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  • 1.
    Aleksikj, Stefan
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    Visualization of Quantified Self data from Spotify using avatars2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The increased interest for self-tracking through the use of technology has given birth to the Quantified Self movement. The movement empowers users to gain self-knowledge from their own data. The overall idea is fairly recent and as such it provides a vast space for exploration and research. This project contributes to the Quantified self movement by proposing a concept for visualization of personal data using an avatar. The overall work finds inspiration in Chernoff faces visualization and it uses parts of the presentation method within the project design.  

    This thesis presents a visualization approach for Quantified Self data using avatars. It tests the proposed concept through a user study with two iterations. The manuscript holds a detailed overview of the designing process, questionnaire for the data mapping, implementation of the avatars, two user studies and the analysis of the results. The avatars are evaluated using Spotify data. The implementation offers a visualization library that can be reused outside of the scope of this thesis.

    The project managed to deliver an avatar that presents personal data through the use of facial expressions. The results show that the users can understand the proposed mapping of data. Some of the users were not able to gain meaningful insights from the overall use of the avatar, but the study gives directions for further improvements of the concept. 

  • 2.
    Alissandrakis, Aris
    et al.
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Media Technology.
    Reski, Nico
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Media Technology.
    Using Mobile Augmented Reality to Facilitate Public Engagement2017In: Extended Papers of the International Symposium on Digital Humanities (DH 2016) / [ed] Koraljka Golub, Marcelo Milrad, CEUR-WS , 2017, Vol. 2021, p. 99-109Conference paper (Refereed)
    Abstract [en]

    This paper presents our initial efforts towards the development of a framework for facilitating public engagement through the use of mobile Augmented Reality (mAR), that fall under the overall project title "Augmented Reality for Public Engagement" (PEAR). We present the concept, implementation, and discuss the results from the deployment of a mobile phone app (PEAR 4 VXO). The mobile app was used for a user study in conjunction with a campaign carried out by Växjö municipality (Sweden) while exploring how to get citizens more engaged in urban planning actions and decisions. These particular activities took place during spring 2016.One of the salient features of our approach is that it combines novel ways of using mAR together with social media, online databases, and sensors, to support public engagement. In addition, the data collection process and audience engagement were tested in a follow-up limited deployment.The analysis and outcomes of our initial results validate the overall concept and indicate the potential usefulness of the app as a tool, but also highlight the need for an active campaign from the part of the stakeholders.Our future efforts will focus on addressing some of the problems and challenges that we have identified during the different phases of this user study.

  • 3.
    Alissandrakis, Aris
    et al.
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    Reski, Nico
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    Laitinen, Mikko
    University of Eastern Finland, Finland.
    Tyrkkö, Jukka
    Linnaeus University, Faculty of Arts and Humanities, Department of Languages.
    Levin, Magnus
    Linnaeus University, Faculty of Arts and Humanities, Department of Languages.
    Lundberg, Jonas
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    Visualizing dynamic text corpora using Virtual Reality2018In: ICAME 39 : Tampere, 30 May – 3 June, 2018: Corpus Linguistics and Changing Society : Book of Abstracts, Tampere: University of Tampere , 2018, p. 205-205Conference paper (Refereed)
    Abstract [en]

    In recent years, data visualization has become a major area in Digital Humanities research, and the same holds true also in linguistics. The rapidly increasing size of corpora, the emergence of dynamic real-time streams, and the availability of complex and enriched metadata have made it increasingly important to facilitate new and innovative approaches to presenting and exploring primary data. This demonstration showcases the uses of Virtual Reality (VR) in the visualization of geospatial linguistic data using data from the Nordic Tweet Stream (NTS) project (see Laitinen et al 2017). The NTS data for this demonstration comprises a full year of geotagged tweets (12,443,696 tweets from 273,648 user accounts) posted within the Nordic region (Denmark, Finland, Iceland, Norway, and Sweden). The dataset includes over 50 metadata parameters in addition to the tweets themselves.

    We demonstrate the potential of using VR to efficiently find meaningful patterns in vast streams of data. The VR environment allows an easy overview of any of the features (textual or metadata) in a text corpus. Our focus will be on the language identification data, which provides a previously unexplored perspective into the use of English and other non-indigenous languages in the Nordic countries alongside the native languages of the region.

    Our VR prototype utilizes the HTC Vive headset for a room-scale VR scenario, and it is being developed using the Unity3D game development engine. Each node in the VR space is displayed as a stacked cuboid, the equivalent of a bar chart in a three-dimensional space, summarizing all tweets at one geographic location for a given point in time (see: https://tinyurl.com/nts-vr). Each stacked cuboid represents information of the three most frequently used languages, appropriately color coded, enabling the user to get an overview of the language distribution at each location. The VR prototype further encourages users to move between different locations and inspect points of interest in more detail (overall location-related information, a detailed list of all languages detected, the most frequently used hashtags). An underlying map outlines country borders and facilitates orientation. In addition to spatial movement through the Nordic areas, the VR system provides an interface to explore the Twitter data based on time (days, weeks, months, or time of predefined special events), which enables users to explore data over time (see: https://tinyurl.com/nts-vr-time).

    In addition to demonstrating how the VR methods aid data visualization and exploration, we will also briefly discuss the pedagogical implications of using VR to showcase linguistic diversity.

  • 4.
    Aronsson, Fredrik
    et al.
    Linnaeus University, Faculty of Technology, Department of Informatics.
    Wilsson, Robin
    Linnaeus University, Faculty of Technology, Department of Informatics.
    Gör kunden ingen björntjänst: Hur kunder och deras upplevelse kan stödjas i användandet av tjänster i mobilenheter2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Studien har som syfte att besvara hur en kund använder sig av kundservice som stöd och hur en självservicetjänst i en mobilenhet kan utformas för att ge en positiv kundupplevelse. Nya kunder tenderar att lämna tjänster de inte förstår och motivationen att använda sig av kundtjänst skiljer sig mellan kundgrupper. Som fallstudie har vi undersökt Svenska Spels tjänst Stryktipset. En kvalitativ studie har genomförts där nya ovana kunder i åldern 18-29 deltagit i användartest, observationer har genomförts på traditionell kundtjänst och intervjuer med ombud. Detta har resulterat i en förståelse för problemsituationer i kundupplevelsen, mobilenheten och vilket stöd de olika servicekanalerna ger. Designkoncept har tagits fram som visar på hur detta stöd kan se ut och hur det kan hjälpa kunden i sitt användande. Studien visar på att kunder behöver stöd i att förstå hur en tjänst fungerar, vad målet med tjänsten är och hur kunden bör gå till väga. Genom skapandet av en självservicetjänst kan kunden få ett bra stöd i sitt användande och genom att kunden tilldelas kontroll och får relevant information stärks kundupplevelsen positivt. En Självservicetjänst stödjer nya kunder på ett effektivt sätt innan kunden stöter på problem vilket tar bort negativa faktorer som hjälplöshet och motivationsbrist som gör att kunden kan avsluta sitt användande. En självservicetjänst framstår som ett positivt stöd i användandet av Svenska Spels mobilenhet och kan ge ett bra stöd åt användaren som inte andra servicekanaler kan erbjuda.

  • 5.
    Ax, Jens
    et al.
    Linnaeus University, Faculty of Technology, Department of Informatics.
    Obrelius, Jesper
    Linnaeus University, Faculty of Technology, Department of Informatics.
    Vad har du på menyn?: Designriktlinjer för naturliga interaktioner och mobilitet i en stationär miljö2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Today many companies have intranet failing to meet the users need and the most frequent complaint is that users do not find what they are looking for. This leads companies to lose both time and money on having employees that are unable to utilize the system in a sufficient manner, which often leads to expensive educational costs and loss of productivity. The primary reason that information is not found is that there is a lack of a consistent navigation tool that clearly indicates where the user should go to find what he/she is looking for. Design and structure in an interface plays a large role when it comes to how users understand and interpret an interface. However, the difficulty is that it tends to be visually disruptive and provide a cognitive load. Currently are a strong development of mobile devices taking place and questions are raised regarding how these interfaces can be optimized to make it easier for the user. Especially, when it comes to the mobile context and the limitations it causes. To make it easier are designers advised to develop natural interactions which are supposed to ease the cognitive load. This study therefore explores how design principles stemming from natural interactions, together with the mobility, affect the usability and ease of use for work in a desktop environment. The study has been conducted upon request of CLX Networks, a company that provide solutions for, among others, sms, voice and data. The assignment has entailed suggestions of improvements of the company’s intranet menu, which has been considered as inadequate by CLX.

    In this study, a user test of CLX’s current intranet menu was performed as well as five interviews with employees that work and use the system. The interviews concerned the topics of findability, actability, usability and mobile usability. Continuously was a card sorting performed to let the informants themselves visualize a proposed menu. The results from the empirical investigation were used to create an interactive prototype. Design principles from findability, actability, usability and natural interactions have been utilized in the creation of the new menu.

