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  • 1.
    Bergerstam, Fanny
    Luleå University of Technology, Department of Social Sciences, Technology and Arts.
    Enhancing information mediation to employees at Willys: How a analysis of Willys onboarding process led to a mobile application for employees2021Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    A well thought out process is today a commonly used approach to enable new employees to become efficientin their new role. Axfood is a Swedish company group that operates in the food and logistics industry. Thegroup includes chains as Willys & Hemköp, among others. With over ten thousand employees and a growingcompany the need for recruitment is always present. Axfood is currently in the process of reorganizing theirinternal onboarding processes, rebuilding it from the ground up. This master thesis has been a part of thisbigger initiative and have focused on the onboarding process at the store chain Willys.

    The project has followed the human centered design process, developed by IDEO. This process includes thethree phases, inspiration, ideation, and implementation. The methods used to reach a final result has been interviews,user journey maps, creative workshop, ideation methods, wireframing, prototyping and user testing. In the inspiration phase the current state and the users experiences of the onboarding process was explored.This made it possible to identify enhancement opportunities, one of them being the fact that none of the askedemployees did continuously use Willys intranet. In decision with Axfood, this opportunity was selected as thefocus of the solutions proposal. When the project reached the creative phase it therefore had a new direction,which led: how can Axfood use digital tools to reach employees and distribute information in an attractiveway?

    Throughout the creative and implementation phase a solution for this problem was explored, prototyped,tested and enhanced.The project resulted in a solutions proposal in the form of a mobile application aimed to employees. Thesolution functions as an inspiration of how Axfood can mediate information to employees in a attractive anduser friendly way. The content has been developed based on the user groups request and needs, providingthem with information and support that make them more efficient in their role. Beyond the final result theproject has also contributed Axfood with usable data of their employees needs and knowledge of how humancentered methods can be used in the future.

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  • 2.
    Dyne, Ofelia
    Luleå University of Technology, Department of Social Sciences, Technology and Arts.
    Virtual review meetings: A study of how to improve the review meetings at Virtual manufacturing2020Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This project is a master thesis executed in Gothenburg for 20 weeks during the end of 2020 as part of the education at Lulea technical university in collaboration with Virtual manufacturing. Virtual manufacturing is a company of 40 employees that supports their customers with production-based services such as helping with expansions, layouts and improving workstations. The context for this thesis is the review meetings of products, CAD models, that are reviewed by the customers and the constructors at Virtual manufacturing. At the construction department there are 2-3 employees located in Gothenburg while the customer is located at their company site. The meetings are conducted online. The objective of this project is to create a method for how Virtual manufacturing can use virtual reality (VR) in their review meetings and the aim is to improve the communication and collaboration at the review meetings. The problem is that design flaws slip through the construction phase, making it necessary to make last minute changes when the product is manufactured or forcing Virtual manufacturing to rebuild details of the product at the customer site. This adds time for finishing the product, adding expenses for the company and stress for the employees. Four research questions have been answered in this report. The first question was: What is needed for the solution to be sustainable for the employees? It was answered using information from six semi structured interviews with production, construction, project leader and the manager of the company, three observations of review meetings with customer and an observation at one of the customer sites, where a product did not meet the ergonomic standard, was conducted. Programs used by the constructors was learned and theory regarding organizational change and human centred design was used for understanding problems arising. Findings showed that the solution needed to be easy to use, be accessible from different locations and be time-efficient to use. The second research question was: What needs to be improved for better communication at the review meeting? It was answered using information from a workshop with the constructors and by reviewing theory about communication, collaboration, and boundary objects: Findings suggested that size estimation of the product needed to be improved as well as the structure of how to save and organize feedback from the meetings. The third research question was: Will extended reality (virtual, augmented, or mixed) improve the review meetings? It was answered by reviewing theories about extended reality (XR) as well as an interview with professor Wallergård at Lund’s university: VR was deemed to be the best version of XR for improving the review meetings as a complementary tool. The final research question was: How can VR be used for improving the meeting? It was answered using theories from earlier research questions with an addition of articles of VR as well as benchmarking, a workshop with the constructors and both a workshop and semi-structured interviews with four developers at Virtual manufacturing: VR could aid the ergonomic evaluation by letting the participants experiencing the model in full scale. The conclusion was to change CAD software from IronCAD to Fusion 360, reducing time for preparation and improve the possibility to save feedback, document decisions made in a shared document with the customer to improve communication, and slowly implement VR as a tool for reviewing ergonomics. Starting with a small setup where the customer enters the VR environment and share their screen with the constructor. A method for how to conduct the meetings and how to implement the changes are suggested in the last chapter of the report. 

  • 3.
    Edberg, Hanna
    et al.
    Luleå University of Technology, Department of Social Sciences, Technology and Arts.
    Schulz, Madelene
    Luleå University of Technology, Department of Social Sciences, Technology and Arts.
    Backup opening of automatic doors in autonomous vehicles: A usability study2023Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Shared autonomous vehicles provide a solution for the future of sustainable and accessible transportation in urban areas, both in terms of social and environmental sustainability. However, these types of vehicles face different challenges in comparison to privately owned ones. For example, it is of greater importance that a shared autonomous vehicle can cater to a large number of users with different prerequisites such as age, limited movement and strength, or visual impairment. 

    In this project, methods, and interactions for creating a human-centered design solution for backup door opening of automatic doors in the shared autonomous vehicle CM1e have been investigated. The aim of the project is to support the development of safer autonomous vehicles by implementing a solution that is user-friendly and inclusive for a large number of users having different prerequisites. The project has been conducted in Gothenburg at the company China Euro Vehicle Technology (CEVT). At the end of the project, it is expected to deliver a viable mapping of use cases where the user needs to use a backup door opening solution or has to exit in a non-optimal way, pain points of the current solution for the mapped-out use cases, a well-informed and holistic approach to decide which use cases are most relevant to solve considering different criteria, and finally a feasible solution at a conceptual level, solving the most urgent use cases and pain points.

    This project has had a holistic approach and has focused on both the context and scenarios of usage and how this impacts the users and usability. The investigated area is rather complex having many functions and several mediums. This has also contributed to the project to consider delivering a solution that caters to a task (in this case, exiting a vehicle) rather than one individual interaction. To achieve this use cases have been generated along with user journeys with personas having different prerequisites. This to achieve an objective description of the current functions as well as a subjective description of its limitations depending on the prerequisites of the users. To generate a large number of ideas and select the most relevant ideas, the ideation phase has focused on co-creation with relevant stakeholders and also the enrichment of ideas. By using two different user tests, the proposed solution has been validated in order to create a valuable and credible result.

