A study on the role of representational artifacts and actions in interaction design: Sketching as an embodied practice

In the project we study processes involved in the creation of design representations, more in particular the role that representational tools and action play in that process. This question has become increasingly relevant in the field of interaction design (ID) since design representations have a key role in the practical work, the outcomes of it and in ID curriculum. Tools used in creation of design representations have limited power to represent the essentials of what is focused, namely interaction itself with its dynamic and temporal aspects. Further, ID is often about proposing novel ideas about future interaction and the lack of conventions, tools, etc often lead to misunderstandings and a need for continuous negotiation. The project investigates what role representational tools and action (designers´ design oriented actions) play in processes of sketching, and the misunderstandings and problems designers run into and how these are overcome.

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Writing for learning in the digital classroom

Writing and reading as a basis for learning has dramatically changed for students in the digital age. New publishing channels, collaborative tools for writing, social tools and several new text-based means of communication alters reality, especially for young people to quickly take up new technologies. The tools developed have had a major impact through its simplicity and accessibility through a standard Web browser, striking example are Facebook, blogs and Wikipedia. One issue in the project is to study how the digital tools mediate young adults’ writing by studying how the practical tools are used, and which language is used when students write in these environments. Another key issue is to find out how students use digital tools to develop vocabulary, grammar, idiomatic expressions and reasoning strategies (The Swedish research council/educational science).

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A mobile language blog for a living and shared every day use

This project is collaboration between the Department of Computer and Systems Sciences at Stockholm University, Kista Teater and Vocab AB. The project we develop and design a mobile blogging service to enable the creation of living every-day stories for children and adolescents. The multimodal stories that are created then form the basis for the creation of a mobile language blog.

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Services Enabled by Multimodal Communication: Communicating expressions, opinions, preferences, and life stories as an enhancer of democracy

The objective with this project is that we want to provide with multimodal services that enable people to tell their stories, opinions, and preferences, study how these are expressed, what discussions they create, how public knowledge may be extracted, and process models for how such content may be encompassed and conceptualised by decision making authorities or other social institutions to stimulate the citizen/government/authority/civil-servants interaction in a society with high level of ICT integration. Work in the project will then also have to focus on development of social and technology infrastructures for multimodal communication channels facilitating for and encouraging citizens to provide improved contact with authorities such as political representatives.

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The goal of the IMAIL project is that with automatic language tools to speed up and automate e-mail answering at Försäkringskassan and the SCB, and thus change the workload of officers and use their skills better. The result will ultimately also be that the citizens and health care workers receive better service.

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Digital room 2

The Digital Room 2 (DR2) is an investment in young people in secondary school age who opted out of yesterday’s school for the benefit of the digital culture that is emerging, such as computer games or other digital rooms. The problems that these young people have are created by the environment they are in with yesterday’s school in the center. The DR2 project aims to harness the potential that these young people represent. With them, we develop the content and form of future formal learning and socialization. We also have experience of the adolescents who participated in the Digital Room 1 at Tumba gymnasium, which shows that the concept works. These young people are an asset to society by being able to provide a better understanding and help groups which today stands on the other side of the digital divide. We clearly distance ourselves from defining this group of young people as a problem in relation to school. On the contrary, it is the school and teacher training programs that is the problem.

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PanNordic TEL

The aim of the “Learning Ecosystems and Activities of the Future” (LEAF) initiative is to develop and implement a common Nordic strategy for supporting new funding possibilities to promote synergy in research and development in the field of Technology Enhanced Learning (TEL) across the Nordic countries. The expected outcome of these efforts will result in practical initiatives to support a wide range of TEL related activities of high international quality.

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Internal projects

MULLE Matematik-Undervisning och Lekfullt LärandE (Math edUcation and pLayful LEarning)

Three interrelated PhD-projects build on the aim to within mobile learning connect indoors and outdoors pedagogical activities through implicit connections. This is done through a pedagogical activity design. In this, the pedagogical activity is not only consisting of outdoors tasks, but also preparation and design of the whole activity. Problems focused in the project are: Pedagogical activity design related to students’ need for in situ information, and techniques for collecting data, analyzing and evaluating Mobile Learning.

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Theatre project

The project is a collaboration between DSV, Kista teater, and Örebro teater. In our work, we seek a long-term partnership in which the Web and other channels can be used both as an integral part of theatrical performances and as an interactive extension/expansion of the theater. On a global level, the objective of the project is among others to be able to help dramatize and present new technology/interactive pedagogy for teachers and allowing students to interact with and influence the theater.

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Plagiarism and cheating

The project focuses on issues of plagiarism and cheating that by the increased use of internet in teaching and as a resource for information have become increasingly common.

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