Q-Life Publications

Here and now : Foundations and practice of human-experiential design

2012-04-25

The thesis claims that an experiential approach to design really does promise the possibility of scientific design of everyday life. The purpose of this thesis is to show the promise. René Descartes conceptualized the classical formulation of a mind-body dichotomy. Various resulting and unbalanced dichotomies, such as subjective-objective, internal-external, experiential-practical and so on, raise serious concerns surrounding the concept of design. The thesis raises a crucial issue about the ...

The e-health implementation toolkit : qualitative evaluation across four European countries

2012-01-10

Background: Implementation researchers have attempted to overcome the research-practice gap in e-health by developing tools that summarize and synthesize research evidence of factors that impede or facilitate implementation of innovation in healthcare settings. The e-Health Implementation Toolkit (e-HIT) is an example of such a tool that was designed within the context of the United Kingdom National Health Service to promote implementation of e-health services. Its utility in...

Designing blended reality space : conceptual foundations and applications

2011-08-09

The present paper starts with a crucial discussion about the imbalance between technological and human concerns in the context of human-computer interaction, an imbalance that has arisen partly from the mechanistic aspect and its impact on interaction design. We then introduce the concept of Blended Reality Space, interactive mixed reality environments where the physical and the virtual are seamlessly combined and affect each other. The conceptual grounding and practical exa...

The e-health implementation toolkit : Qualitative evaluation across four European countries

2011-06-15

Cognitive enrichment effects in aging : Can new information technology and networking preserve and enhance cognitive functions and wellbeing of older adults?

2011-06-13

Bridging the contextual reality gap in blended reality space : the case of AGNES

2011-04-26

This research explores where the contextual reality gap emerges in social sharing of knowledge, understanding and experience generated between users (also between a designer and a user) in different contexts. It then examines how this 'contextual reality gap' can be bridged effectively in the sharing of meaning through mediated communication within emergent virtual/physical space, in what we call Blended Reality Space. As a concrete example, we refer to our current project, AGNES, developing ...

The role of information computer technology and networking in healthy aging

2011-04-20

Reframing dichotomies : human experiential design of healthcare technologies

2011-02-24

Electronic healthcare technologies support the interaction between patients and health-service providers, institution-to-institution transmission of data, and peer-to-peer communication between patients and health professionals. These technologies promise to deliver significant improvements in access to care, quality of care, and the efficiency and productivity of the health sector.Human-Centered Design of E-Health Technologies: Concepts, Methods and Applications unites researchers and indust...

From intention to action : the role of presence

2011-01-05

Recent research in neuroscience has tried to understand human action from two different but converging perspectives: the cognitive and the volitional. On one side, cognitive studies analyze how action is planned and controlled in response to environmental conditions. On the other side, volitional studies analyze how action is planned and controlled by a subject's needs, motives and goals. In this paper we suggest that the notion of presence may be the missing link between these two approaches...

AGNES : user-sensitive home‐based systems for successful ageing in a networked society

2010-10-19

Some experiences with interregional EU funding in Västerbotten

2010-10-18

User involvement in the innovation process : The AGNES project

2010-10-18

The need for a new care model : Getting to grips with collaborative home care

2010-10-14

Using motion interactive games to promote physical activity and enhance motor performance in children with cerebral palsy

2010-10-14

Objective: To explore the feasibility of using low-cost motion interactive games as a home-based intervention for children with cerebral palsy (CP).

Methods: Fourteen children with CP, 6–16 years old, practiced with the EyeToy for PlayStation2® in their homes during 4 weeks. Outcome measures were physical activity monitors, Movement Assessment Battery for Children-2 (mABC-2), Bruininks-Oseretsky Test of Motor Proficiency (sub-test 5 : 6), 1 Minute Walk Test and gaming ...

Capturing user experiences of mobile information technology with the repertory grid technique

2010-10-14

Tangible presence in blended reality space

2010-04-28

We discuss issues relating to presence arising from the recent evolution of tangible interaction techniques as an alternative interaction paradigm to the familiar WIMP-based Graphical User Interfaces (GUIs). The intersection of sensory, cognitive and also emotional aspects in such interfaces takes us a significant step further than GUI techniques. We introduce our concept of Tangible Presence in Blended Reality Space, and its study as an emerging weaving of HCI and presence research. An exper...

Responsive interfaces : Mobility, emotion and universality

2010-03-17

The body and the urban space

2010-03-17

User-sensitive home-based systems for successful ageing

2010-03-17

Ageing in a networked society : social inclusion and mental stimulation

2010-03-17

On feeling (the) present : an evolutionary account of the sense of presence in physical and electronically-mediated environments

2009-12-14

Mediated presence in the future

2009-12-10

Designing ICT for the over 80s

2009-03-10

Presence in the Future

2009-03-10

Effective collaboration for healthcare by bridging the reality gap across media-physical spaces

2008-09-09

Information technology, the sense of presence, and the evolution of the conscious self

2008-09-09


Sidansvarig: John Waterworth
2011-05-30

Utskriftsversion