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Student Projects

2011

Motivation - Participation and engagement in innovation processes

Authors: Caroline Johansson & Charlotte Pantzerheim (C-uppsats)

The purpose of this paper was; by a qualitative method and with a descriptive approach, study how develop-ers can motivate end-users to participation and devotion in innovation processes. This study was accomplished through a literature study, interview study and through a focus group study which resulted in the .ME-model, a proposal for how developers practical can work to moti-vate end-users to participation and devotion in innovation processes.

 

Heuristics for Social Games - A stufy of design and evaluation of social digital games

Authors: Hampus Ramstedt & Jari Thorup Palo (C-uppsats)

Social digital games have grown in popularity since the genre was established in 2007. Social games are an everyday reality for many people and can be found on- or around social networks such as Facebook. In order to create as qualitative social games as possible, clear directives can be used to know how these games should be designed and evaluated. This study highlights a lack of this type of directives in the form of fully developed heuristics for designing and evaluating social games. To examine how social games can be designed and evaluated initial heuristics were used and then supplemented by a literature review. These complementary heuristics were then examined qualitatively with help of game developers and players. This study resulted in developed heuristics for design and evaluation of social games with playability and sociability in focus.

 

2010

User Experience Goals for UGC services

Awarded best student paper in informatics 2010

Authors: Tobias Nilsson & Elias Tilander (C-uppsats)

The emergence of today's Web 2.0 has created opportunities for greater interaction among the users. This development has also been followed by an opportunity to create User Generated Content (UGC). One of the most important aspects of UGC is that it must achieve good usability, but they´s services must also offer a rich subjective experience. This subjective experience is referred to as User Experience and is an expression of the experience and satisfaction a user feels when confronted with an interactive interface. The purpose of this study was to identify the User Experience of UGC services. The essay is characterized by a qualitative approach and is based in an exploratory investigation performed thru logbooks and interviews. The thesis results are based in nine respondent’s experiences of UGC services. The study contributes to a model of User Experience goals for UGC services. The model contributes to a better understanding of what constitutes a good User Experience of a UGC-service and can thus be indicative of those who design these types of services.

 

User Generated Content in Local Newspapers

Author: Jan Nilsson (Bachelor Thesis)

User Generated Content (UGC) has grown to become a natural part of the World Wide Web, for instance featured by discussion forums, blogs, wikis and online social networks. Local newspapers are one of many actors using UGC. They have a history of publishing user generated letters, and are presently looking forward to expand their usage of UGC. Some of the most tangible benefits with this approach are that they easily can increase the amount of content. At the same time, they are also able to benefit from an increased lifetime for their articles, by providing a democratic platform for the readers to use.

This thesis contributes to the LoCoMedia research project, conducted at Halmstad University, in co-operation with the seven Swedish local newspapers Bohusläningen, Helsingborgs Dagblad, Göteborgs Posten, Hallandsposten/Hallands Nyheter, Nerikes Allehanda, Sydsvenska Dagbladet and Vestmanlands Läns Tidning. An initial mapping was carried out with the purpose of finding the type and amount of UGC currently provided on newspaper websites. Afterwards, interviews took part with readers as well as newspaper representatives, in order to learn which aspects these two specific parts find to be valuable in UGC. The outcome is summarized by guidelines, describing how newspapers can provide UGC that their readers find valuable.

 

Personal Privacy and Security in Social Network Environments

Authors: Madeleine Holgersson och Henrik Smederöd (Bachelor Thesis)

With Social Networks becoming a part of people’s everyday lives a lot of opportunities has opened up for interaction between friends, colleagues and online acquaintances. While the Social Networks bring a set of tools and forums for sharing ones everyday life and endeavours they might also entail that personal privacy and security is at risk. Some of these risks can easily be avoided if the users reflect over which choices to make, what agreements to accept but also what personal information is suitable to display to the public.