    Based on the investigations performed in this study is it possible to conclude that design principles from natural interactions and the mobility have a positive influence on ease of use concerning the menu in the graphical interface in a desktop environment. The study also confirms that a combination of the two viewpoints, natural interactions and desktop paradigm that facilitate the usage and cognitive load, which previously was troublesome for the employees. 

  • 6.
    Bahadur Thapa, Ratan
    et al.
    Oslo and Akershus University, Norway.
    Ferati, Mexhid
    Oslo and Akershus University, Norway.
    Giannoumis, G. Anthony
    Oslo and Akershus University, Norway.
    Using non-speech sounds to increase web image accessibility for screen-reader users2017In: Proceedings of the 35th ACM International Conference on the Design of Communication, Halifax, Nova Scotia, Canada: ACM Press, 2017, article id 19Conference paper (Refereed)
    Abstract [en]

    Screen-reader users access images on the Web using alternative text delivered via synthetic speech. However, research shows that this is a tedious and unsatisfying experience for blind users, because text-to-speech applications lack expressiveness. This paper, poses an alternative approach using an experiment that compares audemes, a type of non-speech sounds, with alternative text delivered using synthetic speech. In a pilot study with fourteen sighted users, findings show that audemes perform better across many areas. Specifically, audemes required lower mental and temporal demands and led to less effort and frustration and better task performance. Moreover, participants recognized audemes with higher accuracy and lower errors. Audemes were also perceived as more engaging compared to alternative text delivered using synthetic speech. Additionally, audemes were found to be richer in delivering information. This study suggests that non-speech sounds could substitute or complement alternative text when describing images on the Web.

  • 7.
    Batangouna, Steve Jehu
    Linnaeus University, Faculty of Technology, Department of Computer Science.
    Effektiv presentation av information inom underhållsarbete2014Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Den här studien har granskat och analyserat på vilka sätt information kan rapporteras direkt från operatören, med hjälp av handdatorer, till underhållspersonalen och produktionschefen utan att fördröjas. Studien har genomförts med tanke på att, i dagsläget, finns det en del viktig information som inte visualiseras och rapporteras inom företagen i tid och på ett bra sätt. Denna situation bidrar till att olika mätningar som genomförs inom företaget grundas på felaktiga informationer som inte är baserade på tidsaktuella och kvalitativa data, och inte baserad på analys av de verkliga aktiviteterna som sker på verksamhetsgolvet. I samband med användningen av Internet och introduktion av konceptet e-underhåll inom industrin, har operatörens roll ändrat från att vara passiv till att bli en aktiv aktör. Den här studien baserar på artiklar och böcker som först och främst handlar om IT, informationsteknologi och e-underhåll, men också på en fallstudie där observationer och intervjuer gjordes på plats på företaget CC Pack i Tibro. Studien har efter analys av det sätt på vilket informationen överförs idag inom företaget, kommit till ett nytt sätt att överföra och rapportera informationen mellan operatörerna, underhållspersonalen och produktionschefen. Detta betyder att informationen, med hjälp av det nya digitala formuläret som kommer att finnas i handdatorer, kommer att rapporteras i realtid när felen inträffar på maskinen. Detta kommer vidare att leda till att informationen ska medverka till att bestämma vilken maskin som ska prioriteras vid underhållsarbete. Det nya sättet att visualisera information med hjälp av handdatorer kommer därtill att minska beslutstid inom underhåll. Produktionschefen kommer att få in i systemet alla stopptider från maskiner i produktionen. E-underhåll är ett relativt nytt område som har flera fördelar men som företagen inte har hunnit utnyttja på ett bra sätt eftersom de resurser som finns inte används på ett effektivt sätt.

  • 8.
    Bergsten, Victor
    et al.
    Linnaeus University, Faculty of Technology, Department of Informatics.
    Franzén, Gabriel
    Linnaeus University, Faculty of Technology, Department of Informatics.
    När äldre vuxna möter ny teknik: En kvalitativ undersökning kring digitalisering och digitalatjänster bland äldre vuxna2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The survey has been conducted about how older adults use digital services on the Internet,

    what their thoughts are about them and the problems that can arise during use. The

    purpose of the survey is to treat the qualitative data to see what factors affect older adults

    to use various digital services to operate in society. This purpose has arisen from the

    problem which older adults are the smallest but fastest growing user group to take

    advantage of digital opportunities, today's society more or less requires that you have

    some sort of digital knowledge to be able to benefit from its services. Based on the

    objective, we have formulated our research question "Older adults are the fastest growing

    group of digital users, but in total still the lowest represented user group. What contributes

    to the rapid rise and what can we learn from the users of today on how to develop digital

    services for this age group in the future?" We chose to write about this project because we

    think that the subject is relevant and interesting to explore. Since one can see the obvious

    problems regarding this in everyday life, we chose to more deeply explore the area to give

    us a broader view. We have used qualitative methods like observations and semistructured

    interviews, these have been applied from prior knowledge of how to perform

    these methods to enable a good data collection. We have also created our own modified

    model based on the Technology Acceptance Model (TAM) and the Unified Theory of

    Acceptance and Use of Technology (UTAUT) used to measure technology acceptance.

    The modified model is applied to the information we developed from them qualitative

    methods. The results from four informants indicate that there are critical factors that

    influence the use of digital services such as experience and needs, but these factors are

    individual and varies from person to person resulting in that there is not a single answer to

    the question but must be answered for each individual service.

  • 9.
    Beyene, Wondwossen
    et al.
    Oslo and Akershus University College, Norway.
    Ferati, Mexhid
    Oslo and Akershus University College, Norway.
    A Case for Adaptation to Enhance Usability and Accessibility of Library Resource Discovery Tools2017In: Universal Access in Human–Computer Interaction. Design and Development Approaches and Methods, Springer, 2017, Vol. 10277, p. 145-155Conference paper (Refereed)
    Abstract [en]

    Library resource discovery tools (RDTs) are the latest generation of library catalogs that enable searching across disparate databases and repositories from a single search box. Although such “Google-like” experience has been applauded as a benefit for library users, there still exist usability and accessibility problems related to the diversity of user goals, needs, and preferences. To better understand these problems, we conducted an extensive literature review and in this process, we initially grouped issues into three categories: interface, resource description, and navigation. Based on these categories, we propose adaptation as an alternative approach to enhance the usability and accessibility of RDTs. The adaptations could be conducted on three levels pertaining to categories of issues found, namely: interface, information, and navigation level. The goal of this paper is to suggest how the process of adaptation could be considered in order to mitigate usability and accessibility issues of RDT interfaces.

  • 10.
    Björinder, Pontus
    Linnaeus University, Faculty of Technology, Department of Informatics.
    Utvärdering av mobila gränssnitt för användare med nedsatt syn: Evaluation of mobile interfaces for visually impaired users2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study came about during ongoing discussions with a newly started company that plans to launch an application focused on fitness and health. The application must be accessible to a broad user group, this include users with some kind of disability. A large percentage of the population and a potentially large percentage of the company ́s prospective users have some kind of disability that can complicate use of the service, impaired vision is the most common kind of disability today. This study is based on the need to develop a concise and effective evaluation model intended to evaluate usability and to detect any possible problems that exist for users with visual impairments when using mobile services. Qualitative data has been collected from user testing and subsequent interviews. All test participants have a mild alternatively moderate visual impairment, the usability expert who carried out the heuristic evaluation is not visually impaired. The presented usability model has been tested and analyzed by posing as the basis for the heuristic evaluation, results found in this stage are then compared with results obtained from user testing in order to determine whether satisfactory results are met. The model shows satisfactory results based on obtained data, problems detected during the heuristic evaluation corresponds in a consistent manner with problems that emerged during user testing. The study indicates that there is a lack of specific and easy to use usability models for the evaluation of mobile services with a focus on visually impaired users. Such a model can preferably be used in order to increase usability and provide a more accessible service. Existing usability frameworks are often extensive and targeted at a broad user group. They can be supplemented with a time and cost efficient usability model directed at evaluating accessibility for a specific user group. The presented model is based on the principles of Universal Design which will hopefully contribute to a greater usability for the general user as well. In addition to improved usability a potentially great economic profit can be made by developing a more accessible service that can be used by more users. The study is based on proven methods and has support in existing theory which contributes to a higher quality assurance, however, the narrow scope of the study contributes to the necessity of further testing. 

  • 11.
    Bons, Julia
    et al.
    University of Applied Sciences Ruhr West, Germany.
    Geyer, Cornelia
    University of Applied Sciences Ruhr West, Germany.
    Geisler, Stefan
    University of Applied Sciences Ruhr West, Germany.
    Familienangehörige spielerisch zusammenführen2014In: Mensch und Computer 2014 - Workshopband: 14 Fachübergreifende Konferenz für Interaktive und Kooperative Medien – Interaktiv unterwegs - Freiräume gestalten / [ed] Michael Koch, Andreas Butz, Johann Schlichter, Berlin: Walter de Gruyter, 2014, Vol. 14, p. 95-98Conference paper (Refereed)
    Abstract [de]

    Immer mehr Familienangehörige leben in der heutigen Zeit voneinander getrennt. Durch weite Entfer-nungen zueinander ist die Gefahr besonders hoch, dass der Kontakt zu einem reinen Informations-austausch ohne gemeinsames Erleben abflacht. In diesem Paper wird ein Konzept vorgestellt, das Fa-milienmitglieder durch ein verteiltes Spiel verbindet trotz räumlicher Trennung. Dazu werden über einem Touchtisch und einem Bildschirm auf Seite einer älteren Person und einem normalen PC oder Tablet auf Seite der Angehörigen eine Verbindung mit Videotelefonie aufgebaut und dadurch die Spie-ler gegenübergestellt. Eine Anwendung ermöglicht es beiden Gruppen, ein einfaches Gesellschafts-spiel, wie z. B. Mensch-ärgere-dich-nicht, miteinander zu spielen. Beim Design der beiden grafischen Benutzeroberflächen werden die Bedürfnisse beider Nutzergruppen beachtet.

