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Featured researches published by Yngve Sundblad.


human factors in computing systems | 2000

Designing storytelling technologies to encouraging collaboration between young children

Steve Benford; Benjamin B. Bederson; Karl-Petter Åkesson; Victor Bayon; Allison Druin; Pär Hansson; Juan Pablo Hourcade; Rob Ingram; Helen Neale; Claire O'Malley; Kristian T. Simsarian; Danae Stanton; Yngve Sundblad; Gustav Taxén

We describe the iterative design of two collaborative storytelling technologies for young children, KidPad and the Klump. We focus on the idea of designing interfaces to subtly encourage collaboration so that children are invited to discover the added benefits of working together. This idea has been motivated by our experiences of using early versions of our technologies in schools in Sweden and the UK. We compare the approach of encouraging collaboration with other approaches to synchronizing shared interfaces. We describe how we have revised the technologies to encourage collaboration and to reflect design suggestions made by the children themselves.


european conference on computer supported cooperative work | 1991

An analysis of design and collaboration in a distributed environment

Hans Marmolin; Yngve Sundblad; Björn Pehrson

The Swedish MultiG program addresses research issues in distributed multimedia workstation applications, including CSCW, and high-speed networks. This report treats some basic CSCW issues in a distributed design environment. We review and analyse relevant literature on system design and computer supported cooperation and discusses the basic issues: What is design? What is collaboration in design? What computer support is necessary for collaboration in a distributed design environment? A task analysis is performed of design and collaboration. Computer support for these tasks in a distributed environment is discussed with emphasis on generic tools for informal collaboration.


Behaviour & Information Technology | 2008

Usability and interaction design-new challenges for the Scandinavian tradition

Susanne Bødker; Yngve Sundblad

Computer use and interaction possibilities are changing quickly, while use contexts and application types are radically broadening. Technology no longer consists of static tools belonging only to the workplace but permeates work on the move, homes and everyday lives. Pervasive technologies, augmented reality, small interfaces, tangible interfaces, etc. are dramatically changing the nature of HCI (human–computer interaction). We witness the creation of ad hoc configurations of large and small user interfaces. The new interfaces are moveable and used in changing locations and contexts; different tasks are done through a combination of specialized technologies. A wider repertoire of physical instruments is available than the keyboard and the mouse. Based on examples from recent research projects and a collage of concepts and solutions, we discuss how these recent developments challenge our understanding of usability and interaction design. In particular, we discuss how the Scandinavian tradition of user involvement in development is facing up with the challenges of new work and of non-work contexts. There is a tendency that much recent investigations into non-work settings get stuck in a divide between work on the one hand, and leisure, arts, and home on the other; between rationality on the hand, and emotion on the other. The Scandinavian tradition can be developed to embrace peoples whole lives and transcend the dichotomies between work, rationality, etc. and their negations and a Scandinavian perspective should and could move the current co-determination framework outside of work.


Computers & Graphics | 1995

The design and building of the graphic user interface for the collaborative desktop

Konrad Tollmar; Yngve Sundblad

Abstract In this paper, we describe design and implementation considerations for the graphic user interface for CoDesk (the Collaborative Desktop), which is an environment for CSCW (Computer Supported Cooperative Work). CoDesk is an attempt to make collaboration a natural part of the daily use of a computer. Our way to achieve this is to put the user in the centre of the computing in a similar way that applications and documents are defined and visualised in the desktop metaphor. The Collaborative Desktop is aimed to be a generic environment with a GUI (Graphic User Interface) that can be used by many persons with different backgrounds. We have developed it as an extension of a computer environment we know works for many users: the desktop metaphor that has made daily computing a lot easier and error tolerant. Here, we give an overview of the design and implementation of the CoDesk user interface: design principles, design process, implementation techniques. In an iterative and interactive design process, we have focused on creating a dialogue between the developers and potential users. The last chapter contains some conclusions and a vision how the traditional desktop metaphor could be extended using new ideas of the graphical design.


Bit Numerical Mathematics | 1971

The Ackermann function. a theoretical, computational, and formula manipulative study

Yngve Sundblad

Ackermanns function is of highly recursive nature and of two arguments. It is here treated as a class of functions of one argument, where the other argument defines the member of the class. The first members are expressed with elementary functions, the higher members with a hierarchy of primitive recursive functions. The number of calls of the function needed in a straightforward recursive computation is given for the first members. The maximum depth in the recursion during the evaluation is investigated.Results from tests with the Ackermann function of recursive procedure implementations in ALGOL-60, ALGOL W, PL/I and SIMULA-67 on IBM 360/75 and CD 6600 are given.A SYMBAL formula manipulating program, that automatically solves recurrence relations for the first members of the function class and for the number of calls needed in their straightforward computation, is given.The Ackermann rating of programming languages is discussed.