    The delivered result offers a solution for use cases where the user/rider needs to exit the vehicle, but the preconditions do not allow the user to do so e.g., to ensure the functionality of the doors. This was uncovered to sometimes keep the user in the vehicle during undesirable situations where the user wishes to exit. The proposed solution utilizes the function of a dead man switch to override the set preconditions and provide the user with control over the door opening process, enabling possible exit without the doors having to open a 100%. Included in the solution is also communication using interfaces and activation of the dead man switch functionality to create a user-centered, accessible, and safe backup door opening solution. The proposed solution is presented using CAD models and renderings in the shape of storyboards.

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  • 4.
    Ermolaev, Roman
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering.
    Analysing the possibilities of a needs-based house configurator2023Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    A needs-based configurator is a system or tool that assists users in customizing products based on their specific needs. This thesis investigates the challenges of obtaining data for a needs-based machine learning house configurator and identifies suitable models for its implementation. The study consists of two parts: first, an analysis of how to obtain data, and second, an evaluation of three models for implementing the needs-based solution. The analysis shows that collecting house review data for a needs-based configurator is challenging due to several factors, including how the housing market operates compared to other markets, privacy concerns, and the complexity of the buying process. To address this, future studies could consider alternative data sources, adding contextual data, and creating surveys or questionnaires. The evaluation of three models: DistilBERT, BERT fine-tuned for Swedish, and a CNN with a Swedish word embedding layer, shows that both the BERT models perform well on the generated dataset, while the CNN model underperformed. The Swedish BERT model performed the best, achieving high recall and precision metrics for k between 2 and 5. This thesis suggests that further research on needs-based configurators should focus on alternative data sources and more extensive datasets to improve performance.

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  • 5.
    Fahlgren, Maja
    Luleå University of Technology, Department of Arts, Communication and Education.
    Automatic Level Generation in Games2017Independent thesis Basic level (degree of Bachelor of Fine Arts), 180 HE creditsStudent thesis
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  • 6.
    Flemström, Albin
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering.
    Larsson, Axel
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering.
    Design för beteendeförändring: Minska digitalt beroende bland ungdomar2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Många sociala medier-plattformar är programmerade för att fånga dig som användare, genom algoritmer som baserar innehållet som visas för dig på dina intressen. Med detta tillkommer risker att digitalt beroende kan utvecklas, vilket kan påverka personer negativt fysiskt, psykiskt och/eller socialt. Hur applikationer kan utvecklas för att motverka denna problematik är emellertid ett område det saknas vetenskaplig praxis kring. Denna studie undersöker vilka designprinciper som bör avspeglas i en applikation som syftar till att motverka digitalt beroende hos ungdomar, en användargrupp som enligt studien mår allt sämre genom ökad mobilanvändning. Mer specifikt fokuserar studien på att klargöra vilken funktionalitet som krävs för att stödja användare som önskar uppnå beteendeförändringar samt hur användare kan utveckla en större medvetenhet kopplat till sin mobilanvändning. 

    Genom tillämpning av metodvalet Design Science Research har den huvudsakliga datainsamlingen bestått av två iterationer. Den första handlade om att bättre förstå nuläget kring potentiella användarbehov och krav samt lämpliga funktionalitetsval i en applikation för minskat digitalt beroende. Iterationen bestod av en litteraturöversikt, en enkätundersökning samt benchmarking av befintliga applikationer inom området. Den andra iterationen bestod av användartester och semistrukturerade intervjuer där respondenter från den tilltänkta användargruppen gav insikter i hur prototypen kunde vidareutvecklas för att bättre möta deras behov samt krav. 

    Resultatet av studien består av en prototyp som utvecklats baserat på användarbehov och krav samt tidigare forskning inom området. Även teorier om hur en applikation ska designas utifrån designprinciper samt design för beteendeförändring har beaktats vid prototyputvecklingen. Analys av resultatet har bidragit med en större förståelse för vilka designprinciper som applikationsutvecklare och UX-designers kan beakta vid utveckling av applikationer som syftar till att motverka digitalt beroende. Utvecklare bör tillåta användare att reflektera över sina handlingar för att öka medvetenheten kring dess beteenden, tillhandahålla användare information om åtgärder som kan tilltas för förändrat beteende, samt ha inslag av motivationshöjande feedback över användarens framsteg i sin beteendeförändring. Även förklarbar information om varför specifik funktionalitet kan hjälpa användare till önskade beteendeförändringar är viktigt att inkludera i en applikation som syftar till att motverka digitalt beroende. 

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  • 7.
    Forsberg, Joakim
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences.
    Aesthetical Perspectives in Street Lighting: A Study of Future Potentials in LED Lighting2016Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    As of today, around 19% of all electricity that is produced around the world goes toward lighting roads and cities. The light is also produced in a wasteful manner, creating disturbances in nature as well as for people. Recent developments in light emitting diodes offers remedy to these problems but the technology needs a proper revision of street lighting’s purposes. Light emitting diodes use a fraction of the energy needed for previous lighting methods. They offer unique implementation opportunities in physical construction as well as being highly controllable which makes them highly adaptable. The thesis looks at how aesthetics can be used to optimally introduce the upcoming worldwide installation of the new technology. Its unique characteristics were looked at and used to create a Korean styled luminaire and an interactive street lighting system in two separate design processes. The results of the developments were firstly, a modular luminaire which combines Korean architectural aesthetics with a cost effective construction. The second result was an interactive urban street lighting system which suggests a dimmable lighting that through an adaptable computer control responds to pedestrians’ presences. This is a master’s thesis (D7014A) is a project in product design at the education of industrial design engineering at Luleå University of Technology and is worth 30 credits. The project spanned 20 weeks during the spring semester of 2016. The project was conducted in collaboration with Pukyong National University’s industrial design department, in Busan, South Korea.

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  • 8.
    Forsling, Johan
    et al.
    Luleå University of Technology.
    Nilsson, Sofie
    Luleå University of Technology.
    Ekström, Simon
    Luleå University of Technology.
    Grundtman, Per
    Luleå University of Technology.
    Snow Surface: a Multi-Touch Game Using Microsoft Pixelsense2014In: Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349, Vol. 8867, p. 143-146Article in journal (Refereed)
    Abstract [en]

    This paper presents the design of a simple and entertaining game, developed for the Microsoft PixelSense platform. Snow Surface, was developed in an agile way and the result is an easy and fun game, which proved to take only a few seconds to learn. Snow Surface demonstrates the multi-touch and multi-user features of the PixelSense platform. More graphical effects and animations as well as more going-ons and functionalities in the actual game could improve the user-experience and make the game more fun.