With this in mind a study of three social networks was conducted to identify what risks a user might be exposed to. Furthermore users of these networks filled in a survey with questions regarding what they think and what they actually do in given situations. The conclusion of these studies resulted in recommendations that can be given to users to improve their personal privacy and a more secure experience of social networks.

 

2009

Virtual Settings for Co-Creation in a Living Lab

Author: Esbjörn Ebbesson (Master Thesis).

The gap between what consumers want and what is actually developed has lead to a shift within parts of the ICT industry towards a co-creative innovation process. In response to this, the Living Lab emerged as a setting where all relevant stakeholders collaborate together throughout the whole innovation process to co-create and validate IT-products, the user is perceived as one of the Labs most important assets. However, it is still debated how to best include the user in the innovation process. Virtual settings supported by distributed tools have been suggested as a promising option to provide flexibility for both the developers and users.

This study is performed to investigate how a virtual setting compares to a traditional setting when using methods for idea and concept generation in a co-creative innovation process. In order to enable this comparison, observations is carried out at Halmstad Living Lab in both virtual and traditional settings. A literature study is also carried out to acquire a deeper understanding regarding the area of co-creative innovation processes and user involvement.

This master thesis concludes based on the observations that both the traditional and virtual setting has a lot to offer to a co-creational innovation process. Thus, it is suggested that the virtual setting should be considered as a complement to the traditional. If utilized in that manner, the virtual setting has the potential to both empower the user’s involvement while also strengthening the Living Labs innovation capabilities.


Living Lab - An Arena for Innovation

Authors: Cristoffer Andersson, Sebastian Christensson & Mikael Davidsson (Bachelor Thesis).

Awarded best student paper in informatics 2009

Traditional ICT-development faces difficulties to meet the user needs since users rarely participate in the development process. User involvement in the innovation process extends the chance to meet the user needs. However, the integration of users remains a difficult task, for that reason a new innovation approach is developed to cope with this problem. Living lab is a user-centric research- and development environment in which innovations are co-created, tested and evaluated by users in a real life context. The aim of this study is to compile a value model which represents values generated from participation in user-centric activities. The empirical study based on interviews with four SME partners in Halmstad Living Lab is then analyzed based on this model, identifying values generated from participation in living lab activities from an SME perspective.


Success Factors for Web Sites with User Generated Content

Authors: Malin Jakobsson & Magnus Wecksell (Bachelor Thesis).

In Web 2.0, the main focus is on new technologies, and the new ways that users are interacting. The user has evolved from being a passive consumer to an active producer of content. Several studies show that this phenomenon is increasing, and they point out the importance of more studies on how and why the user generated content is being developed. The purpose of this paper is therefore to investigate success factors for web sites with user generated content with a focus on motivation, trust, loyalty and design. We investigate two web pages and the users that visit these pages. By studying both the users and the company’s point of view on these issues, allows us to make a comparison of the two. This comparison leads to an exanimation of the success factors for a web page with user generated content.

 

2008

Repertory Grid Technique supported User Experience evaluations

Authors: Esbjörn Ebbesson & Tobias Grönberg (Bachelor Thesis).

Abstract: The purpose of this paper was to investigate if the Repertory Grid Technique would be a viable option when it comes to remote evaluation of User Experience (UX). This was made possible by a comparison of the constructs generated in a traditional supervised setting and a webbased version of the same evaluation. The outcome of the study showed that the users in the webbased evaluation often had problems generating proper constructs that could be used for further analysis of the products UX. The conclusion suggested a solution by means of a preliminary supervised RGT evaluation where the evaluators will be able to familiarize themselves with the users terminology in order to help them analyze the data from an upcoming, more extensive webbased RGT evaluation. As a secondary purpose, the study examined what aspects of UX the evaluations covered, all ofwhich were categorized either as user or product related.


 
 

News

Halmstad Living Lab has been granted 2.000.000 SEK (together with HCH) for the project "Towards a Health Innovation Alliance - introducing a Living Lab perspective" funded by VINNOVA.

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