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From Flickering Fingers to Smooth ScrollingViksten, Marcus, Lillienberg Öberg, Oliver January 2024 (has links)
This study explores how alternative scrolling techniques compare to traditional vertical scrolling. It is studied in the context of user experience and information allocation. The alternative scrolling methods are evaluated through a focus group and a controlled experiment. A focus group explores different scrolling techniques and participants' attitudes toward alternative scrolling methods while seeking dissatisfaction with normal scrolling. The controlled experiment delves deeper into the hedonic and pragmatic qualities of scrolling, examining the time it takes for participants to allocate information to be complemented with semi-structured interviews. By delving deeper into the user experience and user preference for scrolling, the study aims to answer the following research question: “How can scrolling techniques alternative to vertical and continuous scrolling benefit users in terms of efficiently allocating specific information and increasing perceived user experience and usability?”. In summary, the study's findings show that the alternative scrolling techniques are not statistically more efficient than normal conventional scrolling. They are, however, viewed as having more hedonic qualities and are generally more preferred from a usability standpoint.
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Gamification for Community InvolvementAdewunmi, Oluwafemi, Gouda, Sahashransu, Song, Zhechao January 2024 (has links)
This study investigates the feasibility of enhancing community engagement through gamification, using a prototype third-person 3D adventure game called Harmoni. The research targets international students in Gotland, Sweden, aiming to reduce cultural barriers and promote community involvement. By integrating game elements such as altruistic missions, language learning, and historical exploration, the prototype seeks to motivate real-life participation in community activities. Data collected from pre- and post-surveys and follow-up interviews with a small sample size (n=10) suggest that gamification can positively impact community involvement. Despite the limitations of sample size, the findings indicate that thoughtfully designed gamified experiences can foster a sense of belonging and encourage active participation in community life. The study underscores the potential of gamification in educational and social contexts, offering insights for future applications and improvements in game-based community engagement strategies.
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Exploring the Ethics of Generative AI within Humanitarian Organisations in GenevaSchwalt Chan, Charles January 2024 (has links)
In 2024, widespread usage of generative AI affects ComDev practitioners in their day-today jobs and have far-reaching implications for our societies. This thesis aims to (1) discover if humanitarians communicate about GenAI ethically and responsibly, (2) examine the existing power dynamics in shaping the discourses, and (3) determine if AI ethical frameworks help to safeguard the interests of vulnerable communities effectively. Though existing paradigms in Critical ICT4D and Digital for Development have suggested the need for critical reflections, this thesis has identified a gap in practical recommendations for Communication for Development. This research was conducted using a semi-systematic literature review and critical discourse analysis with two coding cycles on NVivo. Subsequently, themes, stakeholder maps, and a longitudinal analysis were derived to provide a practical toolkit to ComDev practitioners. Currently, there are multiple discussions and workshops in the area of GenAI in Geneva. However, the digital divide remains an ICT4D problem. Despite a boom in AI regulations and frameworks, organisations work in silos and maximise profits. Thus, there is a need for cross-sector collaboration and de-colonial programmes to mitigate the risks of the digital divide for vulnerable communities.
