbättras. Applikationer av den typ som DeepTree utgör har potential att erbjuda goda möjligheter till lärande även beträffande evolutionär tid men hänsyn behöver då tas just till hur tidsaspekter beskrivs.
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From Matter to Data and Back Again : Enabling Agency through Digital FabricationHansson, Mikael January 2018 (has links)
Digital fabrication technologies such as 3D printers entail a radical change to the traditional consumer-producer paradigm. Combined with other recent developments, self-styled Makers design and fabricate sophisticated devices and interactive technologies that would otherwise never have existed. However, stopping the uninitiated novice from making use of this potential is complex CAD software, and a high barrier to entry. In this study a series of workshops explore the potential of combining traditional handicraft materials – such as clay, paper and fabric – with 3D scanning to enable novices to work with 3D printers. Based on the results a set of instruction were created detailing the process of making three types of practical objects, covering the entire process from the making and subsequent 3D scanning of a physical object, to the software clean-up and final 3D printing. The results suggest that whilst the explored method can enable novices to create 3D printable models, a certain mindset is required for the novice to do so effectively. / Innovation +
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AN INVESTIGATION ON MIMICKING WITH BREATH FOR IMMERSION : A case study on immersion comparing the differences between input-feedback and queued guidance during a breathing exercisein a VR experience using common hardwareVingéus, Kevin January 2018 (has links)
Practicing breathing exercises isn’t very engaging thou it is seen as great for well-being. Applications can utilize breath as a controller mechanism for interactions. With virtual reality (VR) being an effective tool for inducing the sense of immersion and presence, a breathing exercise was paired up with three alternative sessions in an application that was developed to examine the differences between mimicking and controlling input during an experience in VR, with the baseline of interaction being that of no other controllers but head-orientation-tracking of the VR device. Two pilot tests were performed to evaluate functionality and procedure. The main tests investigated the case of research. It was possible to identify mimicking as an immersive experience that promoted the breathing exercise, while input was more immersive but less beneficial towards performing the breathing exercise. The study was also conducted with- and addresses some design limitations of commonly accessible hardware.
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Kommunens öppna dörrar : En kvalitativ intervjustudie om ledarskapskommunikationen på Stadskontoret i Jönköpings Kommun. / The open doors of the municipality : A qualitative interview study on leadership communication at the City Office in Jönköping Municipality.Svensson, Anders, Engelhart Corneliussen, Niels-August January 2018 (has links)
This report is an interview study on how the Swedish agency for public management in Jönköping works towards leadership communication. The study is not an examination, however it is done with the goal of understanding the agency communication out of communication models created for companies in the private sector. The theoretical approach is created out of recent behavioral leadership science and principals for leaders to communicate well at work. The report is based out of anonymous qualitative interview conducted with eight workers at the agency for public management in Jönköping. The report explains that an interacting and representative behavior is clearly expressed in the agency, and that independence and transparency are given priority as leadership behavior over strong directives from the leader.