  • 12.
    Borgo, Rita
    et al.
    Kings College London, UK.
    Lee, Bongshin
    Microsoft Research, USA.
    Bach, Benjamin
    Microsoft Research - Inria, France.
    Fabrikant, Sara
    University of Zurich, Switzerland.
    Jianu, Radu
    City University London, UK.
    Kerren, Andreas
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Computer Science.
    Kobourov, Stephen
    University of Arizona, USA.
    McGee, Fintan
    Luxembourg Institute of Science and Technology, Luxembourg.
    Micallef, Luana
    Helsinki Institute for Information Technology, Finland.
    von Landesberger, Tatiana
    Darmstadt University, Germany.
    Ballweg, Katrin
    Darmstadt University, Germany.
    Diehl, Stephan
    University Trier, Germany.
    Simonetto, Paolo
    Swansea University, UK.
    Zhou, Michelle
    Juji, USA.
    Crowdsourcing for Information Visualization: Promises and Pitfalls2017In: Evaluation in the Crowd: Crowdsourcing and Human-Centered Experiments / [ed] Daniel Archambault, Helen Purchase, and Tobias Hoßfeld, Springer Publishing Company, 2017, p. 96-138Chapter in book (Refereed)
    Abstract [en]

    Crowdsourcing offers great potential to overcome the limitations of controlled lab studies. To guide future designs of crowdsourcing-based studies for visualization, we review visualization research that has attempted to leverage crowdsourcing for empirical evaluations of visualizations. We discuss six core aspects for successful employment of crowdsourcing in empirical studies for visualization – participants, study design, study procedure, data, tasks, and metrics & measures. We then present four case studies, discussing potential mechanisms to overcome common pitfalls. This chapter will help the visualization community understand how to effectively and efficiently take advantage of the exciting potential crowdsourcing has to offer to support empirical visualization research.

  • 13.
    Büschel, Wolfgang
    et al.
    Technische Universität Dresden, Germany.
    Chen, Jian
    The Ohio State University, USA.
    Dachselt, Raimund
    Technische Universität Dresden, Germany.
    Drucker, Steven
    Microsoft Research, USA.
    Dwyer, Tim
    Monash University, Australia.
    Görg, Carsten
    University of Colorado, USA.
    Isenberg, Tobias
    Inria & Université Paris-Saclay, France.
    Kerren, Andreas
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    North, Chris
    Virginia Tech, USA.
    Stuerzlinger, Wolfgang
    Simon Fraser University, Canada.
    Interaction for Immersive Analytics2018In: Immersive Analytics / [ed] Kim Marriott, Falk Schreiber, Tim Dwyer, Karsten Klein, Nathalie Henry Riche, Takayuki Itoh, Wolfgang Stuerzlinger, and Bruce H. Thomas, Springer, 2018, p. 95-138Chapter in book (Other academic)
    Abstract [en]

    In this chapter, we briefly review the development of natural user interfaces and discuss their role in providing human-computer interaction that is immersive in various ways. Then we examine some opportunities for how these technologies might be used to better support data analysis tasks. Specifically, we review and suggest some interaction design guidelines for immersive analytics. We also review some hardware setups for data visualization that are already archetypal. Finally, we look at some emerging system designs that suggest future directions.

  • 14.
    Cabrera Morales, Cynthia
    et al.
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Adielsson, Anneli
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Beslutsfattande och Gränssnittsdesign: Gränssnittsdesign och dess påverkan på hur människan fattar beslut2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    A humans’ way of thinking and making decisions is an absolute unique feature of hers. It is unique because every single person has different understandings, experiences and values. This research is about understands how it is possible to affect a person’s way of making decisions, through manipulating an interface, and what factors includes in decision-making. As there are many factors that have an impact on decision-making, was this research specialized on the user and his cognitive characteristics, such as, attention and perception, as well as a recess on decision-making and interface design. This was done to get the result of how an interface affects a human that interacts with it.There were several methods used, during this research, such as a survey, personas, prototypes, user tests and observations, to get enough data to analyze. There are several elements that have an impact on a humans decision-making, and a model has been made that works as a guideline for interface design. The model describes what elements effect and how they affect a person, through an interface. After making user tests and personas, were these results compared to the model, which could give a proper answer to this research. An important factor that was noticed, was that hot and cold media plays an important role in an interface design, since hot and cold media can be interpreted differently by a person.

  • 15.
    Cernea, Daniel
    Linnaeus University, Faculty of Technology, Department of Computer Science.
    User-Centered Collaborative Visualization2015Doctoral thesis, monograph (Other academic)
    Abstract [en]

    The last couple of years have marked the entire field of information technology with the introduction of a new global resource, called data. Certainly, one can argue that large amounts of information and highly interconnected and complex datasets were available since the dawn of the computer and even centuries before. However, it has been only a few years since digital data has exponentially expended, diversified and interconnected into an overwhelming range of domains, generating an entire universe of zeros and ones. This universe represents a source of information with the potential of advancing a multitude of fields and sparking valuable insights. In order to obtain this information, this data needs to be explored, analyzed and interpreted.

    While a large set of problems can be addressed through automatic techniques from fields like artificial intelligence, machine learning or computer vision, there are various datasets and domains that still rely on the human intuition and experience in order to parse and discover hidden information. In such instances, the data is usually structured and represented in the form of an interactive visual representation that allows users to efficiently explore the data space and reach valuable insights. However, the experience, knowledge and intuition of a single person also has its limits. To address this, collaborative visualizations allow multiple users to communicate, interact and explore a visual representation by building on the different views and knowledge blocks contributed by each person.

    In this dissertation, we explore the potential of subjective measurements and user emotional awareness in collaborative scenarios as well as support flexible and user-centered collaboration in information visualization systems running on tabletop displays. We commence by introducing the concept of user-centered collaborative visualization (UCCV) and highlighting the context in which it applies. We continue with a thorough overview of the state-of-the-art in the areas of collaborative information visualization, subjectivity measurement and emotion visualization, combinable tabletop tangibles, as well as browsing history visualizations. Based on a new web browser history visualization for exploring user parallel browsing behavior, we introduce two novel user-centered techniques for supporting collaboration in co-located visualization systems. To begin with, we inspect the particularities of detecting user subjectivity through brain-computer interfaces, and present two emotion visualization techniques for touch and desktop interfaces. These visualizations offer real-time or post-task feedback about the users’ affective states, both in single-user and collaborative settings, thus increasing the emotional self-awareness and the awareness of other users’ emotions. For supporting collaborative interaction, a novel design for tabletop tangibles is described together with a set of specifically developed interactions for supporting tabletop collaboration. These ring-shaped tangibles minimize occlusion, support touch interaction, can act as interaction lenses, and describe logical operations through nesting operations. The visualization and the two UCCV techniques are each evaluated individually capturing a set of advantages and limitations of each approach. Additionally, the collaborative visualization supported by the two UCCV techniques is also collectively evaluated in three user studies that offer insight into the specifics of interpersonal interaction and task transition in collaborative visualization. The results show that the proposed collaboration support techniques do not only improve the efficiency of the visualization, but also help maintain the collaboration process and aid a balanced social interaction. 

  • 16.
    Cernea, Daniel
    et al.
    Linnaeus University, Faculty of Technology, Department of Computer Science. University of Kaiserslautern.
    Ebert, Achim
    University of Kaiserslautern.
    Kerren, Andreas
    Linnaeus University, Faculty of Technology, Department of Computer Science.
    A Study of Emotion-triggered Adaptation Methods for Interactive Visualization2013In: UMAP 2013 Extended Proceedings: Late-Breaking Results, Project Papers and Workshop Proceedings of the 21st Conference on User Modeling, Adaptation, and Personalization. Rome, Italy, June 10-14, 2013 / [ed] Shlomo Berkovsky, Eelco Herder, Pasquale Lops & Olga C. Santos, CEUR-WS.org , 2013, Vol. 997, p. 9-16Conference paper (Refereed)
    Abstract [en]

    As the size and complexity of datasets increases, both visual-ization systems and their users are put under more pressure to oer quickand thorough insights about patterns hidden in this ocean of data. Whilenovel visualization techniques are being developed to better cope withthe various data contexts, users nd themselves increasingly often undermental bottlenecks that can induce a variety of emotions. In this paper,we execute a study to investigate the eectiveness of various emotion-triggered  adaptation  methods  for  visualization  systems.  The  emotionsconsidered are boredom and frustration, and are measured by means ofbrain-computer interface technology. Our ndings suggest that less intru-sive adaptive methods perform better at supporting users in overcomingemotional states with low valence or arousal, while more intrusive onestend to be misinterpreted or perceived as irritating.