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The Digital Gaze: Exploring Virtual Eye Contact in an Online Psychotherapy-Aligned SettingOnderková, Madlen, Ehlert, Hannah January 2024 (has links)
While online video communication has become a part of many people's lives, it still lacks an important aspect of human interaction – eye contact. Conventional technology does not provide the ability to share eye contact online. The NUNA machine is a unique communication unit that enables this shared virtual eye contact (VEC). The aim of this study was to explore how people experience VEC in a virtual therapeutic setting, specifically in a Motivational Interview (MI). This experience was specifically juxtapositioned to an in-person setting as it provides eye contact as a natural part of the conversation. Research questions included how participants would experience eye contact in a MI setting in 1) a video conference with shared eye contact and 2) an in-person conversation, how participants would make sense of the perceived differences between the settings, and which value participants saw in VEC. In the MI, participants first spoke to each other using the NUNAs and then seamlessly continued their conversation in-person. After this exposure, they took part in qualitative interviews sharing their experience and how they made sense of it. These qualitative interviews were then analyzed by conducting qualitative content analysis. In total, 10 university students, approximately in their 20s, were interviewed. The results suggest that VEC acts as an antagonist to the disembodiment that is inherent to virtual interactions by providing connection and increasing the degree of realness with which the vis-à-vis is perceived. It further revealed that the NUNA setting provided a focused environment in which participants felt like they could work on their emotions and feel validated by and committed to their vis-à-vis. Thus, VEC may strengthen therapeutic alliance and be a promising tool for online psychotherapy by providing a higher degree of realness as would be natural for in-person conversations. / Videokommunikation online har blivit en del av många människors liv, men det saknas fortfarande en viktig aspekt av mänsklig interaktion - ögonkontakt. Konventionell teknik ger inte möjlighet att ha ögonkontakt online. NUNA-maskinen är en unik kommunikationsenhet som möjliggör denna delade virtuella ögonkontakt (VEC). Syftet med den här studien var att undersöka hur människor upplever VEC i en virtuell terapeutisk miljö, särskilt i en motiverande intervju (MI). Den här upplevelsen var särskilt jämförbar med en personlig miljö eftersom ögonkontakt är en naturlig del av samtalet. Forskningsfrågorna omfattade hur deltagarna skulle uppleva ögonkontakt i en MI-miljö i 1) en videokonferens med ögonkontakt och 2) ett personligt samtal, hur deltagarna skulle förstå de upplevda skillnaderna mellan miljöerna och vilket värde deltagarna såg i VEC. I MI-miljön talade deltagarna först med varandra med hjälp av NUNA och fortsatte sedan sömlöst sitt samtal i en personlig konversation. Efter denna exponering deltog de i kvalitativa intervjuer där de delade med sig av sina erfarenheter och hur de tolkade dem. Dessa kvalitativa intervjuer analyserades sedan med hjälp av kvalitativ innehållsanalys. Sammanlagt intervjuades 10 universitetsstudenter, ungefär i 20-årsåldern. Resultaten tyder på att VEC fungerar som en antagonist till den kroppslöshet som är inneboende i virtuella interaktioner genom att tillhandahålla anslutning och öka graden av realitet med vilken motparten uppfattas. Vidare framkom att NUNA-miljön skapade en fokuserad miljö där deltagarna kände att de kunde bearbeta sina känslor och känna sig bekräftade av och engagerade i sin samtalspartner. VEC kan således stärka den terapeutiska alliansen och vara ett lovande verktyg för psykoterapi på nätet genom att ge en högre grad av realitet, vilket vore naturligt vid personliga samtal.
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Unlocking your digital legacy : A perspective on immortality through our digital tracesRapakoulia, Klio January 2019 (has links)
Every day, we use technology. Online interactions leave traces and traces serves as portals into different aspects of our personalities, or how we want to be perceived by others. We are encouraged to record and express everything, from our most important moments to the least. However, the digital tools we use privilege only the moment, not the long term. They also tend to make everything feel equally important, thus giving us no incentive to go through our digital traces and decide what has lasting meaning and should be preserved and what we would like to be forgotten.The fabric of our lives is intertwined with our digital traces. What happens to them after the end of our lives? Just as our physical things live on past us, sometimes becoming a part of the lives of our family and friends this will surely be true for our data.How might we curate our digital legacy?
