Michael, Mikael and Jesper got their paper on the use of ride-sharing platforms accepted at CHI2018.
Passenger Trip Planning using Ride-Sharing Services
Abstract Ride-sharing can potentially address transportation challenges such as traffic congestion and air pollution by letting drivers share their cars unused capacity with a number of passengers. However, even though multiple ride-sharing services exist and HCI research has investigated various aspects of their use, we still have limited knowledge on how passengers use ride-sharing services to plan their trips. In this paper, we study how passengers use existing services to support the activity of planning a trip. We report from a qualitative study where we participated in 5 rides and conducted interviews with 19 passengers about their use and opinions towards ride-sharing services. We found that planning a ride involves comparing individual preferences across a number of services which enabled participants to support finding a trip and handle challenges such as privacy and trust. Further, we discuss these findings and their implications for future HCI research in ride-sharinglink
Published article in Journal of IT Cases and Application Research
Intrafirm knowledge transfer of agile software practices: barriers and their relations
Abstract Agile software practices are widely used in a great variety of organizations, and the shift from traditional plan-driven approaches entails a redefinition of processes in these organizations. Intrafirm knowledge transfer of agile software practices between projects is a key concern in this redefinition. While knowledge transfer is essential for an organization to develop or keep its competitive advantage, it is also both difficult and time consuming, due to a wide range of barriers. Transferring knowledge on agile practices is even more complex due to there being a high degree of tacit knowledge. Research on knowledge of agile practices focuses on adoption of agile practices within a single team, thus extant research lacks focus on intrafirm transfer. Through a case study, this article investigates the intrafirm knowledge transfer of agile practices. With a starting point as the theory of barriers to knowledge transfer, we modify and extend the framework to transferring knowledge of agile practices. This framework is subsequently applied for interpreting and analyzing the case study data. The analysis shows how these barriers (e.g., the organizational culture, time and resources, knowledge strategy, and motivation and willingness) are related and that they cannot be understood in isolation. The barriers and their relations are brought together in a conceptual model and its relevance is discussed.link
Accepted paper for CHI’18
Designing the Desirable Smart Home: A Study of Household Experiences and Energy Consumption Impacts
Abstract Abstract: Research has shown that desirable designs shape the use and experiences people have when interacting with technology. Nevertheless, how desirability influences energy consumption is often overlooked, particularly in HCI studies evaluating the sustainability benefits of smart home technology. In this paper, we present a qualitative study with 23 Australian households who reflect on their experiences of living with smart home devices. Drawing on Nelson and Stolterman’s concept of desiderata we develop a typology of householders’ desires for the smart home and their energy implications. We structure these desires as three smart home personas: the helper, optimiser and hedonist, which align with desiderata’s three approaches to desire (reason, ethics and aesthetics). We use these insights to discuss how desirability can be used within HCI for steering design of the smart home towards sustainability
Paper accepted at INTERACT 2017: Active Involvement of Software Developers in Usability Engineering: Two Small-Scale Case Studi
Nis and Jan Stage have co-authored a short paper that got accepted at INTERACT 2017.
Abstract The essence of usability evaluations is to produce feedback that supports the downstream utility so the interaction design can be improved and problems can be fixed. In practice, software development organizations experience several obstacles for conducting usability engineering. One suggested approach is to train and involve developers in all phases of usability activities from evaluations, to problem reporting, and making redesign proposals. Only limited work has previously investigated the impact of actively involving developers in usability engineering. In this paper, we present two small-scale case studies in which we investigate the developers’ experience of conducting usability evaluations and participating in a redesign workshop. In both case studies developers actively engaged in both activities. Per the developers, this approach supported problem understanding, severity ratings, and problem fixing. At the organizational level, we found that the attitude towards and understanding of the role of usability engineering improved. Nis Bornoe and Jan Stage. 2017. Active Involvement of Software Developers in Usability Engineering: Two Small-Scale Case Studies. Human-Computer Interaction – INTERACT 2017. Lecture Notes in Computer Science. Springer.
Paper to be presented at ECIS 2017 in Portugal
On Saturday (June 10th) John will present a paper on the value positions in the Danish e-government strategies. The paper is co
Abstract Clarifying what value new information systems (IS) may help to create for government organizations and society is a central concern in the public sector. National e-government strategies present such efforts to clarify the value entailed by IS, however, what is considered valuable is inﬂuenced by value positions deeply enshrined in the traditions of public administration. We present a theory directed con-tent analysis of value positions in the national e-government strategy for Denmark published for the first time in 1994 and latest in 2016. Our comparison of the value positions in the two e-government strategies show consistency over time when looking at the ideals of professionalism, service, and efficiency. While the least dominant ideal of engagement, has declined. The 22-year timespan separating the development of these two strategies had major technological advances, but little transformational impact on Danish e-government strategies in their general value positions. We discuss how our findings contribute to previous research on values in e-government and have practical implications for working with e-government strategies. Persson, J. S., Reinwald, A. K., Skorve, E., & Nielsen, P. A. (2017). Value Positions in E-government strategies: Something is (not) changing in the state of Denmark. In Proceedings of the 25th European Conference on Information Systems, Guimarães, Portugal, pp. 1-14.
Connected car paper accepted for MobileHCI 2017
Kvist, Mikael and Jesper got their paper on the connected car accepted at MobileHCI 2017
Abstract The amount of interactive digital technology in cars is increasing rapidly, and many new cars are shipped with connectivity. As a result, a new platform has emerged that holds potentials to facilitate many new and different interactions, both inside and outside the car. Within the area of HCI for cars, the focus has predominantly been on interactions with in-vehicle systems and applications of technology that is enabled through connectivity. However, we still lack in-depth empirical studies that provide details of the connected car, its use, opinions towards it, and how it integrates into people’s everyday lives. We report from a qualitative study of 13 households with connected electric cars. We present our findings in 3 themes of interaction through connectivity, updating and upgrading car software, and security and privacy. We further discuss our findings in 3 themes that might inform and inspire further mobile HCI research with the connected car. Michael K. Svangren, Mikael B. Skov, and Jesper Kjeldskov. 2017. The Connected Car: An Empirical Study of Electric Cars as Mobile Digital Devices. Accepted for inclusion in Proceedings of MobileHCI’17.
Calming children during blood sampling paper accepted at DIS 2017
Active Involvement of Software Developers in Usability Engineering: Two Small-Scale Case Studies
Abstract Blood sampling is a common and necessary procedure in the treatment and diagnosis of a variety of diseases. However, it often results in painful and stressful experiences for children. Designed together with domain experts, Pufferfish is a breath-controlled biofeedback game technology with bespoke airflow sensor that aims to calm children during blood sampling procedures. An initial randomized controlled trial was conducted in which 20 children aged 6-11 were assigned to one of two conditions involving either passive distraction (watching a video) or active distraction using the Pufferfish prototype. We present quantitative results demonstrating the effectiveness of our active distraction technique. Together with qualitative feedback from patients, parents, and medical staff we identify key aspects impacting the acceptance of breath-based active distraction and future system refinements. Our study highlights the potential of non-pharmacological assistive technology tools to reduce fear and pain for children undergoing painful or stressful medical treatment.