  • 17.
    Cernea, Daniel
    et al.
    Linnaeus University, Faculty of Technology, Department of Computer Science.
    Ebert, Achim
    Kerren, Andreas
    Linnaeus University, Faculty of Technology, Department of Computer Science.
    Visualizing Group Affective Tone in Collaborative Scenarios2014Conference paper (Refereed)
    Abstract [en]

    A large set of complex datasets require the use of collaborative visualization solutions in order to harness the knowledge and experience of multiple experts. However, be it co-located or distributed, the collaboration process is inherently fragile, as small mistakes in communication or various human aspects can quickly derail it. In this paper, we introduce a novel visualization technique that highlights the group affective tone (GAT), also known as the presence of homogeneous emotional reactions within a group. The goal of our visualization is to improve users’ awareness of GAT, thus fostering a positive group affective tone that has been proven to increase effectiveness and creativity in collaborative scenarios. 

  • 18.
    Cernea, Daniel
    et al.
    Linnaeus University, Faculty of Technology, Department of Computer Science. University of Kaiserslautern, Germany.
    Kerren, Andreas
    Linnaeus University, Faculty of Technology, Department of Computer Science.
    A Survey of Technologies on the Rise for Emotion-Enhanced Interaction2015In: Journal of Visual Languages and Computing, ISSN 1045-926X, E-ISSN 1095-8533, Vol. 31, no A, p. 70-86Article in journal (Refereed)
    Abstract [en]

    Emotions are a major part of the human existence and social interactions. Some might say that emotions are one of the aspects that make us truly human. However, while we express emotions in various life settings, the world of computing seems to struggle with supporting and incorporating the emotional dimension. In the last decades, the concept of affect has gotten a new upswing in research, moving beyond topics like market research and product development, and further exploring the area of emotion-enhanced interaction.

    In this article, we highlight techniques that have been employed more intensely for emotion measurement in the context of affective interaction. Besides capturing the functional principles behind these approaches and the inherent volatility of human emotions, we present relevant applications and establish a categorization of the roles of emotion detection in interaction. Based on these findings, we also capture the main challenges that emotion measuring technologies will have to overcome in order to enable a truly seamless emotion-driven interaction.

  • 19.
    Cernea, Daniel
    et al.
    Linnaeus University, Faculty of Technology, Department of Computer Science. University of Kaiserslautern, Germany.
    Truderung, Igor
    University of Kaiserslautern, Germany.
    Kerren, Andreas
    Linnaeus University, Faculty of Technology, Department of Computer Science.
    Ebert, Achim
    An Interactive Visualization for Tabbed Browsing Behavior Analysis2014In: Computer Vision, Imaging and Computer Graphics: Theory and Applications / [ed] Sebastiano Battiato, Sabine Coquillart, Robert S. Laramee, Andreas Kerren, and José Braz, Springer, 2014, p. 69-84Chapter in book (Refereed)
    Abstract [en]

    Web browsers are at the core of online user experience, enablinga wide range of Web applications, like communication, games, entertainment, development, etc. Additionally, given the variety and complexity of online-supported tasks, users have started parallelizing and organizing their online browser sessions by employing multiple browser windows and tabs. However, there are few solutions that support analysts and casual users in detecting and extracting patterns from these parallel browsing histories. In this paper we introduce WebComets, an interactive visualization for exploring multi-session multi-user parallel browsing logs. After highlighting visual and functional aspects of the system, we introduce a motif-based contextual search for enabling the filtering and comparison of user navigation patterns. We further highlight the functionality of WebComets with a use case. Our investigations suggest that parallel browser history visualization can offer better insight into user tabbed browsing behavior and support the recognition of online navigation patterns.

  • 20.
    Cernea, Daniel
    et al.
    Technische Univ. Kaiserslautern .
    Weber, Christopher
    Technische Univ. Kaiserslautern .
    Ebert, Achim
    Technische Univ. Kaiserslautern .
    Kerren, Andreas
    Linnaeus University, Faculty of Technology, Department of Computer Science.
    Emotion Scents: A Method of Representing User Emotions on GUI Widgets2013In: Proceedings  of SPIE 8654: Visualization and Data Analysis 2013, Burlingame, California, USA, February 3, 2013, SPIE - International Society for Optical Engineering, 2013, p. 86540F-Conference paper (Refereed)
    Abstract [en]

    The world of desktop interfaces has been dominated for years by the concept of windows and standardized user interface (UI) components. Still, while supporting the interaction and information exchange between the users and the computer system, graphical user interface (GUI) widgets are rather one-sided, neglecting to capture the subjective facets of the user experience. In this paper, we propose a set of design guidelines for visualizing user emotions on standard GUI widgets (e.g., buttons, check boxes, etc.) in order to enrich the interface with a new dimension of subjective information by adding support for emotion awareness as well as post-task analysis and decision making. We highlight the use of an EEG headset for recording the various emotional states of the user while he/she is interacting with the widgets of the interface. We propose a visualization approach, called emotion scents, that allows users to view emotional reactions corresponding to di erent GUI widgets without in uencing the layout or changing the positioning of these widgets. Our approach does not focus on highlighting the emotional experience during the interaction with an entire system, but on representing the emotional perceptions and reactions generated by the interaction with a particular UI component. Our research is motivated by enabling emotional self-awareness and subjectivity analysis through the proposed emotionenhanced UI components for desktop interfaces. These assumptions are further supported by an evaluation of emotion scents.

  • 21.
    Cernea, Daniel
    et al.
    Linnaeus University, Faculty of Technology, Department of Computer Science. Univ Kaiserslautern, Germany.
    Weber, Christopher
    Univ Kaiserslautern, Germany.
    Ebert, Achim
    Univ Kaiserslautern, Germany.
    Kerren, Andreas
    Linnaeus University, Faculty of Technology, Department of Computer Science.
    Emotion-Prints: Interaction-Driven Emotion Visualization on Multi-Touch Interfaces2015In: Proceedings of SPIE 9397: Visualization and Data Analysis 2015, San Francisco, CA, USA, February 8-12, 2015 / [ed] David L. Kao, Ming C. Hao, Mark A. Livingston, and Thomas Wischgoll, SPIE - International Society for Optical Engineering, 2015, p. 9397-0A-Conference paper (Refereed)
    Abstract [en]

    Emotions are one of the unique aspects of human nature, and sadly at the same time one of the elements that our technological world is failing to capture and consider due to their subtlety and inherent complexity. But with the current dawn of new technologies that enable the interpretation of emotional states based on techniques involving facial expressions, speech and intonation, electrodermal response (EDS) and brain-computer interfaces (BCIs), we are finally able to access real-time user emotions in various system interfaces. In this paper we introduce emotion-prints, an approach for visualizing user emotional valence and arousal in the context of multi-touch systems. Our goal is to offer a standardized technique for representing user affective states in the moment when and at the location where the interaction occurs in order to increase affective self-awareness, support awareness in collaborative and competitive scenarios, and offer a framework for aiding the evaluation of touch applications through emotion visualization. We show that emotion-prints are not only independent of the shape of the graphical objects on the touch display, but also that they can be applied regardless of the acquisition technique used for detecting and interpreting user emotions. Moreover, our representation can encode any affective information that can be decomposed or reduced to Russell’s two-dimensional space of valence and arousal. Our approach is enforced by a BCI-based user study and a follow-up discussion of advantages and limitations. 

  • 22.
    Cernea, Daniel
    et al.
    Linnaeus University, Faculty of Technology, Department of Computer Science. University of Kaiserslautern.
    Weber, Christopher
    UC Davis, Department of Computer Science.
    Kerren, Andreas
    Linnaeus University, Faculty of Technology, Department of Computer Science.
    Ebert, Achim
    University of Kaiserslautern.
    Group Affective Tone Awareness and Regulation through Virtual Agents2014In: Proceedings of the Workshop on Affective Agents: Fourteenth International Conference on Intelligent Virtual Agents (IVA 2014), 2014, p. 9-16Conference paper (Refereed)
    Abstract [en]

    It happens increasingly often that experts need to collaboratein order to exchange ideas, views and opinions on their path towardsunderstanding. However, every collaboration process is inherently fragileand involves a large set of human subjective aspects, including socialinteraction, personality, and emotions. In this paper we present Pogat,an affective virtual agent designed to support the collaboration processaround displays by increasing user awareness of the group affective tone.A positive group affective tone, where all the participants of a groupexperience emotions of a positive valence, has been linked to fosteringcreativity in groups and supporting the entire collaboration process. Atthe same time, a negative or inexistent group affective tone can suggestnegative emotions in some of the group members, emotions that canlead to an inefficient or even obstructed collaboration. A study of ourapproach suggests that Pogat can increase the awareness of the overallaffective state of the group as well as positively affect the efficiency ofgroups in collaborative scenarios.