  • 9.
    Földhazy, Erik
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences.
    Smart Hydroponics: Conceptual Design of Hydroponic Plant System for Home Environment2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Hydroponics is a method of cultivating plants without the use of soil. Soil acts as a growth medium which gives plants stability, provides nutrients and allows roots to be kept wet without drowning. In hydroponics the soil’s functions are replaced by synthesized methods. Stability comes from a substrate (i.e. LECA, rockwool perlite).The 16 essential nutrients are solved in water which are distributed to plants’ roots by different techniques. To generate photosynthesis natural light is replaced by artificial light, especially red light in the proximity of 660 nm.

    Hydroponics has been used as a cultivation method for at least 2000 years. During the 20th century industrial applications became common since plastics allowed for complex systems engineering. The method also makes it possible to grow the same amount of crops with approximately 10% water usage and 25% of the area compared to conventional cultivation. During the past few years systems for home use has emerged but the product genre is still in its cradle.

    This master thesis covers a new conceptual design of a hydroponic home system. The project was carried out at Omecon AB in Stockholm as a consulting design project. Omecon AB is an engineering consultant agency within mostly mechanical construction looking to widen the competence base.

    Using a design process based on Human-Centered Design the project involved the stakeholders users, extreme users, Omecon AB, plant experts, electronics engineering and service as well as plastics design engineering. Additional/supplemental economical–, ecological– and social sustainability aspects has been considered during all phases of the process. By using the Human-Centered Design process the problem range is expanded from its initial state which results in a more complete end result. Common methodology altered with some unorthodox twists has been utilized throughout the project.

    The final result is a conceptual hydroponic system for home environment which is designed as an interior design product as well as a high-performance cultivation system. By using natural materials such as wood and steel the users expands its life span and thus mitigates the negative environmental impact. Another aspect which prolongs the products life span is the modular usage which lets users vary and choose their preferred settings. All manufactured materials included in the final concept were flow resources and the parts were engineered to be easily separable for future replacement and recycling.

    A new type of pot was invented along with a new way of adjusting the height-wise position of lamps. The aeroponic technique, which was applied to this concept, is generally considered to generate the largest plants and thus comprises higher performance compared to other home systems. The use of substrate was also eliminated which decreases continous material consumption within hydroponics.

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  • 10.
    Hansols, Johan
    Luleå University of Technology, Department of Social Sciences, Technology and Arts.
    Interaction design for Augmented Reality Head-Up Displays: Developing graphics design and evaluating perceptual and safety aspects for navigation use cases2022Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The interactions with everyday products and technology are often done without being noticed or reflected upon. Interactions driving a vehicle are happening automatically for most people when having experience driving. With the innovative shift within the automotive industry toward connectivity and autonomous driving, new demands on the interaction and communication between humans and machines are created.

     

    This thesis project was carried out in collaboration with Volvo Cars and the Research Institute of Sweden (RISE) within their joint research project SCREENS. Their project aims to investigate whether implementing Augmented Reality in Head-Up Displays (AR-HUD), and other vehicle technologies can benefit users in perceiving and understanding the environment when driving. Misapplied technology may result in users misperceiving visual information causing faulty decision making resulting in accidents and interaction errors. Their research objective implementing automotive technology benefitting safer driving, better cars, and competitive advantages for Volvo Cars. This thesis objective was to design visual information for a navigation feature in AR-HUD and implement the graphics into a Volvo XC60 concept car. The implemented graphics were then evaluated with users operating the vehicle in realistic environments. The results were analyzed to investigate if positive perceptual, attentional, and safety aspects using AR-HUD could be indicated. The project aim was to design and explore the user interactions resulting in valuable insights from an industrial design engineering perspective for future research.

     

    The thesis project had a human-centered design approach following a modified version of the iterative cycle for human-centered design process. Stages of ideating, implementing, evaluating, and analyzing were iterated two times during the twenty-week project. The user experiences from interacting with the system were fundamental during the project, relating design decisions to qualitative and quantitative data collected during evaluations.

     

    From the user evaluations could indications be found that AR-HUD aided the driver in keeping their eyes on the road more frequently using AR guidance compared to traditional HUD guidance. Aspects to consider when designing visual navigation information were found and related to relevant theory about visual perception and human information processing. The most critical aspect regarding the implementation of visual information was the timing of when graphics appear. Qualitative and quantitative data collected indicated that easily perceived information presented at the right time and duration was the most important aspect to consider when creating human-machine interfaces providing good user interactions.

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  • 11.
    Hardebro, Veronica
    et al.
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences.
    Edblad, Rebecka
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences.
    EXPLORING ELDERLY PATIENTS´ BEHAVIOR & NEEDS INSIDE DIGITAL HEALTHCARE PLATFORMS2021Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The rise and rapid development of information communication technologies have created a new ecosystem in the healthcare sector consisting of digital platforms. This has enabled patients to access, seek, and receive care in new ways which was not previously possible. Digitizing the patient journey is proven to be effective while facilitating independent living and easy access for follow-up consultations for those who live in rural areas and are suffering from chronic diseases. Yet, many people, especially elderly, are underrepresented in the usage of digital healthcare platforms. The purpose of this master thesis is to investigate elderly patients’ behavior inside the digital healthcare platforms to accommodate the needs of the greater population and minimize the digital divide. To achieve the purpose, the following research questions were formulated: What are the differences in usage behavior between elderly and younger primary care patients in digital healthcare platforms? Which are the key antecedent factors that influence the usage behavior of the elderly? This study followed a mixed method research design. We used SPSS to perform a one-way ANOVA followed by a Games-Howell post hoc test for each variable that possibly could explain a difference in usage behavior between younger and elderly primary care patients. To answer our second research question, we held 17 interviews with respondents in the age of 60+ that previously had used a digital healthcare platform. Our findings reveal that there is a significant difference in usage behavior between elderly and younger primary care patients. The elderly generation spend more time during anamnesis, onboarding, and in waiting lines, where those in the age 75+ stand out the most on all measured variables. The elderly generation also tended to rate the service slightly lower, estimate their health higher and get assigned to fewer healthcare professionals in comparison to the younger generation. The key antecedent factors that influence the usage behavior of elderly is the perceived usefulness, perceived ease of use, their digital maturity, trust, and attitudes towards digital healthcare. This study contributes to the sparsely literature within digital healthcare platforms and elderly’s behavior after adoption of ICTs. We provided new knowledge regarding elderly’s usage of digital healthcare platforms in contrast to the younger generation and added an explanation of factors that influence the usage behavior. In addition, we strengthen current theory by highlighting the importance of examining influencing factors rather than chronological age. Our practical contributions address both platform owners and healthcare professionals and aims to give direction in how these two actors should act to increase usage among the elderly generation, where design of the platform and information are especially essential to take into consideration. 

