Previous Research Projects
Some of our prior research projects. Some links shows old project pages, some links shows only brief summaries below.
- Addressing the Replication Crisis in Artificial Intelligence
- Ancient rituals in contemporary landscapes: An exploration of religious practices in social media
- Assistive AI, Disability and Norms of Being Human
- BioMe: Existential Challenges and Ethical Imperatives of Biometric AI in Everyday Lifeworlds
- Challenge-driven innovation and play research
- Digital and Physical Play Environments
- Digital Innovation Gotland (DIG)
- DRIVE: Driving reinvestment in R&D for antibiotics and advocating their responsible use
- Exploring the Role of Culture in Persuasive Design of E-Coaching for Informal Caregivers (ENTWINE ESR10)
- Forms of development and management of public digital resources
- FOSF - IoT public health through sports and outdoor life
- GIFT
- Immigration and the Normalization of Racism: Discursive Shifts in Swedish Politics and Media 2010-22
- Improving children’s proprioceptive skills and motoric abilities through interactive playful training
- Interactive Machine Learning for Personalised Physical Training
- Interactive Racism in Swedish Online Media, Press and Politics: Discourses on Immigration and Refugees at Times of Crisis
- Management and organization of open internships
- Mecamind
- Media trust and social imaginaries: A qualitative study on the meaning and formation of media trust
- Navigating visibility in contexts of state-sanctioned homophobia: development actors and LGBTQ rights defenders in Uganda and Russia
- PDMS - Patient Data Management System
- Playful Internet of Things (Play IT)
- Social Relationships in the Network Society
- Strategic Communication and Organizing in the Scandinavian Higher Education Sector: Towards the Promotional University?
- Sustainable urban play environments
- The Citizen Hub – a citizen-centered information sharing service for open e-government
- The mission – curiosity unleashed
- TROPHY: Managing the Digital Transformation of Physical Space
- What is the significance of economic incentives for the choice of university education?
Addressing the Replication Crisis in Artificial Intelligence
The field of AI is not immune to the replication crisis, and thus this project will focus on studying the research practices of AI research. Specifically, it will conduct an empirical analysis of AI-related research and replication practices to determine best practices that will be operationalised in a research replicability toolkit. The aim is that this project’s successful implementation will increase robustness and trust in published AI-related research results.
Ancient rituals in contemporary landscapes: An exploration of religious practices in social media
The purpose of this project is to understand what happens when religious discourse, which has traditionally been characterised by hierarchies and structured practices, moves into contexts which are said to be anti-hierarchical and unstructured, and which explicitly aim at co-construction of meaning.
Challenge-driven innovation and play research
The research group human-computer interaction participates in a collaboration project Digital and physical play environments, which is conducted within Vinnova's challenge-driven innovation program. Huddinge municipality and NCC participate in the project, among others. The group has also established informal but close work with several companies in the play and learn sector, such as Tom Tits Experiment, museum consortium Jamtli, and app developers such as Toca Boca and Peppy Pals. The intention of these collaborations is to create a Swedish platform for play research.
Digital and Physical Play Environments
In this project the researchers have focused on play concepts that can work as an alternative design material when play environments are planned and built. This play concept supports the procurer in building play environments with a high play value as the design material requires certain qualities such as vegetation and natural materials. More details about the project “Digital and Physical Play Environments” in the national database Swecris.
Project leader and contact at the Department of Informatics and Media, Annika Waern.
Digital Innovation Gotland (DIG)
Syftet med projektet Digital Innovation Gotland (DIG) är att överbygga utmaningar som hindrar Gotland från att bli en innovativ och konkurrenskraftig region. Projektet kommer att skapa en arena där kvalificerat kunskapsarbete, digital innovation och kompetensutveckling sker i samverkan mellan akademi, lokalt näringsliv och offentlig förvaltning.
DRIVE: Driving reinvestment in R&D for antibiotics and advocating their responsible use
DRIVE, WP2: Creation and testing of new economic models
Project leader and contact at the Department of Informatics and Media: Steve McKeever
Exploring the Role of Culture in Persuasive Design of E-Coaching for Informal Caregivers (ENTWINE ESR10)
The objective of the project Exploring the Role of Culture in Persuasive Design of E-Coaching for Informal Caregivers is to investigate persuasive technologies adaptive to needs of end-users and stakeholders, to provide a real-time e-coaching system to intervene at the right moment, given the “vulnerability” and dynamic demands of the target group (caregivers and relatives).
Forms of development and management of public digital resources
(Former för utveckling och förvaltning av offentliggemensamma digitala resurser) Description of the project on Vinnova´s web (in Swedish)
Contact person at the Department of Informatics and Media: Owen Eriksson
FOSF - IoT public health through sports and outdoor life
The project aims to increase public health through physical activity among young people. With the help of Internet of Things (IoT) technology and so-called gamification, the project aims to promote increased physical activity among young people based on their own premises and wishes. Through IoT technology public sports facilities and outdoor areas will become more inclusive and attractive for more audiences. The goal is to bring young people into sports and outdoor activities in public facilities using new methods to get them in motion and physical activity.