  • 23.
    Cerratto-Pargman, Teresa
    et al.
    Stockholm University .
    Otero, Nuno
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Milrad, Marcelo
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Spikol, Daniel
    Malmö University.
    Knutsson, Ola
    Stockholm University .
    Ramberg, Robert
    Stockholm University .
    Purposeful Learning Across Collaborative Educational Spaces2014In: Learning and becoming in practice: The International Conference of the Learning Sciences (ICLS) 2014 : Proceedings, Volume 3, International Society of the Learning Sciences, 2014, Vol. 3, p. 1597-1598Conference paper (Refereed)
    Abstract [en]

    This paper presents the overall goals and preliminary results of an on-going research project that aims at: understanding the intricacies and complexities of introducing mobile technologies into schools’ curriculum and accepted teaching practices; analyzing actual transformations that the use of mobile technologies in schools brings to contemporary forms of learning. The results of the project will contribute to a better understanding of new media literacies and their implications for curriculum design and everyday educational practices.

  • 24.
    Chatzimparmpas, Angelos
    et al.
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    Martins, Rafael Messias
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    Kerren, Andreas
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM).
    t-viSNE: A Visual Inspector for the Exploration of t-SNE2018In: Presented at IEEE Information Visualization  (VIS '18), Berlin, Germany, 21-26 October, 2018, 2018Conference paper (Refereed)
    Abstract [en]

    The use of t-Distributed Stochastic Neighborhood Embedding (t-SNE) for the visualization of multidimensional data has proven to be a popular approach, with applications published in a wide range of domains. Despite their usefulness, t-SNE plots can sometimes be hard to interpret or even misleading, which hurts the trustworthiness of the results. By opening the black box of the algorithm and showing insights into its behavior through visualization, we may learn how to use it in a more effective way. In this work, we present t-viSNE, a visual inspection tool that enables users to explore anomalies and assess the quality of t-SNE results by bringing forward aspects of the algorithm that would normally be lost after the dimensionality reduction process is finished.

  • 25.
    Chow, Joyce
    et al.
    Interactive Institute Swedish ICT AB.
    Kusoffsky, Madeleine
    Interactive Institute Swedish ICT AB.
    Kurti, Arianit
    Interactive Institute Swedish ICT.
    From Abstract to Concrete: Telling Math Stories with Cards2016In: Proceedings of the 14th Participatory Design Conference: Short Papers, Interactive Exhibitions, Workshops - Volume 2, ACM Press, 2016, p. 90-91Conference paper (Refereed)
    Abstract [en]

    Our research project, funded by Vinnova, has the aim to produce a catalog of future visions of mathematics learning at the middle school level in Sweden. Our research team and reference group involves members from different backgrounds and ages including designers, programmers, teachers, pedagogues, and middle school students.

  • 26.
    Dadzie, Aba-Sah
    et al.
    KMi, The Open University, UK.
    Müller, Maximilian
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Alissandrakis, Aris
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Milrad, Marcelo
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Collaborative Learning through Creative Video Composition on Distributed User Interfaces2016In: State-of-the-Art and Future Directions of Smart Learning / [ed] Li, Y., Chang, M., Kravcik, M., Popescu, E., Huang, R., Kinshuk, Chen, N.-S., Springer, 2016, 1, p. 199-210Chapter in book (Refereed)
    Abstract [en]

    We report two studies that fed into user-centred design for pedagogical and technological scaffolds for social, constructive learning through creative, collaborative, reflective video composition. The studies validated this learning approach and verified the utility and usability of an initial prototype (scaffold) built to support it. However, challenges in interaction with the target technology, multi-touch tabletops, impacted ability to carry out prescribed learning activities. Our findings point to the need to investigate an alternative approach and informed redesign of our scaffolds. We propose coupling of distributed user interfaces, using mobile devices to access large, shared displays, to augment capability to follow our constructive learning process. We discuss also the need to manage recognised challenges to collaboration with a distributed approach.

  • 27.
    Dahl-Örn, Rasmus
    Linnaeus University, Faculty of Technology, Department of Informatics.
    Samarbete och kommunkation inom onlinebaserade prototypverktyg: En studie kring funktionalitet och behov2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Distansarbete blir allt vanligare vilket innebär att kommunikation och samarbete sker via samverkande system som förmedlas via datorn. Inom området cscw (computer-cooperative work) bedrivs forskning som berör kommunikation och samarbete samt forskning kring förståelse för hur människor arbetar i grupper och engagerar sig i gruppaktiviteter. Även samhällsvetenskap, psykologi, systemvetenskap och människa- datorinteraktion är en del av cscw. Studien i denna rapport ämnade därför undersöka hur kommunikation och samarbete i onlinebaserade prototypverktyg kan underlättas. Studien har genom ett kvantitativt angreppssätt använt och applicerat existerande teorier inom ämnet för cscw. Genom resultatet från en enkätundersökning skapades en anpassad kontextmatris och samarbetsmekanismer som låg till grund för kommande utvärderingar. Kontextmatrisen innehåller sammanhang för inom vilka samarbete sker. Den är uppdelad i två dimensioner som består av tid och rum. Dessa delas sedan upp i olika plats, samma plats, asynkron och synkron kommunikation. Samarbetsmekanismerna består av handlingar inom ett samarbetsprojekt som gruppmedlemmarna måste genomföra för att utföra och sammanställa en uppgift. Genom ett kvalitativt angreppssätt utifrån scenariospecifikationer och aktivitetsdiagram skapades och genomfördes fyra utvärderingar mot tre olika onlinebaserade prototypverktyg. Studien visar tydligt på funktionalitet och behov som underlättar samarbete och kommunikation inom onlinebaserade prototypverktyget. Från den empiriska undersökningen framställdes en kontextmatris, anpassade samarbetsmekanismer samt behov och funktionskrav. Dessa resultat är av betydelse vid utvecklande och analysering av onlinebaserade prototypverktyg i förhållande till samarbete och kommunikation. Funktionalitet som är av betydelse är att verktyget ska tillgodose användaren med rätt sorts kommunikation, tillgodose funktionalitet som gör det möjligt att se vilka inom gruppen som befinner sig i verktyget, dess arbetsyta och vad varje gruppmedlemmarna arbetar med. Vidare är det också av stor vikt att kunna dela med sig av material till andra som har producerats inom verktyget men också ha möjlighet att dela och lagra material i verktyget som producerats i andra programvaror. 

  • 28.
    Dalipi, Fisnik
    et al.
    Norwegian University of Science and Technology (NTNU), Norway.
    Ferati, Mexhid
    Oslo and Akershus University College of Applied Sciences (HiOA), Norway.
    Yayilgan, Sule Yildirim
    Norwegian University of Science and Technology (NTNU), Norway.
    User Interface Evaluation of a Ski Injuries Management System2017In: Advances in Human Factors in Sports and Outdoor Recreation, Orlando, USA: Springer, 2017, p. 213-222Conference paper (Refereed)
    Abstract [en]

    Although many technological devices and solutions to enhance the skiing experience are now available for skiers, skiing sometimes could turn to be potentially dangerous. The speed of movement, environment unpredictability, and variable weather conditions, among others, can contribute to some of the most common skiing injuries that skiers incur. In this paper, we conduct an interface prototype evaluation of a ski injury registration system architecture that is already developed. This system will improve the communication from the ski resort to the medical center, in case an injury has occurred. The results of the interface evaluation indicate that the ski patrollers showed very positive attitude and experience with this prototype. Furthermore, the post-task and SUS (System Usability Scale) question results showed very high score for all participants, indicating that locating the body parts and the right injury was very easy using the interface.

  • 29.
    Ebert, Achim
    et al.
    University of Kaiserslautern, Germany.
    Weber, Christopher
    University of Kaiserslautern, Germany.
    Cernea, Daniel
    Linnaeus University, Faculty of Technology, Department of Computer Science.
    Petsch, Sebastian
    University of Kaiserslautern, Germany.
    TangibleRings: Nestable Circular Tangibles2013In: CHI '13 Extended Abstracts on Human Factors in Computing Systems, ACM Press, 2013, p. 1617-1622Conference paper (Refereed)
    Abstract [en]

    The multitouch functionality of tabletop computers is often augmented by the use of tangible objects that offer an intuitive and haptic alternative to interaction and manipulation. However, employing tangibles can also lead to less desirable effects, such as occlusion or lack of precision. In this paper we highlight the design and implementation of ring-like tangible objects: TangibleRings. They do not occlude the objects underneath them and also support the detection of touch events inside their perimeter. Additionally, multiple rings may be nested within one another in order to combine ring functionalities or produce more complex filters.