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  • 12.
    Hektor, Agnes
    et al.
    Luleå University of Technology, Department of Social Sciences, Technology and Arts.
    Scholander, Johan
    Luleå University of Technology, Department of Social Sciences, Technology and Arts.
    Optimising Sawmill Production Monitoring: Designing a Solution to Reduce Cognitive Strain and Enhance Efficiency in Sawmill Control Rooms2024Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    As the forest industry experiences significant growth, the demand for enhanced operational efficiency becomes vital. Taigatech respond to this need by leveraging machine learning-powered smart cameras to optimize sawmill operations. Despite technological advancements, manual production monitoring remains a burden for operators, highlighting the need for a shift towards user-friendly solutions in production monitoring. This master thesis project aims to develop a conceptual prototype for improved process monitoring, aligning with Taigatech's expertise in machine-learning.

    Following the triple diamond approach, the project was divided into three phases. The learning phase involved a preliminary study to understand the operators work of the sawmill industry’s control room. This phase also included thorough need finding to comprehend the current state and establishing needs and requirements. The ideation phase involved internal ideation within the group and a workshop with stakeholders, exploring various approaches towards a solution while considering the needs and requirements established in previous phase. The prototype phase involved wireframe prototyping in Figma, building two interfaces tested in eight user tests to establish the interpretation of information for a sawmill operator. The prototype phase concluded with the evaluation of user tests and resulted in a final design called OperAid.

    OperAid integrates smart cameras to provide real-time alerts to operators, facilitating timely intervention and reducing cognitive strain. This approach enhances productivity and fosters a more efficient and user-friendly monitoring environment in sawmills control room.

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  • 13.
    Helander, M.
    Luleå University of Technology.
    Vehicle Control And Driving Experience - Physchophysiological Approach1976In: Ergonomics, ISSN 0014-0139, E-ISSN 1366-5847, Vol. 19, no 3, p. 382-382Article in journal (Other academic)
  • 14.
    Hellberg, Marina
    Luleå University of Technology, Department of Arts, Communication and Education.
    Lärande och undervisning med surfplattan i fokus: En studie om barns och förskollärares digitala färdigheter och kompetensbehov i förskolan2020Independent thesis Basic level (professional degree), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Studien har en kvalitativ ansats och tar som utgångspunkt ett sociokulturellt perspektiv. Syftet med denna studie är att beskriva och diskutera förskollärares erfarenheter av att använda digitala verktyg, med särskilt fokus på surfplattan i undervisningen, samt deras syn på och arbete med barns lärande och digitala kompetenser i förskolans pedagogiska verksamhet. I studien ingår sex förskollärare från olika förskolor i både norra och södra Sverige. I studien används kvalitativa intervjuer som metod. Resultatet visar att både barn och förskollärare i förskolan uppskattar surfplattan som ett lärandeverktyg och att det bidrar till en god utveckling av digital kompetens för barnen. Resultatet presenteras utifrån intervjuunderlagets huvudsakliga frågeområden, Surfplattans användning och möjligheter samt Kompetenser och andra villkor och behov bland förskollärare och barn. I anslutning till det första frågeområdet har två teman identifierats: Surfplattan som medierande verktyg och En meningsskapande resurs. Under det andra frågeområdet presenteras följande teman: Kompetens som villkor för lärande och meningsskapande, Digital kompetens som trygghet, I brytpunkten mellan intresse och rädsla samt Drivna barn som exponeras och inspirerar. Till följd av att barnen får använda pedagogiska läroappar på surfplattan erhåller de en personlig kunskapsutveckling. Resultatet synliggör även att de flesta av förskollärarna har en positiv inställning till surfplattan som ett medierande verktyg, vilket är av stor vikt eftersom det är oerhört aktuellt för förskolan idag. Resultatet visar likaså att det finns förskollärare som inte arbetar med någon digitalisering alls i förskolan och att nästan hälften av förskollärarna anser att de inte har tillräckligt med digital kompetens.  

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  • 15.
    Hellström, Gustav
    Luleå University of Technology, Department of Social Sciences, Technology and Arts.
    The process of creating an identity: Designing a product series of EV chargers2022Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The world is quickly changing and the transition away from fossil fuels is occurring at a rapid pace. The car industry has experienced a radical change in the last years replacing combustion cars with electrical ones. The infrastructure to support the new vehicles with charging facilities has not met the demand in terms of accessibility and technical performance. Neither have the chargers reached a sustainable number to support the ever-increasing number of electric cars on the road. To adapt to this need companies have started to pursue next generation chargers. This paper focused on creating the next generation of chargers with visual design, interaction, and manufacturing as the focus point. This project is a collaboration with the company Zpark to create a new visual branding for their products and improve the user experience for their user group. 

    The project takes a wide approach to initial research, looking at both AC and DC chargers on the market as well as the user groups' current opinions. This research was implemented to create a DC charger (fast charging unit), as the company had not yet created a product that could cover this market segment. In the design process, a visual branding was created to make Zpark a more recognizable company. Several features were distinguished that could be implemented on future products in their line-up, whilst also creating the possibility of re-branding to specific buyers. A suggested manufacturing process and material choice were made to work as a guideline to create a more sustainable product, with ecological and economic impact as factors. 

    Four main categories of needs for the charger were elaborated on to create a better interaction, both for users charging and owners of the chargers. These four categories were charging, payment, communication, and maintenance. All the solutions help to create a more sustainable charging solution that will aid the transition to electric with a future-proofing aspect in mind. 

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  • 16.
    Hörnström, Linnea
    et al.
    Luleå University of Technology, Department of Social Sciences, Technology and Arts.
    Nilsson, Fredrik
    Luleå University of Technology, Department of Social Sciences, Technology and Arts.
    Designing an EV Charger & Battery Storage Unit: Adapted to Scandinavian Residential Environments2023Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
  • 17.
    Kompatsiari, K.
    et al.
    Istituto Italiano di Tecnologia, Genova, 16145; Ludwig-Maximilians-universität (DE).
    Pérez-Osorio, J.
    Istituto Italiano di Tecnologia, Genova, 16145.
    De Tommaso, D.
    Istituto Italiano di Tecnologia, Genova, 16145.
    Metta, G.
    Istituto Italiano di Tecnologia, Genova, 16145; Cognitive Robotics at the University of Plymouth (UK).
    Wykowska, Agnieszka
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences, Humans and technology. Istituto Italiano di Tecnologia, Genova, 16145.
    Neuroscientifically-Grounded Research for Improved Human-Robot Interaction2018In: Towards a Robotic Society: 2018 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS), IEEE, 2018, p. 3403-3408Conference paper (Refereed)
    Abstract [en]

    The present study highlights the benefits of using well-controlled experimental designs, grounded in experimental psychology research and objective neuroscientific methods, for generating progress in human-robot interaction (HRI) research. More specifically, we aimed at implementing a well-studied paradigm of attentional cueing through gaze (the so-called “joint attention” or “gaze cueing”) in an HRI protocol involving the iCub robot. Similarly to documented results in gaze-cueing research, we found faster response times and enhanced event-related potentials of the EEG signal for discrimination of cued, relative to uncued, targets. These results are informative for the robotics community by showing that a humanoid robot with mechanistic eyes and human-like characteristics of the face is in fact capable of engaging a human in joint attention to a similar extent as another human would do. More generally, we propose that the methodology of combining neuroscience methods with an HRI protocol, contributes to understanding mechanisms of human social cognition in interactions with robots and to improving robot design, thanks to systematic and well-controlled experimentation tapping onto specific cognitive mechanisms of the human, such as joint attention.