Behaviour & Information Technology | 2009

User certification of workplace software: assessing both artefact and usage

Åke Walldius; Yngve Sundblad; Lars Bengtsson; Bengt Sandblad; Jan Gulliksen

This article summarises activities and results from the quality assessment project ‘Quality Assurance of IT Support at Work’ (ITQ) which has been performed by Swedish researchers in close cooperation with trade unions 1999–2005. The ITQ project is part of a network, UsersAward, which works for the goal to develop and implement a strategy for good software products on the work floor. A main result of the ITQ project is the first version of a software certification programme, User Certified 2002, which is described in some detail. The underlying theoretical arguments for its design and the performed pilot projects which have informed its implementation are also presented. The outcome of performed certifications is discussed in terms of stakeholder response; in terms of whether to certify artefact, processes, or both; and in terms of the relationship between software certification, standardisation, and public procurement agreements. One conclusion from the project is that a viable software certification programme has to cover the softwares built-in features, its deployment process, and its actual situated usage. A second conclusion is that the buying organisation has to implement integrative processes in which its organisational development and its implementation of IT systems are coordinated. Conclusions are also drawn with respect to the set of organisational patterns underlying the UsersAward initiative – certifications, user panels, user surveys, user conferences and a yearly IT Prize contest. Finally, implications and plans for the future, especially international research and union cooperation activities, and further development of the certification process are described.


The disappearing computer | 2007

Co-designing communication technology with and for families: methods, experience, results and impact

Sinna Lindquist; Bo Westerlund; Helena Tobiasson; Michel Beaudouin-Lafon; Wendy E. Mackay; Yngve Sundblad

In academia and in industry there have been many projects focusing on technology in domestic spaces and the Smart home (Hindus 2001; Smith 2000). The focus has been on the place, i.e. the home, and the people living there, rather than the people and the places they inhabit. In this chapter we share experience from using cooperative and novel design methods developed within the project interLiving – Designing Interactive, Intergenerational Interfaces for Living Together. The methods were intended to involve families, both as groups and individuals of all ages, as well as the multidisciplinary research group, in co-design of communication devices for families. We highlight methods, results and impact for future research and development. Research presented here aimed to develop novel and appreciated communication artefacts and to improve design methods within participatory design.


International Journal of Knowledge and Learning | 2007

Simple and playful interaction for informal communication and learning

Kristina Groth; Cristian Bogdan; Sinna Lindqvist; Yngve Sundblad

Teachers in general usually do not have one single office and they seldom have time for face-to-face interaction with their colleagues since they typically spend most of the time in a classroom. Teachers in rural areas have even less colleagues to interact with face-to-face. In our work with teachers in a rural area near Stockholm, in an archipelago school distributed over six islands, we have encouraged informal communication and learning through a digital notice board connecting all six units. This paper discusses three issues that we find important to focus on in our work; the role of shared interactive displays, simplicity and play as a social activity and the role of communication for informal learning.


compiler construction | 2005

A first analysis of the UsersAward programme from a value sensitive design perspective

Åke Walldius; Yngve Sundblad; Alan Borning

The goal of the UsersAward programme is to develop and maintain a strategy for better workplace software through user-driven quality assessment. One of its key activities is the user-driven certification of workplace software using the USER CERTIFIED 2002 instrument. In this paper we present a preliminary analysis of the values that inform the criteria and procedure making up the USER CERTIFIED 2002 instrument, using the Value Sensitive Design methodology. We then propose a set of empirical investigations with the different UsersAward stakeholders, which should yield a deeper understanding of some of the critical issues concerning user-driven software assessment programmes.


human factors in computing systems | 1998

OLGA—a multimodal interactive information assistant

Olle Sundblad; Yngve Sundblad

This video is a description and use scenario of an interactive information assistant with both speech and visual direct manipulation interface. The 3D-animated assistant, nicknamed OLGA, is intended to help in situations where people seek information. It is here demonstrated with consumer advice about microwave ovens. The demonstrator is modular and distributed, with separate modules from different partners and computers communicating via a server. The OLGA project is highly interdisciplinary, involving researchers from linguistics, speech technology, graphic illustration and computing science. Possible extensions and other uses of the assistant are demonstrated.

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Åke Walldius

Royal Institute of Technology

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Bo Westerlund

Royal Institute of Technology

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Sinna Lindquist

Royal Institute of Technology

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Torbjörn Lind

Royal Institute of Technology

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Lars Bengtsson

Royal Institute of Technology

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Helena Tobiasson

Royal Institute of Technology

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Anders Hedman

Royal Institute of Technology

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Konrad Tollmar

Royal Institute of Technology

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Cristian Bogdan

Royal Institute of Technology

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