  • 30.
    Edwards, Richards
    et al.
    Indiana University, USA.
    Stewart, Jennifer
    Indiana University, USA.
    Ferati, Mexhid
    Indiana University, USA.
    Assessing Effectiveness the Distributed Pair of Programming Online for an Informatics Curriculum2010In: ACM inroads, ISSN 2153-2184, E-ISSN 2153-2192, Vol. 1, no 1, p. 48-54Article in journal (Refereed)
    Abstract [en]

    Studies have shown that distributed pair programming improves student performance and retention in online computer science (CS) courses. However, as online CS courses become more commonly offered in computer science and Informatics departments around the country, it is imperative that distributed pair programming becomes as effective as when performed in co-located spaces such as computer labs. The present study identifies a disparity in student attitudes towards pair programming in co-located versus online environments. This study identifies several qualitative measures that can impact the pedagogical advantages of pair programming when implemented into an existing online computer science curriculum. This on-going study focuses on the online Informatics curriculum at Indiana University Bloomington and Indiana University Purdue University Indianapolis. Begun in Spring 2009, the research focuses on student experiences and perceptions of pair programming, and utilizes both quantitative and qualitative assessment methods. In order to improve the effectiveness of distributed pair programming, it is crucial to properly assess teaching and learning practices that will improve student engagement and motivation in distributed pair programming exercises. Student experience surveys, using a modified Likert scale, demonstrate that student-centered perceptions of the ease and effectiveness of pair programming differs significantly between co-located and online activities. This paper identifies several key areas where there is a noticeable variance between co-located and online pair programming experiences, and argues that addressing and improving these key areas will be vital for the successful implementation and sustainability of distributed pair programming efforts.

  • 31.
    Edéus, Jakob
    et al.
    Linnaeus University, Faculty of Technology, Department of Informatics.
    Lindén Johansson, Joakim
    Linnaeus University, Faculty of Technology, Department of Informatics.
    Uppmärksamhet och mental belastning: En kvalitativ studie om hur designprinciper påverkar uppmärksamhet och mental belastning i ett gränssnitt.2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    I dagens samhälle blir vi ständigt distraherade i vår vardag i form av notiser och dylikt, det är ett fenomen som refereras till som informationsöverflöd. På arbetsplatser blir detta ett problem då överflödet av information distraherar oss från arbetet och därav kan vi inte vara effektiva. Informationsöverflödet belastar då vår mentala kapacitet med irrelavant information, syftet med denna studie var därför hur etablerade designprinciper påverkar uppmärksamhet och mental belastning vid just inlärning av ett gränssnitt. I denna uppsats undersöks därmed områden som mental belastning, uppmärksamhet, arbetsminne, informationsarkitektur och användbarhet med teorin Cognitive Load Theory som teoretiskt ramverk.

    Två empiriska datainsamlingar genomfördes i studien för att undersöka valda forskningsområden. Den första empiriska datainsamlingsmetoden var en skissworkshop där målet med denna var att, tillsammans med användarna, diskutera informanternas skisser i relation till mental belastning och uppmärksamhet. Datan från workshopen lade grunden för utveckling av en prototyp över ett gränssnitt. Den senare empiriska datainsamlingen bestod av ett “think aloud” användartest och en SUS-utvärdering av prototypen.

    Resultatet från denna studie har visat att designprinciper som ämnar att förbättra användbarhet med fördel kan appliceras för att hjälpa användaren att behålla uppmärksamheten vid användning av ett gränssnitt samt minska den irrelevanta mentala belastningen. Enligt Cognitive Load Theory kan en lägre total mental belastning bidra till effektivare bearbetning av information och därmed även till effektivare inlärning.

  • 32.
    Ekelin, Annelie
    et al.
    Blekinge Institute of Technology.
    Elovaara, Pirjo
    Blekinge institute of technology.
    Mörtberg, Christina
    Oslo University, Norway.
    Exploring Digital Storytelling as a method for participatory design2008In: PDC '08 Proceedings of the Tenth Anniversary Conference on Participatory Design 2008 / [ed] Toni Robertson, Jesper Simonsen, David Hakken, ACM Press, 2008, p. 297-298Conference paper (Refereed)
    Abstract [en]

    The core of Participatory Design builds on collaborative processes of users, designers and other stakeholders. [2] In order to realize this ambition a range of methods and techniques have been developed and used. Initially it was the ethnographic methods that were regarded as the most valuable ones, especially when investigating the userś everyday practices. [3] During the last years the methods repertoire has been expanded to also include methods inspired by narrative and visualization methods (games, story boards, digital scenarios etc.) [1, 7]

  • 33.
    Eliasson, Johan
    et al.
    Stockholm University.
    Pargman, Teresa Cerratto
    Stockholm University.
    Nouri, Jalal
    Stockholm University.
    Spikol, Daniel
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Ramberg, Robert
    Stockholm University.
    Mobile Devices as Support Rather than Distraction for Mobile Learners: Evaluating Guidelines for Design2011In: International Journal of Mobile and Blended Learning, ISSN 1941-8647, E-ISSN 1941-8655, Vol. 3, no 2, article id 1Article in journal (Refereed)
    Abstract [en]

    This article questions the design of mobile learning activities that lead students to spend time focusing on the mobile devices at the expense of interacting with other students or exploring the environment. This problem is approached from an interaction design perspective, designing and analysing geometry-learning activities. The authors present six guidelines for designing mobile learning activities, where mobile devices support rather than distract students from contents and contexts relevant to the learning goals. The guidelines are developed through video analysis of groups of middle school students doing learning activities outdoors and evaluated using the task model. The guidelines suggest that students (1) assume roles based on a different functionality of each device, (2) use devices as contextual tools, that the activities, (3) include physical interaction with the environment, (4) let teachers assume roles, (5) encourage face-to-face communication, and (6) introduce students to the mobile devices.

  • 34.
    Ferati, Mexhid
    South East European University, Macedonia.
    Investigating bookmarking habits of blind users2013In: Proceedings of the 6th Balkan Conference in Informatics, Thessaloniki, Greece: ACM Press, 2013, p. 137-140Conference paper (Refereed)
    Abstract [en]

    To easily revisit websites of interest, users typically use the browser's bookmarking feature. Due to technological barriers to access the web, however, the blind and visually impaired users make a little use of this feature. To further investigate such claim, we conducted a survey with 12 blind and visually impaired K-12 students. The results of the interview show that students have no or limited use of the bookmarking service. The main reason is found to be the small number of websites they visit, thus not having the need to bookmark them. Another reason is the difficulty to create and also access the created bookmarks. An interesting result from the survey is that blind and visually impaired like to share the websites they use. To take advantage of this, we propose a solution that will combine the bookmarking and sharing features using a "bag" metaphor, which enriched with non-speech sounds, could encourage blind and visually impaired students browse larger number and more diverse websites.

  • 35.
    Ferati, Mexhid
    et al.
    Oslo and Akershus University College, Norway.
    Beyene, Wondwossen
    Oslo and Akershus University College, Norway.
    Developing Heuristics for Evaluating the Accessibility of Digital Library Interfaces2017In: Universal Access in Human–Computer Interaction. Design and Development Approaches and Methods / [ed] Antona M., Stephanidis C., Springer, 2017, p. 171-181Conference paper (Refereed)
    Abstract [en]

    Digital libraries are important resources for the education of all, including people with disabilities. Designing their interfaces to include broader range of users has been a challenge, partly because to evaluate their accessibility, access to participants is a difficult part. Hence, to overcome such limitation, researchers often use heuristics to evaluate library interfaces. Generic heuristics are typically lengthy or too general, hence not suitable to uncover accessibility issues with library interfaces. In this paper, we address this issue by proposing heuristics specifically designed for the evaluation of digital library interfaces. The initial set of heuristics was derived from four different sources independently rated by two domain experts. In addition, four new items were proposed based on observations we conducted in another study on the accessibility of digital libraries. The final set of heuristics proposed is consisted of sixteen items tailored specifically to evaluate the accessibility of digital library interfaces.

  • 36.
    Ferati, Mexhid
    et al.
    Indiana University, USA.
    Bolchini, Davide
    Indiana University, USA.
    Mannheimer, Steve
    Indiana University, USA.
    Towards a Modeling Language for Designing Auditory Interfaces2009In: Universal Access in Human-Computer Interaction: Applications and Services : 5th International Conference, UAHCI 2009 Held as Part of HCI International 2009 San Diego, CA, USA, July 19-24, 2009 Proceedings, Part III / [ed] Constantine Stephanidis, Springer, 2009, p. 502-511Conference paper (Refereed)
    Abstract [en]

    Auditory applications are systems that communicate content, navigation capabilities and functionality mainly via the aural channel, or via a combination of the aural and visual channels, and can support the user interaction in a multimodal fashion as well (e.g. through touch or speech). In this paper, we present the preliminary results of an exploratory research effort aimed at establishing a design modeling language for auditory applications, by extending an existing interactive application design model (IDM, Interactive Dialogue Model) used in the area of hypermedia and information-intensive applications. Our exploratory research capitalizes on previous experience in hypermedia modeling, aural information architectures, and design of auditory applications. We use an auditory application, the Acoustic Edutainment Interface (AEDIN), as a real case study to inform and exemplify the use of the modeling language. 