  • 18.
    Lindberg, Renny
    et al.
    Vrije Universiteit Brussel.
    Laine, Teemu H.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Approaches to Detecting and Utilizing Play and Learning Styles in Adaptive Educational Games2017In: Computers Supported Education: 8th International Conference, CSEDU 2016, Rome, Italy, April 21-23, 2016, Revised Selected Papers / [ed] Gennaro Costagliola; James Uhomoibhi; Susan Zvacek; Bruce M. McLaren, Cham: Springer, 2017, p. 336-358Conference paper (Refereed)
    Abstract [en]

    Games have emerged as promising tools to make learning more fun. Pedagogical effectiveness of an educational game can increase if its behavior changes according to learners’ play and learning styles. Several models for categorizing learning and play styles exist, but not many studies simultaneously detect and utilize both style groups. To alleviate this, as the first contribution, we analyzed and compared existing learning and play style models, and chose the most suitable one from each group. Personality style models were also discussed. We then created a questionnaire based on Honey and Mumford’s Learning Style Questionnaire and Bartle’s Player Types, and collected data from 127 South Korean elementary school children. The results indicated that specific play styles were clearly more dominant (Killer 18%, Achiever 24%, Explorer 32%, Socializer 41%), whereas dominant learning styles were distributed more evenly (Activist 33%, Reflector 37%, Theorist 20% and Pragmatist 25%). As the second contribution, we presented the foundations of a generic adaptation model for utilizing learning and play styles for designing adaptive educational games.

  • 19.
    Lindblad, Rebecka
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering.
    Kerttu, Matilda
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering.
    Designprinciper för adaptivitet och dess påverkan på användarupplevelsen2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    I denna uppsats utvecklades designprinciper som stödjer adaptivitet och hur det bidrar till en positiv användarupplevelse. Detta är ett område som är aktuellt eftersom adaptivitet är en alltmer konkurrerande teknik för överlevnad i en digital transformation där även användarupplevelsen blir central för värdeskapande i adaptiva tjänster. Detta med stöd i vetenskaplig litteratur om designprinciper, artificiell intelligens, adaptivitet, användarupplevelse och användargränssnitt. Vidare användes en användarcentrerad metod (Design Science Research Methodology) för framtagandet av en förbättrad artefakt av Leos Leklands webbgränssnitt med fokus på den adaptiva funktionaliteten. För detta nyttjades semistrukturerade intervjuer samt think-aloud tester med sju respondenter som utgjordes av Leos Leklands kundgrupp (föräldrar med barn mellan 1-10 år). Detta för att således fånga användarnas uppfattningar om vad som blir viktigt inom adaptivitet för en positiv användarupplevelse som slutligen, tillsammans med teori, gav grunden för utvecklandet av designprinciperna. Resultatet visade att samtliga respondenter var positiva till adaptivitet och att det därmed är något som värdesattes högt vad gäller effektiv navigering och personalisering som bidrog med känslor som nöjdhet, glädje, uppskattning och att känna sig uppmärksammad och sedd. Detta reducerade känslor som irritation och frustration, något som är vitalt för positiva användarupplevelser.  

    Vidare slutsatser visade att detta i huvudsak har sin grund i igenkänning av användarens geografiska placering, anpassning av navigationsstrukturen så att huvudsakliga användarmål för den unika användaren placeras högre i navigationsstrukturen och en appliceringen av en sökfunktion där adaptivitet nyttjas för enkel navigering till icke-rutinmässiga uppgifter. Att undvika för integritetskränkande personliga annonser och att graden samt värdet av adaptivitet kan styras av hur generell eller unik informationen är för användaren framkom som viktigt för goda användarupplevelser. Detta likväl som att nyttja användardata för användarspecifika prisförslag och att adaptivitet kan vara lämplig där användarkonton är möjliga. Slutligen landade studien i att det är viktigt att eftersträva en balans mellan effektivitet och integritet.

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  • 20.
    Lundin, Felix
    Luleå University of Technology, Department of Social Sciences, Technology and Arts.
    Design of workstation for binding adjustment in ski rental shops2021Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This master thesis project was a part of the education Master of science in Industrial Design Engineering at Luleå University of Technology with the mission of developing a work desk that suits in to the client company NoMoreBoots range of ski rental products.

    The background of the project was that work desks that are used mainly with the purpose of adjusting alpine ski bindings in ski rental shops often are primitive home constructions and other manufacturers work desks with the same purpose do not have enough advantages compared to the self-built ones to be worth the extra costs. With a new kind of tool introduced in the industry that facilitates the adjustments of alpine ski bindings came an opportunity to design the work desk in a new way.

    The work process has followed the user-centered design framework Double Diamond which consists of the phases: discover, define, develop and deliver. After exploring of the context with interviews and benchmarking, the projects main focus became at the ergonomic conditions and how it could be improved for the staff as it was the need identified that had the most protentional of improvements for the user. Literature studies, different types of idea generating methods and evaluations have been conducted to come up with a result that meet the needs of the users.

    The project resulted in a CAD model of a compact work desk that has a height adjustment mechanisk to enable the user to work with a good ergonomic position in several different work tasks.

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  • 21.
    Madsen, Emilia Hanna Blankschøn Bornefelt
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering.
    Dalin, Lena Pernilla Kristina
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering.
    Use of chatbots on Swedish municipalities websites2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The digitalisation has moved forward since the first website launched in Sweden 1993. Today theinternet is a big source for information that is available 24/7 to the users. All municipalities inSweden have their own websites with information for its citizens about topics like eldercare,schools, and landscape planning to rescue services. 17 out of 290 municipalities had a chatbot atthe beginning of this study. The purpose of this report is to highlight how chatbots within theSwedish municipalities are used and what problems they can face with owning one. This will befrom the perspective of the municipality. The method used is semi structured interviews withrepresentatives from eight municipalities and the developer of a chatbot. From these interviews,and our own study, it was learned that municipalities need to prepare themselves better andunderstand their own requirements while measuring their expectations to those.