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DYSLEXI, INTERNET OCH STIGMA : en netnografisk studie av nätbaserad kommunikation hos personer med dyslexi / Dyslexia, the internet and stigma : a netnographic study of online communication in people with dyslexiaTaubner, Helena January 2013 (has links)
Titel: Dyslexi, internet och stigma – en netnografisk studie av nätbaserad kommunikation hos personer med dyslexi Författare: Helena Taubner Handledare: Åsa Wengelin Examinator: Magnus Tideman Magisteruppsats (30 hp) i handikappvetenskap vid Högskolan i Halmstad, våren 2013 Uppsatsen är skriven på svenska. Vår kommunikation förändras ständigt, och internet är en viktig faktor i den utvecklingen. Nya sätt att effektivisera skriften, som till exempel förkortningar och specialtecken, växer fram. Vi blandar det skrivna språket med foton, filmer, ljudklipp och länkar. Normerna för vad som anses vara korrekt språk förändras. När omgivningens förväntningar på oss inte motsvaras av våra förmågor uppstår ett stigma. Detta är vad som händer för en person med dyslexi när kraven på läs- och skrivförmåga blir för höga. Vad händer när kommunikationen flyttas till den sociala miljö som internet utgör, med de nya normer som råder där? Studien behandlar följande tre forskningsfrågor: • Hur kommunicerar personer med dyslexi på nätet? • Hur resonerar personer med dyslexi om sin nätbaserade kommunikation? • Hur kontrollerar personer med dyslexi sitt stigma när de kommunicerar på nätet? Studien är en dubbel, kvalitativ fallstudie baserad på semistrukturerade intervjuer och netnografisk skuggning av två informanter, Andreas och Linda. Resultaten har analyserats med hjälp av begrepp från Goffmans teori om stigmatisering. Trots att Andreas har större svårigheter med att läsa och skriva än Linda, har han ändå ett mindre stigma när det gäller kommunikation på nätet, eftersom han mer medvetet kontrollerar sitt stigma. En avgörande faktor för båda informanterna är om nätforumet är synkront eller asynkront (det är omöjligt för dem att passera i synkrona forum). Studien visar alltså att graden av svårigheter att läsa och skriva inte nödvändigtvis styr graden av stigmatisering. / Titel (translated from Swedish): Dyslexia, the internet and stigma – a netnographic study of online communication in people with dyslexia Author: Helena Taubner Supervisor: Åsa Wengelin Examinator: Magnus Tideman Masters thesis (30 ECTS) in Disability Studies, University of Halmstad, Sweden, spring 2013 The thesis is written in Swedish. Our communication continually changes, and the internet is an important factor in that development. New ways of making writing more efficient, for example the use of abbreviations and special symbols are emerging. We mix written language with photos, films, sound clips and links. Norms for what is considered to be the correct use of language are displaced. When our abilities do not match society’s expectations, stigmatization occurs. This is what happens to a person with dyslexia when the demands placed upon them for their reading and writing abilities become too high. What happens when the communication moves into the online environment? The following three issues are addressed: • How do individuals with dyslexia communicate online? • How do individuals with dyslexia relate to their online communication? • How do individuals with dyslexia control their stigma when communicating online? The study is a two-part qualitative case study based upon semi-structured interviews and netnographic shadowing with two informants, Andreas and Linda. The results were analysed with reference to Goffman’s theory of stigma. In spite of the fact that Andreas has greater difficulties with reading and writing than Linda, he experiences less stigma in relation to communication, since he more consciously manages to control his stigma. A crucial factor for both informants is whether or not the online forum is synchronous or asynchronous (it is impossible for them to pass in synchronous forums). Hence, the study suggests that the degree of stigmatization does not necessarily correspond to the degree of difficulties with reading and writing.
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Connectedness : Designing interactive systems that foster togetherness as a form of resilience for people in social distancing during Covid-19 pandemic. Exploring novel user experiences in the intersection between light perception, tangible interactions and social interaction design (SxD).Iezzi, Valeria January 2020 (has links)
This thesis project explores how interactive technologies can facilitate a sense of social connectedness with others whilst remotely located. While studying the way humans use rituals for emotional management, I focused my interest on the act of commensality because it is one of the oldest and most important rituals used to foster togetherness among families and groups of friends. Dining with people who do not belong to the same household is of course hard during a global pandemic, just like many of the other forms of social interactions that were forcibly replaced by the use of technological means such as video-chat apps, instant messaging and perhaps an excessive use of social networking websites. These ways of staying connected, however, lack the subtleties of real physical interaction, which I tried to replicate with my prototype system, which consists of two sets of a lamp and a coaster which enable to communicate through light and tactile cues. The use of such devices creates a new kind of ritual based on the simultaneous use of the devices by two people, thus enabling a new and original form of commensality that happens through a shared synchronized experience.