  • 37.
    Ferati, Mexhid
    et al.
    Indiana University, USA.
    Mannheimer, Steven
    Indiana University, USA.
    Bolchini, Davide
    Indiana University, USA.
    Acoustic Interaction Design through “Audemes”: Experiences with the Blind2009In: Proceedings of the 27th ACM international conference on Design of communication, ACM Publications, 2009, p. 23-28Conference paper (Refereed)
    Abstract [en]

    This paper presents and discusses design decisions for an acoustic edutainment application for blind users called AEDIN (Acoustic EDutainment INterface), comprising audio elements used as navigational and thematic landmarks in touch-screen computers. We tested designs with blind and visually impaired teenagers. Preliminary results demonstrated the efficacy of AEDIN as an easy-to-learn and memorize architecture, and a potentially fun interface. The paper illustrates the lessons learned from the design and evaluation experience and contextually outlines new research directions for aural communication design.

  • 38.
    Ferati, Mexhid
    et al.
    Indiana University, USA.
    Mannheimer, Steven
    Indiana University, USA.
    Bolchini, Davide
    Indiana University, USA.
    Usability Evaluation of Acoustic Interfaces for the Blind2011In: Proceedings of the 29th ACM international conference on Design of communication, SIGDOC'11, Pisa, Italy: ACM Publications, 2011, p. 9-16Conference paper (Refereed)
    Abstract [en]

    With the rapid advent of touchscreen devices, opportunities are increasing to develop innovative interfaces, including applications that combine touch input with auditory feedback to serve the blind and visually impaired (BVI) community. Targeted to blind high- school children, our innovative design, AEDIN (Acoustic EDutainment INterface), uses non-speech sounds simultaneously as navigational prompts and content icons/signifiers for recorded text-to-speech educational essays, which are the main content of this application. A study of two versions of AEDIN was conducted with 20 participants from a K-12 school for the BVI to evaluate its usability and identify ways to improve it. Through the collection of quantitative and qualitative data, we discovered key design improvements that made AEDIN a highly usable and enjoyable interface for these users. The paper highlights good design practices for acoustic interfaces.

  • 39.
    Ferati, Mexhid
    et al.
    Oslo and Akershus University College, Norway.
    Mripa, Njomza
    South East European University, Macedonia.
    Bunjaku, Ridvan
    ALMOOC, Macedonia.
    Accessibility of MOOCs for Blind People in Developing Non-English Speaking Countries2016In: Advances in Intelligent Systems and Computing, Springer, 2016, Vol. 500, p. 519-528Conference paper (Refereed)
    Abstract [en]

    Besides the globally popular MOOCs, localized MOOCs specific to a region or language are also emerging. These specialized MOOCs often aim to address specific needs that are typically unaddressed by the global MOOCs. Such example is Almooc that aims to address the needs of the Albanian-speaking persons who lack English proficiency. Despite the MOOCs adage to include and offer education to all people, research has shown that their interface is not accessible to people with disabilities, such as the blind. To evaluate the level of accessibility of Almooc, in this paper we report findings from three different methods: usability testing, automatic accessibility checking, and heuristic evaluation. The results indicate that Almooc is not currently accessible to blind people, however, we present recommendations to easily overcome the discovered issues.

  • 40.
    Ferati, Mexhid
    et al.
    Oslo and Akershus University College, Norway.
    Murano, Pietro
    Oslo and Akershus University, Norway.
    Giannoumis, G. Anthony
    Oslo and Akershus University, Norway.
    Universal Design of User Interfaces in Self-driving Cars2017In: Advances in Intelligent Systems and Computing. AHFE 2017 / [ed] Di Bucchianico G., Kercher P., Springer, 2017, Vol. 587, p. 220-228Conference paper (Refereed)
    Abstract [en]

    Self-driving cars are already being tested in our roads, and several benefits to society are expected with their mainstream use. They also present an opportunity to increase independent mobility for people with disabilities and the elderly. To achieve this, however, the in-car interaction should be redesigned to be suitable for these groups of previously excluded car users. An investigation of existing literature helped us identify two main challenges that could impact the adoption of self-driving cars by such users, namely, their acceptance and multimodal in-car interaction. To mitigate such challenges, we propose in this paper a model that frames the process of universally designing the in-car interactions to increase usability for everyone, while maintaining safety. We argue that integrating universal design early in the development of in-car interaction will ensure their accessibility and usability by all people.

  • 41.
    Ferati, Mexhid
    et al.
    Indiana University, USA.
    Pfaff, Mark S.
    Indiana University, USA.
    Mannheimer, Steve
    Indiana University, USA.
    Bolchini, Davide
    Indiana University, USA.
    Audemes at work: Investigating features of non-speech sounds to maximize content recognition2012In: International journal of human-computer studies, ISSN 1071-5819, E-ISSN 1095-9300, Vol. 70, no 12, p. 936-966Article in journal (Refereed)
    Abstract [en]

    To access interactive systems, blind users can leverage their auditory senses by using non-speech sounds. The structure of existing non-speech sounds, however, is geared toward conveying atomic operations at the user interface (e.g., opening a file) rather than evoking broader, theme-based content typical of educational material (e.g., an historical event). To address this problem, we investigate audemes, a new category of non-speech sounds whose semiotic structure and flexibility open new horizons for the aural interaction with content-rich applications. Three experiments with blind participants examined the attributes of an audeme that most facilitate the accurate recognition of their meaning. A sequential concatenation of different sound types (music, sound effect) yielded the highest meaning recognition, whereas an overlapping arrangement of sounds of the same type (music, music) yielded the lowest meaning recognition. We discuss seven guidelines to design well-formed audemes.

  • 42.
    Ferati, Mexhid
    et al.
    South East European University, Macedonia.
    Raufi, Bujar
    South East European University, Macedonia.
    Kurti, Arianit
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Computer Science.
    Vogel, Bahtijar
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Computer Science.
    Accessibility Requirements for Blind and Visually Impaired in a Regional Context: An Exploratory Study2014In: 2014 IEEE 2nd International Workshop on Usability and Accessibility focused Requirements Engineering (UsARE) / [ed] Shah Rukh Humayoun, Norbert Seyff, Nauman A. Qureshi, Anna Perini, Achim Ebert, David Callele, and Simone D. J. Barbosa, IEEE Press, 2014, p. 13-16Conference paper (Refereed)
    Abstract [en]

    At the time when we are debating the Internet as a human right, an access to basic online information is a challenge for blind and visually impaired community. Steps taken for their digital inclusion, such as, the Web Content Accessibility Guidelines (WCAG) are often insufficient. In this paper we present initial requirements gathered during three workshops organized with various stakeholders coming from three different countries. Initial results suggest that the context of use and the cultural dimension play a crucial role in making digital content accessible for this community. Additionally, a one-solution-fits-all model is inadequate without considering levels of visual impairment when providing customized web and mobile experience. Finally, we lay out challenges that with comprehensive requirements gathering in the future, could address various problems that blind and visually impaired face.

  • 43.
    Ferati, Mexhid
    et al.
    Oslo and Akershus University College of Applied Sciences, Norway.
    Sulejmani, Lirim
    South East European University, Macedonia.
    Automatic Adaptation Techniques to Increase the Web Accessibility for Blind Users2016In: HCI International 2016 – Posters' Extended Abstracts: 18th International Conference, HCI International 2016 Toronto, Canada, July 17–22, 2016 Proceedings, Part II / [ed] Constantine Stephanidis, Springer, 2016, p. 30-36Conference paper (Refereed)
    Abstract [en]

    Despite the available guidelines and tools to build accessible websites, many still fail to be accessible and usable by the blind users. Web content adaptation has been used as an approach to enhance website accessibility by applying automatic transformation techniques. We describe here a system that automatically increases webpage accessibility by applying three different techniques: link enrichment, image enrichment, and navigation enrichment. Preliminary evaluation of these techniques reveals that the prototype successfully eliminates half of the accessibility errors identified by validating tools and it performs equally well regardless of the accessibility compliance level of the website.

  • 44.
    Gamme, Joacim
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Att skapa användbarhet: och välja metoder med omsorg2011Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

     

    Denna uppsats handlar om arbetsprocesser ur ett användbarhetsmetodiskt perspektiv. Metoder och aktiviteter som kan tillämpas vid utveckling av digitala gränssnitt kommer att beskrivas och vilka risker som kan uppstå om arbetsprocessen inte innehåller vissa metoder. Målet var att klart definiera begreppet användbarhet för att i slutet av arbetet kunna verifiera de olika metoderna utifrån detta begrepp. God användbarhet som i sin tur ligger till grund för bättre användarupplevelser och mer framgångsrika produkter.

     

    Undersökningen grundar sig på två sedan tidigare utvecklade arbetsprocesser och en fallstudie i syfte att förstå svårigheterna som kan uppstå vid utvecklingen. Det gjordes en matris av de teoretiska arbetsprocesserna som sedan jämfördes med resultatet ifrån fallstudien.

