Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Per-Olof Hedvall is active.

Publication


Featured researches published by Per-Olof Hedvall.


human computer interaction with mobile devices and services | 2012

A real-world study of an audio-tactile tourist guide

Delphine Szymczak; Kirsten Rassmus-Gröhn; Charlotte Magnusson; Per-Olof Hedvall

This paper reports on the in-context evaluation of an audio-tactile interactive tourist guide - one test was done in a medieval city center, and the other was done at an archaeological site. The activity theory framework was used as a perspective to guide design, field-study and analysis. The evaluation shows that the guide allows users to experience an augmented reality, while keeping the environment in focus (in contrast with the common key-hole like experience that on-screen augmented reality generates). The evaluation also confirms the usefulness of extending the vibrational feedback to convey also distance information as well as directional information.


human computer interaction with mobile devices and services | 2011

Navigating the world and learning to like it: mobility training through a pervasive game

Charlotte Magnusson; Annika Waern; Kirsten Rassmus Gröhn; Åse Bjernryd; Helen Bernhardsson; Ann Jakobsson; Johan Salo; Magnus Wallon; Per-Olof Hedvall

This paper introduces the idea that location based pervasive games can be used to make mobility training for visually impaired children more fun. The user centred development process which has been carried out in collaboration with both visually impaired children and rehabilitation staff is described and we present a novel game concept which combines locative play, sound traces and a physical catch movement. We report and discuss results of user tests and summarize our experience in a set of tentative development and design guidelines for this type of game.


USAB '09 Proceedings of the 5th Symposium of the Workgroup Human-Computer Interaction and Usability Engineering of the Austrian Computer Society on HCI and Usability for e-Inclusion | 2009

Towards the Era of Mixed Reality: Accessibility Meets Three Waves of HCI

Per-Olof Hedvall

Today, the underlying theoretical and methodological foundations as well as implementations in the field of accessibility are largely based on plans, metrics and heuristics. There is an obvious tension between these norms and those of the overall spirit of the times, which leans heavily towards improvisations, diversity, and ever-changing affordances. The parallel evolution of human computer interaction (HCI) has been characterized as three waves, each building on the previous one, resulting in an in-depth understanding of the interwoven activity of humans and non-humans (artifacts). Now when facing the era of mixed reality, accessibility can gain considerably from HCIs, usabilitys and interaction designs bodies of knowledge.


nordic conference on human-computer interaction | 2012

Bringing the mobile context into industrial design and development

Charlotte Magnusson; Andreas Larsson; Anders Warell; Håkan Eftring; Per-Olof Hedvall

In this paper we discuss the dynamic nature of mobile usage, and how this impacts on design and evaluation, particularly in an industrial setting. We argue that current industry oriented design tools need to be extended to cater more effectively to the highly dynamic and context-dependent nature of mobile usage -- we suggest more focus should be put on doing instead of on being. In order to achieve this we suggest a lightweight design/insight tool developed to suit industrial practice: context cards. These cards allow designers, developers, and usability experts to perform lightweight explorations of the consequences of a range of mobile situations.


Augmentative and Alternative Communication | 2010

An activity systemic approach to augmentative and alternative communication.

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.


international conference on human computer interaction | 2009

New Challenges for Participation in Participatory Design in Family, Clinical and Other Asymmetrical, Non-work Settings

Olav W. Bertelsen; Per-Olof Hedvall

Participatory design (PD) has taken as its ideal that designers and users should engage in an equal language game. When we apply PD in contexts where some of the users involved are weak, ill, or have impairments, this assumed equality can no longer be an ideal. The workshop explores new ideals for participatory design in non-work settings with highly heterogeneous user constellations.


Studies in health technology and informatics | 2017

The Use of Apps for Health in Persons with Multiple Sclerosis, Parkinson's Disease and Stroke - Barriers and Facilitators.

C. Winberg; Marianne Kylberg; Cecilia Pettersson; Tove Harnett; Per-Olof Hedvall; Titti Mattsson; E. Månsson Lexell

INTRODUCTION The importance of mobile health has increased during recent years but few studies have described the use of apps among persons with neurological disabilities. AIM The aim of this paper was to describe how persons ageing with a neurological disability experience barriers and facilitators in relation to using apps in everyday life. METHOD A qualitative approach was used. 16 persons with neurological disorders participated in two group discussions. Data were analyzed by content analysis. RESULTS The analysis formed four categories; Impairments make apps harder to use, Use of apps is increased by learnability and sharing, Valuating the information in an app, and Apps act supportive and motivating. CONCLUSION The participants used apps in the same way as persons without disabilities. Impairments and trustworthiness were perceived as barriers, which need to be acknowledged when developing apps for this population. Use of apps was facilitated by the possibility to share data and to connect with others. Apps may have the potential to improve self-management for persons ageing with disabilities but further research is needed.


Mobility of Visually Impaired People; pp 411-434 (2017) | 2018

Co-designing together with Persons with Visual Impairments

Charlotte Magnusson; Per-Olof Hedvall; Héctor A. Caltenco

The importance of involving the persons intended to use a design, already in the design process leading up to the final product or service, is increasingly acknowledged. This chapter is intended to provide both inspiration and practical suggestions for anyone interested in designing for and with persons with visual impairments. The text focuses on co-design , but many of the adaptations and materials presented can also be used in more traditional design activities, such as usability testing. The chapter rests on an inclusive mindset . In other words, we focus on how to expand and enhance existing methods regarding who is involved, and how to provide means for participation to wider target groups, rather than how to create “special” methods for “special” users with “special” needs.


international conference on computers helping people with special needs | 2018

Design for Me

Charlotte Magnusson; Per-Olof Hedvall; Björn Breidegard

In this paper, as a generative contrast to the notion of design “for all”, we present and discuss the potential benefits of a design “for me” approach, where the design process from the starts from, and initially is targeted at, just one person. Given many things developed for a user group or a constructed average user, in this text we describe starting from design for a single user as an alternative approach for achieving useful and useworthy designs. We provide an example from the development of an assistive device as the starting point and discuss how and why this alternative approach should be of interest for everyone interested in usability.


human computer interaction with mobile devices and services | 2012

Demonstration of an audio-tactile tourist guide

Delphine Szymczak; Kirsten Rassmus-Gröhn; Charlotte Magnusson; Per-Olof Hedvall

An audio-tactile interactive tourist guide is demonstrated, including the possibility to be guided to points of interest. In contrast with the key-hole like experience of on-screen augmented reality, this guide makes use of the non-visual modalities to create a more immersive augmented experience. Sound windows from the past and verbal historical information complement discrete tactile guidance along a trail.

Collaboration


Dive into the Per-Olof Hedvall's collaboration.

Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Researchain Logo
Decentralizing Knowledge