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Designing for Empathy in Elderly Care : Exploration of Opportunities to Deliver Behaviour Change Interventions through mHealth Applications, to Promote Empathic Behaviour in Elderly Home Care Nursing AssistantsBergqvist, Malin January 2019 (has links)
Background The Swedish population is ageing quickly and the system for elderly home care is under increasing pressure. Staff turnover is high, nursing assistants are reporting stress, and employers have to recruit staff lacking sufficient experience. These factors are barriers to empathic care, considered essential to patient health outcomes. Elderly care should rely on cognitive empathy, be other-oriented and improve the client’s situation based on contextual understanding. There is a need for education and support for nursing assistants, so that they can provide empathic care. Purpose The thesis explores empathy as a skill in elderly home care to identify opportunities of promoting empathy in the client-nursing assistant interaction, by means of behaviour change interventions delivered through an mHealth application that nursing assistants already use at work. Method A group interview was conducted with six nursing assistants from four elderly home care organisations in a Swedish municipality, to learn about their experience of empathy at work, and factors affecting their ability to give empathic care. The respondents were using the same mHealth application to get and provide information about client visits. The Behaviour Change Wheel framework was used to analyze behavioural drivers of empathic care in elderly home care. Results Influences on empathic behaviour was identified in all 14 domains in the Theoretical Domains Framework. 13 target behaviours, 7 Intervention Functions and 45 Behaviour Change Techniques were suggested as suitable candidates to investigate for intervention development. Conclusion Empathy seems possible to promote through resource-efficient digital behaviour change interventions. Future studies may use this work as a starting point for development of interventions to promote empathic behaviour in elderly care.
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Instructing workers through a head-worn Augmented Reality display and through a stationary screen on manual industrial assembly tasks : A comparison studyKenklies, Kai Malte January 2020 (has links)
It was analyzed if instructions on a head-worn Augmented Reality display (AR-HWD) are better for manual industrial assembly tasks than instructions on a stationary screen. A prototype was built which consisted of virtual instruction screens for two example assembly tasks. In a comparison study participants performed the tasks with instructions through an AR-HWD and alternatively through a stationary screen. Questionnaires, interviews and observation notes were used to evaluate the task performances and the user experience. The study revealed that the users were excited and enjoyed trying the technology. The perceived usefulness at the current state was diverse, but the users saw a huge potential in AR-HWDs for the future. The task accuracy with instructions on the AR-HWD was equally good as with instructions on the screen. AR-HWDs are found to be a better approach than a stationary screen, but technological limitations need to be overcome and workers need to train using the new technology to make its application efficient.
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Non-violent resistance movements in the light of digital repressionPlaudina, Anna January 2022 (has links)
Over the past decade, the success rate of non-violent resistance movements has decreased. With the development of information and communication technology (ICT), governments have taken repression into the digital realm to tamper with protest movements. The effects of repression on protest mobilization have been rather inconclusive; even less is known about the effects of digital repression. By using the political jiu-jitsu, backfire and moral jiu-jitsu theory as well as the theory on emotion and protest participation in hard autocracy, this thesis showcases how the moral shock and indignation helps to overcome fear caused by both traditional and digital repression, thus helping to explain the relationship between repression and mobilization. This theoretical framework is applied to the case of Belarusian post-election protests in 2010 and 2020. Although traditional repression was present in both time frames, there is a significant variation in the government’s digital repression resolve. The analysis shows that mobilization was primarily driven by traditional repression – police brutality and violence. However, in 2020 people were also outraged by censorship and Internet shutdowns that left them in an information vacuum which was deemed completely undeserved. The outrage about digital repression was facilitated by the opposition activities that acted against digital repression.
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