     

    Undersökningen resulterade i ett flertal punkter i arbetsprocessen där förändringar ur ett användbarhetsperspektiv skulle kunna genomföras. Det visade sig att metoder som ser till användarens behov och krav inte tillämpas i den utsträckning de borde för att skapa förutsättningar för god användbarhet och användarupplevelser. Det framgick att användarperspektivet är viktigt och kan ge utvecklare bra data om hur produkter upplevs och används. Användare skall ha en mer central roll underutvecklingsprocessen. Detta för att inte riskera en självförverkligande design som bygger på utvecklarens egna erfarenheter och fördomar. Arbetsprocessen och dess innefattade metoder är därför viktigt att den betänks noga.

  • 45.
    Giannoumis, G. Anthony
    et al.
    Oslo and Akershus University, Norway.
    Ferati, Mexhid
    Oslo and Akershus University, Norway.
    Pandya, Umesh
    Wayfindr, UK.
    Krivonos, Daria
    Oslo and Akershus University College of Applied Sciences, Norway.
    Pey, Tom
    Royal Society for Blind Children, UK.
    Usability of Indoor Network Navigation Solutions for Persons with Visual Impairments2018In: Breaking Down Barriers. CWUAAT 2018 / [ed] Pat Langdon, Jonathan Lazar, Ann Heylighen, Hua Dong, Springer, 2018, p. 135-145Conference paper (Refereed)
    Abstract [en]

    The United Nations (UN) Convention on the Rights of Persons with Disabilities (CRPD) obligates States Parties to ensure personal mobility and independence for persons with disabilities by promoting access to and the development of assistive technology (AT)—i.e. products and services that enhance daily living and quality of life for persons with disabilities. Research has examined the experiences of persons with different disabilities using ICT and AT for indoor navigation and wayfinding. However, in the last year, ICT developers have made substantial strides in deploying Internet of Things (IoT) devices as part of indoor network navigation solutions (INNS) for persons with visual impairments. This article asks, ‘To what extent do persons with visual impairments perceive INNS as usable?’ Quantitative and qualitative data from an experimental trial conducted with 36 persons with visual impairments shows that persons with visual impairments largely consider INNS as usable for wayfinding in transportation stations. However, the results also suggest that persons with visual impairments experienced barriers using INNS due to the timing of the instructions. Future research should continue to investigate the usability of INNS for persons with visual impairments and focus specifically on reliability and responsivity of the instruction timing.

  • 46.
    Gunzenhauser, Jan
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Application of real-time HRV biofeedback in the scenario of meditation practice: Feasibility, usability and medical fidelity2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Chronic stress is a prevalent and universally present hazard in modern society. It lowers the quality of life for individuals and significantly con- tributes to unsustainable health care costs. Therefore it is important to have natural and noninvasive ways of controlling stress. One such way is meditation, a technique which has been practiced for over five thousand years to improve stress regulation. Also, proceedings in sensing technologies lead to the discovery of biofeedback as another cost-effective technique for stress assessment and reduction. In continuation of research on real-time reflective human-computer-interfaces, this thesis combines these techniques by exploring the application of electrocardiography sensing technology in a heart rate variability (HRV) biofeedback system for the scenario of medita- tion practice. A proof-of-concept prototype was designed and implemented which quantifies stress and gives feedback on meditation effectiveness. For evaluation, a user study has been performed. Results were analysed in a systematic way to evaluate the feasibility and acceptance of the solution as well as the fidelity of HRV data that was measured during user tests. The prototype was found to be feasible in the context of technology acceptance while the fidelity of data, acquired by an algorithm for time and frequency domain analysis of HRV, was confirmed. A final conclusion is that the reflective aspect of the implemented real-time biofeedback system helps to improve regulatory capacity and thus lowers stress in individuals. 

  • 47.
    Herault, Romain Christian
    et al.
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Alissandrakis, Aris
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    An Application for Speech and Language Therapy Using Customized Interaction Between Physical Objects and Mobile Devices2016In: Proceedings of the 24th International Conference on Computers in Education / [ed] Chen, W. et al., India: Asia-Pacific Society for Computers in Education, 2016, p. 477-482Conference paper (Refereed)
    Abstract [en]

    This paper presents a prototype that facilitates the work of Speech and Language Therapists (SLTs) by providing an Android mobile device application that allows the therapist to focus on the patient rather than taking notes during exercises.Each physical object used by the therapist in those exercises can be given digital properties using Near Field Communication (NFC) tags. The registration does not require a high level of ICT skills from the therapists. SLTs often use such objects in non-technology driven exercises that deal with classification, seriation and inclusion. The application offers such exercises developed in close collaboration with two SLTs, and our aim was to provide therapists with a way to efficiently record activities while working with a patient using a mobile application. The tool was validated through several expert reviews, a usability study as well as a trial with a patient in Paris, France.

  • 48.
    Holmberg, Johnny
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Stimulerande av självutveckling genom mobila gränssnitt: Implementering av egenskaper från spel och gruppdynamik för att främja självutveckling genom mobila gränssnitt2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Människor blir ofta påverkade av hur kändisar och deras kroppar ser ut och det syns ofta i media. Det har skapat en bild hur vi uppfattar hur människan ser ut och vad som är attraktivt eller hälsosamt. Vem har inte haft viktnedgång eller ”ett nytt hälsosammare liv” som återkommande nyårslöfte. Det finns idag en uppsjö av olika bantningsmetoder och träningsformer att välja mellan och många av dessa fungerar med goda resultat. Problemet brukar dock ligga i motivationen till träning och kost som gör att de flesta inte uppnår sina mål med sin träning. Därför har man i detta arbete tittat på egenskaper som kan göra en människa mer motiverad till självutveckling och för att öka en persons prestationsförmåga samt hur man kan implementera dessa i ett mobilt gränssnitt för att skapa en produkt som kan hjälpa en människa uppnå sina mål. Man har i detta arbete funnit bevis att sådana egenskaper finns och de kan implementeras i ett mobilt gränssnitt. Arbetet omfattar en litterärundersökning kring användbarhet, serious gaming och gruppdynamik som har mynnat ut i en operationalisering som skall kunna användas för att inte bara ta fram ett gränssnitt som kan motivera en användare till fysisk aktivitet utan även hur man skapar detta gränssnitt så det blir användbart och en fröjd att använda. De olika teorierna har sedan använts och implementerats i en mobil applikation som har designats utifrån operationaliseringen och som presenteras i detta arbete.

  • 49.
    Holmquist Orlov, Andreas
    et al.
    Linnaeus University, Faculty of Technology, Department of Informatics.
    Thornemo Larsson, David
    Linnaeus University, Faculty of Technology, Department of Informatics.
    Inre och yttre motivation: En kvalitativ studie av hedoniska och utilitaristiska drivkrafter genom gamification2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In most systems, businesses and services, utilitarian motivation systems, that rewards the user with money, promotion, points, and praise, are currently being used. Utilitarian systems harness the users’ extrinsic motivation. In contrast to extrinsic motivation, researchers have developed theoretical models to illuminate the users’ intrinsic motivation; hedonic motivational systems. Intrinsic motivating factors revolve around emotions such as joy and curiosity and has had a major impact on the information technology world in recent years. The scientific community, however, disagree on whether utilitarian and hedonic motivation systems should be combined and of the effect it could have on motivation. Some argue that Gamification can act as a bridge between the hedonic and utilitarian systems because it includes both types of incentive factors.

    In order to examine whether and how gamification can combine hedonic and utilitarian systems, the authors of this report, designed a digital interface which formed the basis for usability tests. The usability tests were carried out as part of a parallel case study, on asylum seeking youths between the ages of 13-18. Based on the results of the usability tests the conclusion, that with the help of relevant gamification principles hedonic and utilitarian systems can and should be combined to create greater motivation, were drawn.

  • 50.
    Hoppe, H. Ulrich
    et al.
    Rhine-Ruhr Institute for Applied System Innovation (RIAS), Germany.
    Müller, Maximilian
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Alissandrakis, Aris
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Milrad, Marcelo
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Schneegass, Christina
    Rhine-Ruhr Institute for Applied System Innovation (RIAS), Germany.
    Malzahn, Nils
    Rhine-Ruhr Institute for Applied System Innovation (RIAS), Germany.
    "VC/DC" - Video versus Domain Concepts in Comments to Learner-generated Science Videos2016In: Proceedings of the 24th International Conference on Computers in Education. India: Asia-Pacific Society for Computers in Education / [ed] Weiqin Chen et al., India: Asia-Pacific Society for Computers in Education, 2016, p. 172-181Conference paper (Refereed)
    Abstract [en]

    The recently finished EU project JuxtaLearn aimed at supporting students' learning of STEM subjects through the creation, exchange and discussion of learner-made videos. The approach is based on an eight-stage activity cycle in the beginning of which teachers identify specific "stumbling blocks" for a given theme (or "tricky topic"). In JuxtaLearn, video comments were analyzed to extract information on the learners' acquisition and understanding of domain concepts, especially to detect problems and misconceptions. These analyses were based on mapping texts to networks of concepts ("network-text analysis") as a basis for further processing. In this article we use data collected from recent field trials to shed light on what is actually discussed when students share their own videos in science domains. Would the aspect of video-making dominate over activities related to a deepening of domain understanding? Our findings indicate that there are different ways of balancing both aspects and interventions will be needed to bring forth the desired blend.

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