GIFT
Museums serve as our collective memory, preserving and interpreting our shared culture and identity. The central challenge of the GIFT project is to create designs that facilitate meaningful interpersonal experiences. GIFT focusses on hybrid experiences, realised through mixed reality designs that overlay physical visits with digital content as a way to complement, challenge or reframe the experience of museum visits.
Improving children’s proprioceptive skills and motoric abilities through interactive playful training
In the domain of motor skill training, the project researches how playful training can be designed to be short and long-term effective and engaging. The target group chosen for study are children with sensory processing disorders (SPD), related to bodily awareness and movement mastery issues. The goal is to support the development of proprioceptive skills through playification, a strategy similar to gamification but with less emphasis on challenge, and more on the playful re-negotiation of activities within the participant group.
Interactive Racism in Swedish Online Media, Press and Politics: Discourses on Immigration and Refugees at Times of Crisis
The overall aim of this research project is to analyse how contemporary racism and xenophobia are moulded in public, including online, discourses on immigration and refugees. As its central object of research, the project will look into how and why racist views become particularly widespread in Sweden at times of socio-political “crises” and how online racism interacts thereby with migration-related opinion journalism and discourses of political actors.
Management and organization of open internships
Financier/contributor: FAS.
Contact person at the Department of Informatics and Media: Pär Ågerfalk
Mecamind
The Method Cards for Movement-based Interaction Design (MeCaMInD) project explores how we can make an actionable method card toolbox in the fields of interaction design and sport and movement. It is run as a collaboration and outreach Erasmus+ project, with partners in the domains of physical education and movement interaction design.
PDMS - Patient Data Management System
PDMS-projeket studerar införandet av ett nytt s k Patient Data Management System för intensivvård vid Akademiska sjukhuset i Uppsala. Vårt deltagande syftar till att skapa kunskap om komplexa införandeprojekt där ett nytt system rullas ut på olika avdelningar över tiden. Specifikt hoppas vi kunna lära oss mer om hur användares förväntningar och attityder till systemet påverkas över de olika faserna.
Playful Internet of Things (Play IT)
The project will develop new concepts and techniques to create responsive and adaptable IoT-enhanced play-environments, with a focus on public areas. These are based on learning for sustainable development and value-based issues such as inclusion and equality.
Social Relationships in the Network Society
This project investigates the changing opportunities that digital technology offers for family social life. The Network Society is an expression aiming to explain how our lives today are affected by new digital technologies. In the network society, researchers agree that a number of changes have occurred in how society is organised. Globalization, individualization, and freer markets are some examples of processes that together with internet and digital technologies have allowed these changes. Yet, we still do not understand what these developments mean for our everyday lives.
Sustainable urban play environments
A large challenge today is to ensure that children have possibilities to be physically active outdoors. Play environments in residential areas and at schools are not prioritized in today's society in contrast to play areas that children cannot go to by themselves. Accessible and well known play environments are especially important for children with special needs physically or cognitively. The aim of this project is to increase knowledge in society about how play environments with a high play value can be built in the city that are accessible for all children.
The Citizen Hub – a citizen-centered information sharing service for open e-government
The basic idea of The Citizen Hub is to give the citizen / the individual easy access to the information in government registers but also to completely different register information – institutional facts – that the citizen has the right to access, for example from banks. The Citizen Hub will put the citizen at the center and provide the citizen with digitally directly transmitted information from several information sources.
The mission – curiosity unleashed
Purpose and goal: The project called The Mission's main goal was to implement and test a game to enhance Learning in the science center by adding a layer of digital technology. Through this Project the organisation has created a very promising product with a high future potential. This game makes the exhibit more attractive, broadens the target visitor group and creates a better platform to increase the interest in science and technology for all the exhibits displayed on Tomtits. The Mission is a great example of a product that fills a demand that has long been missing in the science center scene.
Project leader and contact at the Department of Informatics and Media: Annika Waern.
TROPHY: Managing the Digital Transformation of Physical Space
This project aims to understand the inherent values of the physical and the digital, by considering the physical and digital as building blocks that shape interactions between human actors and their spatial conditions. The aim is to provide a more elaborate understanding of factors that condition successful organisational interaction at the intersection of digital and physical space.
What is the significance of economic incentives for the choice of university education?
Funding: Swedish Research Council (Vetenskapsrådet). Description of the project “What is the significance of economic incentives for the choice of university education?” at SweCRIS website.
Project leader and contact at the Department of Informatics and Media: Pär Ågerfalk