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  • 22.
    Mörtsell, Hugo
    Luleå University of Technology, Department of Social Sciences, Technology and Arts.
    Design of an excavator grip: A pilot study and development of an ergonomic Human-Machine interface for excavators2022Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The Excavator industry is developmentally behind many other similar industries. This is, like many parts of these long living machines, true for the controls used to maneuver them. It has few competent control systems that are ergonomic, comfortable, adaptable, durable and intuitive. Existing solutions that fill some of these criteria exist, but the approximate majority of machines in the world lack a good solution and most are equipped with inadequate solutions. 

    The doctrine of Human centered design was applied throughout the pilot study to increase the quality of research and ease finding correlations between instances of information. International standards, Human-machine systems and Anthropometrics were consulted to achieve a result adapted for a larger variety of operators. 

    This thesis consists of the pilot study and prototype development of one such Human-machine-system, more specifically the joystick, or grip as it’s called within the industry. The solution developed is specifically equipped with controls adapted for tiltrotator control. As the grip is developed on behalf of the company engcon, who develops tiltrotators and also the control system including a grip, to offer a complete plug and play solution. 

    The first main objective was performing a pilot study of what is required in the future for excavator grips. Primarily through interviews with excavator operators, but also a benchmarking and a workshop it was determined what must be achieved in terms of technical and ergonomic solutions. 

    The second main objective during the thesis was to create a prototype that achieve a high level in terms of grip form. A form which is comfortable to hold, ergonomic to operate for multiple hours and that is adapted to a larger variety of hand sizes than the competitors. It also required a higher level of stability than the current solution. This shape needed to take internal electronics, ISO-standards and future controls into account. The solution must eventually achieve a high level of manufacturability, of which the groundwork was laid during the thesis, but took lower priority. Further testing is required but results so far seem to point towards this being achieved. 

    This will hopefully post-thesis result in a solution that leads to healthier operators, further enabling female operators entering the field, performing work with higher accuracy and a longer lasting more sustainable product that is intuitive and easy to learn. 

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  • 23.
    Normark, Carl Jörgen
    et al.
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences, Humans and technology.
    Tretten, Phillip
    Luleå University of Technology, Department of Civil, Environmental and Natural Resources Engineering, Operation, Maintenance and Acoustics.
    Guidelines for a mobile tool to address human factors issues in aircraft maintenance2019In: International Journal of Human Factors and Ergonomics, ISSN 2045-7804, E-ISSN 2045-7812, Vol. 6, no 3, p. 208-226Article in journal (Refereed)
    Abstract [en]

    Highly specialised personnel are dependent on others and diverse systems to perform error-free aircraft maintenance. Research has shown that the maintenance process can be improved to reduce errors and increase usability by using a mobile tool. The goal of this project was to draw on theories of user-centred design to explore what human factors issues for maintenance personnel can be addressed by a mobile tool to make the most out of maintenance planning, execution, and follow-up. Military aircraft maintenance personnel at an air force unit were interviewed and observed. The following six problem areas that could be improved by the use of a mobile tool were identified: several information sources must constantly be consulted; information is constantly transferred between different locations and media types; technical documentation can be inconsistent and hard to access; there are strict hierarchies and certifications of personnel; the means of recording and transferring communicative information are insufficient; and there can be a long lag time for updates, error reporting and feedback of actions. A correctly designed mobile tool could solve these problems by combining all the information sources and recording relevant maintenance information.

  • 24.
    Ohlsson, Filip
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering.
    A UI/UX proposal for the creation of XML Schema using a graphical interface for use inelectronic archives2024Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

     It was theorised that a drag-and-drop based graphic user interface could be implemented to facilitate creation of XML schema without the need of the user to write any XML code. The interface was designed with consideration to the user experience and the needs of the intended user. The report documents the design process and argues for the decisions made. 

    Ultimately, an application was developed that allows for the creation of XML schema without the user needing to write any XML code themselves and the response from contributors knowledgeable in the field has been positive. User tests of whether the interface itself was sufficiently intuitive to use were inconclusive due to errors in the testing process and would require further investigation before any conclusions could be made 

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  • 25.
    Parnes, Peter
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.
    Backman, Ylva
    Luleå University of Technology, Department of Health, Learning and Technology, Education, Language, and Teaching.
    Gardelli, Viktor
    Luleå University of Technology, Department of Health, Learning and Technology, Education, Language, and Teaching.
    WalkAbout – En experimentell 3D-miljö för lärande online med fokus på studenters aktiva lärande genom spelifiering.2022Conference paper (Other academic)
    Abstract [sv]

    Online- och nätbaserat lärande har använts för utbildning inom tekniska program på universitetsnivå sedan 1990-talet och inom svensk akademi var ett populärt system mStar/Marratech där stora grupper av studenter och lärare kunde interagera i realtid genom ljud, video, chatt, webb, whiteboard m.m. Idag sker mycket av den synkrona utbildningen online genom Zoom där studenter möter lärare genom primärt schemalagda föreläsningar. Här skickar vanligtvis bara lärarna video och den stora massan av elever syns enbart som anonyma namnetiketter med ett fåtal som interagerar via chatt och/eller röst. Samtidigt arbetar många lärare för att aktivera [1] studenterna mer i sitt eget lärande. 

    WalkAbout är en experimentell applikation för gruppinteraktion designad specifikt för utbildning och utvecklad som en datorspelsmiljö med hjälp av spelmotorn Unity med både mobila och stationära enheter som mål. Med WalkAbout kan användare uttrycka sig via avatarer med olika stilar och interagera i 3D-miljöer genom animationer, rörelser, text och röstchatt samt föreläsa traditionellt i 3D-miljön via digitala webbskärmar. Istället för att använda grupprum, som i andra verktyg, är det talade ljudet 3D-positionerat vilket innebär att ju längre bort från talaren en deltagare rör sig desto lägre låter det vilket gör att användare kan ha konversationer i separata grupper på en ny plats och tala öppet och samtidigt se de andra deltagarna i närheten.

    För att göra applikationen mer inkluderande har särskild omsorg tagits vid val av tillgängliga avatarer, hudfärger, kläder, karaktärsstorlek, accessoarer och även icke-mänskliga former som robotar, skelett etc. En annan aspekt av inkludering är den språkliga där chattmeddelanden kan översättas till andra språk i realtid samt läsas upp via text-till-tal-generering.

    I WalkAbout används spelifiering med uppdrag, belöningar, utmaningar och “score-streaks” med målet att öka studenternas intresse och tiden de investerar i sitt eget lärande för att stärka lärandet, metakognition och delaktighet. Vidare experimenteras med autonoma chatbottar via maskinlärande för att hjälpa och motivera studenterna i deras lärandeprocesser där studenterna kan få både personlig uppmuntran och möjlighet att ställa frågor till digitala enheter. 

