Title: A brief presentation of me and my research (interests)
Abstract: In this short presentation I will provide an overview of my background and research interests. In particular, I will focus on the information infrastructure perspective and I will present the genAP project, where I was involved in my previous postdoc. Finally, I will also discuss what I hope to achieve during my stay in the IS group.
Where and When: Room 0.2.15, 30 of September 2016, 09:30-10:30
John and Peter got an article accepted for publication in the European Journal of Information Systems (among the 8 most prestigious IS journals known as the Basket-of-8).
Abstract: Business cases have become popular as part of managing value creation in IS projects. Nevertheless, business cases are often poorly linked to value creation activities and organizations struggle to develop business cases that are useful and express more than simple cost savings. This action research study seeks to improve the usefulness of business cases in IS projects. We used collaborative action research with Danish municipalities to improve their practices when developing and using business cases and to change their perceptions of what constitutes a good business case that is useful during implementation and value creation. This article presents lessons learned from our action research, lessons that we incorporated into a business case method and subsequently evaluated with IS managers. There are three lessons on: (1) improving the content of business cases, (2) how to develop business cases, and (3) the use of business cases in subsequent value creation. These lessons summarize our findings and the contributions are that we in the business case method propose to: (1) include minimal contents, (2) develop social commitment, and (3) structure for dynamic use during value creation. We discuss the lessons and contributions related to research on IS business cases and value creation.
Reference: Nielsen, PA & Persson, JS 2016, ‘Useful Business Cases: Value Creation in IS Projects’ European Journal of Information Systems. [Link]
Nis, Anders, and Jan got a paper accepted at OzCHI 2016, the Annual Conference of the Australian Computer-Human Interaction Special Interest Group, taking place in Launceston, Tasmania from November 29th – December 2nd 2016.
While effort has been put into developing and evaluating usability evaluation methods less attention has been paid to shifting usability feedback into improved designs. To better utilize usability feedback it has been suggested to consider theories and methods used to facilitate creativity. One approach that has received attention is different types of physical design cards providing different types of design cues. In this paper, we report from a study with 44 novice designers creating redesign suggestions to fix usability problems. Afterward, three developers assessed the quality of the suggestions. The cards diversified the range of system aspects that novices considered and kept discussion/work going. However, providing design cues through cards cannot completely solve the problem of limited design experience. Assessing the quality of the suggestions also turned out to be challenging.
Nis Bornoe, Anders Bruun and Jan Stage. 2016. Facilitating Redesign with Design Cards: Experiences with Novice Designers. In Proceedings of the 28th Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Connceted Futures (OZCHI ’16). ACM, New York, NY, USA. (to appear)
Rikke, Jesper and Mikael got their research work on HeatDial: Beyond User Scheduling in Eco-Interaction accepted in NordiCHI 2016.
There has been an interesting development within HCI for sustainability, from passive feedback-displays towards more interactive systems that allow users to schedule their energy usage for optimal times based on eco-feedback and eco-forecasting. In this paper we extend previous work on user scheduling of energy usage in eco-interaction with a study of heat pump control in domestic households. Aiming at using electricity when it is either cheap or green, our approach is to provide users with an interface where they can set temperature boundaries for the home, and interactively evaluate the impact of different settings on predicted energy cost. Based on this input, the scheduling of energy use is done by an automated system monitoring temperatures and electricity prices. We conducted a qualitative study of the HeatDial prototype with 5 families over 6 months. Key findings were that HeatDial supported users identifying and acting on opportunities for reducing costs, but that automation also had an impact on user engagement, and highlighted a need for transparent feedback on how the system intended to act.
Jensen, R.H.., Kjeldskov, J., and Skov, M.B. (2016) HeatDial: Beyond User Scheduling in Eco-Interaction accepted in NordiCHI 2016.. In Proc. NordiCHI 2016, (to appear).
Mikael, Jesper, and Jeni got a paper accepted at the 28th Australian Conference on Human-Computer Interaction (OzCHI’16) together with former masters students Frederik and Mikkel.
Children and parents build mutual trust through voluntary disclosure, but at the same time parents are guardians who monitor and guide children as they grow up. Emerging technologies offer new opportunities for parents to monitor children while being separated. We investigated how sleep and physical activity data from a Fitbit Flex wristband worn by children (aged 9-12 years) were shared in families over a five-week period. We discovered that the children would optimize their data as they learned more about their own activities, and then started pleasing their parents as a result of being under surveillance. Interestingly, we also saw that parents used the physical activity and sleep data to question children about specific activities, and while this increased parental control, it reduced spontaneous and voluntary information disclosure from the children about their daily activities. This appeared to negatively influence the trust between the children and their parents.
Anders and Jesper got a journal paper accepted in collaboration with two of Anders’ former master students Dianna and Kenneth. It will be published in Internation Journal of Human-Computer Interaction:
In the past decade there has been increasing interest in studying tabletop technologies in HCI. Using Gartners Hype Cycle as an analytical framework, this paper presents developments in tabletop research within the last decade. The objective is to determine level of maturity of tabletop technologies with respect to the research foci and the extent to which tabletops have shown their worth in real world settings. We identify less studied topics in the current body of literature with the primary aim of evoking further discussions of current and future research challenges. We analyzed 542 research publications and categorized these according to eight types of research foci. Findings show that only 3% of all studies are conducted in natural settings, i.e. there is a clear tendency to emphasize laboratory evaluations of tabletop technology. Also, very few studies demonstrate relative benefits of tabletops over other technologies in collaborative settings (1%). We argue for a need to increase emphasis on understanding real-world use and impact rather than developing new tabletop technologies.
Hype Cycle graph based on the number of publications per year
In collaboration with Thibaut, Michael got a Journal paper accepted in the Journal of Intelligent Reliable Environments.
Defining control scenarios in a smart home is a difficult task for end users. In particular, one concern is that user-defined scenarios could lead to unsafe or undesired state of the system. To help them explore scenario specifications, we propose in this paper a system that enables specification of constraints restricting the control commands that can be used inside user-defined scenarios. The system is based on timed automata model checking abstracted by event condition action rules. A prototype was implemented, including a user interface to interact with the user. The usability of the system and interface was evaluated in a user study which results are reported here.
Mikael got a paper accepted at the 13th International Conference on Advances in Computer Entertainment Technology (ACE’16) together with former masters students Heidi and Marius.
Cross-device interaction provides new and interesting ways of interacting with technology, and different social settings with more people, it also provides collaboration. In this paper, we explore collaboration between children during cross-device image exploration. We developed a collocated cross-device application called PinchPan that enables photo panning through pinching. We studied PinchPan with 22 children who used it in pairs to find Waldo characters in different images. We found that the children adopted a number of different approaches for collaboration in cross-device interaction, and that panning constitutes a challenge for the image exploration.