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IKT i förskolan : En studie om förskollärares upplevelser av IKT som verktyg för språkutvecklingBirgersson, Emelie January 2018 (has links)
Denna studie är en kvalitativ intervjustudie som undersöker förskollärares upplevelser och tankar kring IKT som pedagogiskt verktyg i arbetet med språkutveckling i förskolan och hur detta kan påverka den pedagogiska utformningen i verksamheten med barnen. Metoden består av en kvalitativ forskningsstrategi baserad på semistrukturerade intervjuer med fyra förskollärare. Resultatet påvisar att förskollärarna upplever IKT som pedagogiskt verktyg för språkutveckling som berikande och med potential inom varierande områden i relation till det språkliga lärandet. De flesta förskollärare ansåg sig besitta tillräckliga kunskaper och kompetens i arbetet med detta. De ansåg även barnen som mycket kompetenta och med många erfarenheter inom detta område. Det synliggjordes även brister i förhållande till pedagogiska kunskaper och tydliga riktlinjer i arbetet med IKT som verktyg för språkutveckling. Detta kan bero på olika faktorer såsom otydlighet gällande riktlinjer i Läroplan för förskolan, Lpfö98 och bristande kunskaper inom detta område. Studien har synliggjort både möjligheter och begränsningar i arbetet med IKT som verktyg för språkutveckling vilket förhoppningsvis bidrar med kunskaper för vidareutveckling inom detta område. / This is a qualitative interview study which examines preschool pedagogues' experiences and thoughts about digital learning resources as a pedagogical tool for working with language development in preschools and how this may affect the pedagogical design of the work environment with children. The method consists of a qualitative scientific procedure grounded in semi-structured interviews with four preschool teachers. The results show that the preschool teachers see digital learning resources as an enriching pedagogical tool for language development and with a potential in several varying areas in relation to the learning of language. Most preschool teachers deemed themselves sufficiently knowledgeable and competent while working with these resources. They also considered the children as very competent and with lots of experience in the area. There were also shortcomings outlined in relation to proficiency and clear guidelines in the work with digital learning resources for the development of language. This may depend on several different factors such as clarity regarding guidelines in the Swedish national preschool curriculum, Lpfö98, and deficient understanding in this area. The study has outlined both possibilities and limitations in the work with digital learning tools for development of language which, hopefully, will contribute for further development in this area.
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Artificial Intelligence is Getting Personal : A study on the Usage Motivations and Privacy Concerns of Intelligent Personal Assistants’ UsersTundrea, Darius January 2017 (has links)
The present study is aiming to evaluate the Intelligent Personal Assistants usage motivations, addressing at the same time various privacy issues and concerns related to this emergent technology. To fulfil the purpose of the study I have applied two different research methods. Initially, a web survey conducted gathered 18 respondents answering 24 questions related to the presented topic. Subsequently, was organised a focus group by gathering seven respondents who shared their opinions on the subject of research. Two research questions were developed based on two hypotheses. First research question: “To what extent IPA users agree to personal data collection in order to gratify their sought needs?”; exploring the participants’ opinions when it comes to the degree of acceptance of personal information disclosure to gratify their needs. Moreover, second research question: “What are the motivating criteria that determine the usage of IPA?”. This question develops opinions and experiences on the usage of Intelligent Personal Assistants, as well as the way people perceive this new technology. The finding of this studies reveals that users of new media are concerned and aware of their personal data collection. However, as a result, they feel trapped in the network society by the peer pressure towards the usage of favourite mediums. Therefore, the denial of technology would bring unfavourable consequences from a social perspective. Further researches can be conducted on this topic, addressing in depth the Artificial Intelligence and its societal implications, possible utilities of the Intelligent Personal Assistants as a companion for children, elders and people with disabilities, Artificial Intelligence used in public administration. Consequently, many different aspects can be explored having the topic of this thesis as a starting point.