    Målet med WalkAbout är att ge lärare och elever ett alternativ till traditionell utbildning online för interaktion på ett engagerande sätt [2] vilket medför mer aktiva elever och en högre inlärningsnivå genom ökad kognitiv absorption [3] som följer LTU:s pedagogiska idé om aktivt lärande. Ett mål med utvecklingen av WalkAbout är att den ska kunna användas som ett komplement till campusundervisning och i hybridsituationer (dvs. studenter på plats och distans). 

    Referenser 

    [1] Bernstein, D. A. (2018). Does active learning work? A good question, but not the right one. Scholarship of Teaching and Learning in Psychology, 4(4), 290.

    [2] A. Kukulska-Hulme, C. Bossu, T. Coughlan, R. Ferguson, E. FitzGerald, M. Gaved, C. Herodotou, B. Rienties, J. Sargent, E. Scanlon, J. Tang, Q. Wang, D. Whitelock and S. Zhang, " Innovating Pedagogy 2021: Open University Innovation Report 9.," 2021

    [3] Agarwal, R., & Karahanna, E. (2000). Time Flies When You're Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage. MIS Q., 24, 665-694.

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  • 26.
    Rytiniemi, Agnes
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering.
    Tervonen, Frida
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering.
    Utmaningar och möjligheter med en användarcentrerad utveckling av e-tjänster hos en myndighet2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Denna fallstudie hade som syfte att undersöka utvecklingen av e-tjänster i en myndighet, med fokus på hur de kan anta ett användarcentrerat förhållningssätt. Data har samlats in från myndighetsanställda som är involverade i utvecklingen av e-tjänster, genom en förstudie samt semistrukturerade intervjuer. Data har sedan analyserats genom tematisk analys. Studien avslöjade att myndigheten står inför flera utmaningar när det gäller att implementera ett användarcentrerad praxis, på grund av begränsad kunskap om varför ett användarcentrerat förhållningssätt är viktigt, varierande förutsättningar för att involvera interna och externa användare samt ett inåtvänt myndighetsperspektiv. Resultaten lyfter fram behovet av ett bättre stöd till de anställda inom myndigheten och fler utbildningar i tjänstedesign och användarcentrerad utveckling samt metoder för användarinvolvering. Genom att förbättra den interna kapaciteten och främja en användarcentrerad kultur kan myndigheten bättre anpassa sin e-tjänsteutveckling till användarnas behov och förväntningar.

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  • 27.
    Segerström, Markus
    Luleå University of Technology, Department of Social Sciences, Technology and Arts.
    Strategisk studiemiljöutveckling: och relevansen för studieplatsen Kokong2021Independent thesis Basic level (professional degree), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The task for the work was to find out how the study environment at LTU can strategically be developed. The background to this work is that the learning environment is a subject that engages more and more people, SUHF (2016) writes that it could almost be said to be red- hot as a theme. LTU is currently making major investments to update the premises at the university and my own interest in pedagogical issues and study environment is why I chose to do my degree project on how a study environment can be strategically developed at LTU.

    During the period 1 April 2019 to 1 June 2019, I did a work on how a piece of furniture can be designed and complement the existing physical environment at Luleå University of Technology to lead to a better study environment for the students. It resulted in a physical prototype with functions of a furniture that enable students to adapt the place of study to their own needs as, working position, lighting, visual shielding and sound absorbing. This prototype is today called the Kokong and got its name from the butterflies' cocoon where they can shield themselves and protect themselves from the environment while it goes from being a caterpillar to a fully formed butterfly.

    In this work, it will also be investigated whether or not it is relevant to complement the environment with the Kokong in the strategically develop study environment.

    The work is based on first defining what the main purpose of universities and colleges is and then, through research, questionnaires and co-design with students, deciding how the study environment can be designed to contribute to the main purpose of universities and colleges.

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  • 28.
    Svensson, Jonatan
    et al.
    Luleå University of Technology, Department of Social Sciences, Technology and Arts.
    Hammar, Jesper
    Luleå University of Technology, Department of Social Sciences, Technology and Arts.
    AR-HUD Design Guidelines: A Cross-Cultural Usability Study on Cognitive Workload and Preferences in HUD interfaces2024Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This master’s thesis project has been made in collaboration with Luleå University of Technology and client company ZEEKR to advance the knowledge about Augmented-Reality Head-Up Displays (AR-HUDs). The technological advancements being made in the automotive industry are rapidly moving forward, and the implementation of Head-Up Displays has been a hot topic and focal point of user safety and driving assistance discussions for the past couple of years.The earliest HUDs would only show static information (speedometer, speed limits, and other status information), but lately the implementation of Augmented Reality technology in HUDs can be seen in many flagship car brands. The projection technology has been improving drastically since the early versions, but despite this, many still believe the system to be only a gimmick that does not add real value to the user. In fact, many believe it has the opposite effect of its actual purpose: to aid the user in driving. 

    We have engaged in this project with ZEEKR to establish a guideline on what to have in mind when designing the interface for a system like this. Given ZEEKR’s market presence in China and Europe, we also explore cultural expectations and user interactions to balance satisfaction across markets. To summarize this into something concise, the following research questions have been shaped: 

    1. How can the design of an AR-HUD be tailored to meet the divergent cultural expectations of users in ZEEKR’s primary markets, China and Europe, while maintaining a cohesive user experience? 

    2. How can information be optimally presented on an AR-HUD to achieve a balanced cognitive workload for the driver? 

    As we progressed in the thesis, we gravitated towards a third research question which proved to also be of interest to ZEEKR. The research question emerged as: 

    3. How can AR-HUD systems be assessed resource efficiently while maximizing user  feedback? 

    The thesis follows an iterative, 4-phase process based on an Industrial Design Engineer’s workflow. Initially context was explored through user and stakeholder interactions, collecting qualitative and quantitative data. Then multiple HUD concepts were generated and tested. Three comprehensive user tests were conducted: a low-fidelity prototyping workshop, a medium-fidelity VR user test with digitally added HUD elements, and a high-fidelity VR user test with a Logitech G29 rig in a Unity game engine for interactive driving simulations. 

    Our findings, combined with academic research and expertise in interface design and user experience, are concrete design suggestions for the designing of AR HUD systems. The findings also show that the cultural differences between the two user groups were not a as big as anticipated, altough further testing is required to fully determine this. The resutls also include a standardized test-protocol built in Unity that ZEEKR can use for future testings. 

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  • 29.
    Söderbergh, Oscar
    Luleå University of Technology, Department of Social Sciences, Technology and Arts.
    Driving Towards Sustainability: Ethical Data Gathering and Sustainable Driving Practices for Environmental Stewardship2024Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis integrates scoring, gamification, and Corporate Sustainability Reporting(CSR) to encourage sustainable behaviours through electronic driving journals. As environmental stewardship becomes increasingly important, the European Union's Corporate Sustainability Reporting Directive (CSRD) mandates greater transparency in reporting environmental, social, and governance (ESG) activities. In this context, driving journals in Sweden, primarily used to distinguish between professional and personal vehicle use, emerge as a critical factor in influencing sustainable practices.

