Bitte Rydeman
Lund University
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Publication
Featured researches published by Bitte Rydeman.
Augmentative and Alternative Communication | 2010
Per-Olof Hedvall; Bitte Rydeman
The purpose of this paper is to discuss and highlight how Cultural-Historical Activity Theory (CHAT) can contribute to the understanding of the different factors at play when a person is using augmentative and alternative communication (AAC). It is based on data from a 3-year project concerning activity-based vocabulary design of voice output communication aids (VOCAs). Four persons who used AAC and their assistants were interviewed about shopping activities and their views about a vocabulary that included pre-stored phrases. A CHAT model, the Activity Diamond, was applied in an analysis of the data. The result was a multiplicity of human, artifactual, and natural factors, in which six themes were identified: Attitude/Preference, Expectation/Trust, Goal/Power, Place/Space, Time/Learning, and Usability/Accessibility. The themes are exemplified and discussed in relation to AAC.
AAATE conference proceedings; 242, pp 429-436 (2017) | 2017
Kirsten Rassmus-Gröhn; Charlotte Magnusson; Bitte Rydeman; Gary Randall; Sarah Belson
Ideation means to generate ideas, and when involving non-designers in these activities they need to be informed about the scope of the possibilities without limiting their imagination. This is a general challenge, which becomes particularly important when it comes to advanced technology ideation together with participants that may not have in-depth knowledge of technological designs and solutions. In this study, we supported the ideation process by presenting a kit of magic objects (consisting of cards and physical props) to stroke survivors participating in a co-design workshop carried out within the STARR EU project. The kit was seen to generally work well, but improvements are suggested for the introduction, the design of the cards and the number of objects used.
International Journal of Mobile Human Computer Interaction | 2016
Héctor A. Caltenco; Charlotte Magnusson; Bitte Rydeman; Sara Finocchietti; Giulia Cappagli; Elena Cocchi; Lope Ben Porquis; Gabriel Baud-Bovy; Monica Gori
This paper presents the process and results of a set of studies within the ABBI EU project, with the general aim to co-design wearable technology an audio bracelet together with visually impaired children, starting at a young age. The authors discuss user preferences related to sounds and tactile materials and present the results of a focus group with very young visually-impaired children under the age of 5, together with their parents. They find that multisensory feedback visual, tactile/haptic, auditory is useful and that preferences vary-also the drastic and potentially unpleasant sounds and materials may have a role. Further studies investigate the possibilities of using the ABBI wearable technology for social contexts and games. In a series of game workshops children with and without visual impairments created games with wearable technology employing very simple interactivity. The authors report the created games, and note that even with this simple interactivity it is possible to create fun, inclusive and rich socially co-located games.
human computer interaction with mobile devices and services | 2018
Charlotte Magnusson; Kirsten Rassmus-Gröhn; Bitte Rydeman; Héctor A. Caltenco
This paper presents work done within the EU project STARR. Within the framework of the project technologies to empower and support stroke survivors are developed. We report on the iterative development of an outdoor activity game for stroke survivors, and discuss design choices, experiences from the initial testing and outline potential future developments.
Wearable Technologies; pp 314-332 (2018) | 2018
Héctor A. Caltenco; Charlotte Magnusson; Bitte Rydeman; Sara Finocchietti; Giulia Cappagli; Elena Cocchi; Lope Ben Porquis; Gabriel Baud-Bovy; Monica Gori
This paper presents the process and results of a set of studies within the ABBI EU project, with the general aim to co-design wearable technology (an audio bracelet) together with visually impaired children, starting at a young age. The authors discuss user preferences related to sounds and tactile materials and present the results of a focus group with very young visually-impaired children under the age of 5, together with their parents. They find that multisensory feedback (visual, tactile/haptic, auditory) is useful and that preferences vary - also the drastic and potentially unpleasant sounds and materials may have a role. Further studies investigate the possibilities of using the ABBI wearable technology for social contexts and games. In a series of game workshops children with and without visual impairments created games with wearable technology employing very simple interactivity. The authors report the created games, and note that even with this simple interactivity it is possible to create fun, inclusive and rich socially co-located games. (Less)
human computer interaction with mobile devices and services | 2015
Charlotte Magnusson; Bitte Rydeman; Sara Finocchietti; Giulia Cappagli; Lope Ben Porquis; Gabriel Baud-Bovy; Monica Gori
Assistive Technology Research Series | 2014
Héctor A. Caltenco; Per-Olof Hedvall; Andreas Larsson; Kirsten Rassmus-Gröhn; Bitte Rydeman
Project and Conference Reports - Genombrottet, LTH | 2013
Per-Olof Hedvall; Andreas Larsson; Bitte Rydeman
international symposium on algorithms and computation | 2010
Per-Olof Hedvall; Bitte Rydeman
NNDR2015 | 2015
Bitte Rydeman; Per-Olof Hedvall