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Fritidshemslärarens roll i digitaliseringens era : En essä om digitaliseringens påverkan på fritidshemslärarens roll / The role of the after-school teacher in the era of digitalisation : An essay on the impact of digitalisation on the role of the after-school teacherCatir, Metin, Ledin, Christopher January 2021 (has links)
Syftet med vår essä är att undersöka hur fritidshemslärarens roll påverkas av digitaliseringen inom skolan. Vi undersöker hur vi kan främja digitalisering samtidigt som vi fullgör vår pedagogiska uppgift och behåller en god relation till kollegor. Vi undersöker också förutsättningarna för den förändrade kravbilden som digitaliseringen innebär. I vår essä har vi använt oss av etiska perspektiv som metod för att undersöka vad som kan anses vara vår plikt som fritidshemslärare i förhållande till digitalisering, pedagogiskt uppdrag och kollegor. Vi använder oss av bröderna Dreyfus kunskapsteoretiska perspektiv för att bidra till förståelsen av reaktionerna som våra kollegor har inför digitaliseringen. Etiska teorier om plikt och dygd samt kunskapsteoretiska begrepp som praktisk kunskap är centrala i vår essä. Vi har i vår essä kommit fram till hur främjandet av digitaliseringen och användandet av digitala verktyg hänger ihop med förutsättningarna. Det pedagogiska uppdraget och digitaliseringen går att fullfölja utan att något av områdena behöver prioriteras bort. Det går i hög utsträckning att integrera dessa i fritidshemmets aktiviteter och verksamhet. Det går även att främja digitaliseringen och bibehålla en god relation till våra kollegor. / The purpose of our essay is to investigate how the role of the after-school center teacher is affected by digitalisation within the school. We investigate how we can promote digitalisation while fulfilling our pedagogical task and maintaining a good relationship with colleagues. We are also examining the conditions for the changed picture of requirements that digitalisation entails. In our essay, we have used ethical perspectives as a method to investigate what can be considered our duty as after-school programme teachers in relation to digitalisation, pedagogical assignments and colleagues. We use the Dreyfus brothers' epistemological perspective to contribute to the understanding of the reactions that our colleagues have before digitalisation. Ethical theories of duty and virtue as well as epistemological concepts such as practical knowledge are central to our essay. In our essay, we have come to the conclusion that the promotion of digitalisation and the use of digital tools are related to the conditions. The pedagogical mission and digitalisation can be completed without any of the areas having to be prioritized away. It is to a large extent possible to integrate these into the after-school center's activities and activities. It is also possible to promote digitalisation and maintain a good relationship with our colleagues.
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Webbteknologier i skolmiljön : Digitalisering av det fysiska klassrummetMoreland, Paul January 2020 (has links)
Digitalization in schools is now a natural part of the teaching environment but issues related to the maintenance and management of classroom technology pose a challenge to both teachers and staff. Can using modern web technologies to create a web-based classroom inventory and malfunction report system solve the problem or does the introduction of a new digital system provide a greater challenge to teachers and staff. The goal of this study is to determine if better management of physical technologies inside today’s classrooms can help create a more stable learning environment with less time lost maintaining technology and more time using it. The study will focus on how modern web technologies can be used to create a system which can solve the problem, but more importantly if the system can meet the demands of teachers and staff. A literature study, including the needs and challenges of digitalization within schools today, provides important information to build upon. Then a combination of statistics and cooperation from staff at a large Swedish school are used to create a web-based solution to the problem at hand. Finally, system feedback is accompanied by three teacher interviews about the introduction of the new digital system. Results from the study show that staff acknowledge the need for improvements relating to the maintenance and management of physical technologies within classrooms. DLG Klassrum, a newly created web-based system, is supported by staff and viewed as a potential solution to the problem, but challenges related to the introduction of a new digital system and the level of a teacher’s digital competence must first be overcome. To digitalize the physical classroom, through a system using modern web technologies, can successfully improve the learning environment within classrooms, but a good level of planning, preparation and cooperation are key to its level of success.
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Integration of food stock management applications into everyday food practices : Tackling the food waste problem in households by supporting everyday food practicesSteingrube, Anna Pauline January 2021 (has links)
Household food waste levels pose a considerable problem in terms of sustainability. Food stock management applications for smartphones are interventions that support people in planning and keeping an overview of their food stock in order to reduce food waste. So far mainly their usability and effectiveness for reduction of food waste have been researched in HCI. This study aimed at investigating how these applications are being integrated into people’s food practices, and how their features contributed to the integration. In a three-week long field study seven participants used one of two applications in their daily lives. Through interviews and diary entries it was observed that some people integrated the applications into their food practices to replace other actions like checking one’s food stock. New connections to the food practices were created through expiration reminders and providing means to check the food stock from a distance. Reminders were seen as helpful even if not always necessary and can be seen as an opportunity to further support the integration process. The main issues for the integration were the high-effort adding processes and remembering to update the inventory after consumption.
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