    The study explores the potential of scoring and gamification, which involves incorporating game-design elements into non-game contexts to transform routine compliance activities into engaging processes that promote sustainable behaviour. By combining these journals with the requirements of the CSRD, the research examines their effectiveness in fostering an environmentally conscious driving culture among corporate fleets and individual users.

    The study employs a multidimensional approach, which involves conducting a comprehensive literature review, analysing the market, and practically applying the findings with Northtracker, a leading driving journal provider. The goal is to examine how aligning Northtracker's systems with CSRD guidelines can help promote and comply with sustainable practices by enhancing user engagement.

    The results indicate that incorporating scoring and gamified elements within driving journals can effectively increase user participation and compliance, leading to a measurable reduction in environmental impact resulting from improved driving habits. Nonetheless, the study highlights several challenges, such as privacy concerns, data accuracy, and user acceptance, which require a balanced approach to scoring and gamification in sustainability initiatives.

    The thesis concludes by recommending strategic actions that policymakers and corporations can take to exploit this integration's potential fully. These implications go beyond the immediate scope of driving journals and offer valuable insights into the broader application of scoring and gamification in environmental sustainability efforts.

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  • 30.
    Thyni, Emil
    Luleå University of Technology, Department of Social Sciences, Technology and Arts.
    Next Generation Helm: Improving the user experience inside a boat helm2022Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The design and functionality of the controls inside a boat helm are a big part of the user experience for operators. This master thesis focuses on the boat helm and the equipment from Volvo Penta placed in it. The aim is to present solutions to user’s problems revealed from interviews and look at future technology that will change the helm station. This project has been conducted in cooperation with Volvo Penta vehicle controls department.

    The project was conducted following a four-phase project plan with the phases learn, ideate, build, and launch. The learn phase focused on gaining state of practice information about today’s situation, using interviews to understand the stakeholders and benchmarking to understand the current marine market. The learn phase also focused on state of the art research to learn about future technologies. The ideate phase consisted of creative workshops to ideate around the findings from the learn phase. These ideas or concepts were then prototyped using a 3D printer and evaluated at a prototype evaluation during the build phase. The launch phase finalized the project by implementing the feedback from the prototype evaluation and visualizing the final concepts, highlighting the problems that were found and presenting design opportunities.

    The outcome of this project is several concepts presenting design opportunities for Volvo Penta when creating the next generation helm. Such as a scroll wheel joystick placed on the throttle, a driving-oriented joystick, and a modular button panel with both visual and haptic buttons. The outcome also presents information about handling increased automation/autonomy gathered from the theoretical framework and the prototype evaluation.

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  • 31.
    Topping, Colin
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering.
    The role of awareness in adoption of government cyber security initiatives: A study of SMEs in the U.K.2017Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Awareness is a key component of any information security programme. This study sets out to establish whether SMEs are using the government cyber security initiatives and finds that only 4.3% of respondents are utilising the resource that is freely available from the newly formed National Cyber Security Centre. The principal reason for this is a lack of awareness, although the survey also reveals that respondents would use this service if they had knowledge of it. Furthermore, 72.3% are keen for the government to deliver a public cyber security awareness campaign from funds available to the National Cyber Security Strategy. The association of the NCSC with GCHQ is seen to increase the trust in the service the NCSC delivers, whilst incentivising SMEs to enhance their security is popular amongst the 46 respondents.

    Survey responses suggest that small and micro businesses believe that they are too small to attract cyber-attacks, under the misguided assumption that “security through obscurity” is a viable control to mitigate the cyber risk. This underlines the lack of awareness of the randomness of threats such as ransomware and supports the need for greater user knowledge. 

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    fulltext
  • 32.
    Troive, Frida
    Luleå University of Technology, Department of Social Sciences, Technology and Arts.
    House Configurator Interface: User Experience Design for the Interface of a House Configurator2021Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Building a house is a demanding process with a lot to learn, and many expensive decisions that have to be made. One of them is to choose which house to buy and what it should look like. Many house companies offer via the website a house configurator where the house buyer can test different combinations of choices and see what it would look like. Neava Studios is a company that offers such a tool, Design Studio, which they sell to house companies. The unique thing about this house configurator is that instead of showing fixed example views for each configurable part of the house, it presents photorealistic 360-degree renderings from several different positions in the house. When the house configurator Design Studio is sold to a house company, it is presented through a demo version of the product. The user interface that belongs to the demo was created temporarily and needs to be redesigned with a focus on the end-user experience.

    In this master thesis, the aim has been to create a better experience for house buyers in the situation of building a house. With the goal of developing a concept for a user interface that is visualized and tested through an interactive prototype. The work has followed an iterative user-centered Design thinking process with five different phases: empathize, define, ideate, prototype and test. In the first phase, empathy was created with house buyers through interviews and surveys and by analysing that information. In the second phase, the primary needs were defined to be used as a basis in the third phase, where ideas for solutions were developed. Two prototypes were created and tested to result in a winning concept that was improved and visualized in an interactive prototype.

    The final result is a standard user interface for the demo version of Design Studio where the house buyers’ experience has been in focus. This has been done by working with the house buyers’ needs combined with research on user experience and user interface, among other things. The features in the product are combined and clustered to a few, placed in intuitive locations, resulting in an intuitive layout where the user has a good overview. The same applies with the menu that is given a large space for the user to have an overview of the choices, without taking up too much space on the screen. The explorer mode is integrated into the configurating mode for the user to access it, creating control and freedom while making choices. The price is extended to present the price for every room, giving the user more control to stick to their budget.

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    fulltext
  • 33.
    Nordin, Jesper (Composer, Musical director, Sound designer, Creator)
    Luleå University of Technology, Department of Social Sciences, Technology and Arts, Music, Media and Theater.
    Dream: a live, online performance set in a virtual midsummer forest2021Artistic output (Refereed)
    Abstract [en]

    The plot

    A dreamlike journey into a forest: a story of transformation. Inspired by Shakespeare’s iconic play, A Midsummer Night’s Dream.

    Puck invites you on a magical journey between dusk and dawn. With a cloud of fireflies lighting the way, you explore the forest and encounter four sprites, Moth, Peaseblossom, Cobweb and Mustardseed. But storm clouds gather on the horizon, threatening destruction.

    Dream features a symphonic score based on recordings by the Philharmonia Orchestra, conducted by Principal Conductor & Artistic Advisor Esa-Pekka Salonen. The recordings are expanded by music created in real time by the movements of the performers. This living, dynamic soundtrack adapts and interacts with the narrative and the pre-recorded orchestral tracks. 

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    Dream invitation
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