Previous Research Projects

Some of our prior research projects.

Immigration and the Normalization of Racism: Discursive Shifts in Swedish Politics and Media 2010-22

The project examines the process of normalization of racism in the Swedish public sphere by looking at trajectories of Swedish political and media discourse. The study covers the period 2010-22 of a significant change in Swedish public language on immigration in the context of ongoing socio-political change including the growth of right-wing populism. The research group examines various discursive shifts that allow for the once unacceptable, racist and xenophobic attitudes towards immigration and migrants to become increasingly legitimised and normalised in the public domain.

The project looks into evolving meaning of immigration in Sweden to grasp the dynamics and diversity of views constructed within the dichotomy between uncivil/ radical statements and quasi-civil/rationalised arguments.

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.

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.

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.

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).

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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

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.

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

Former för utveckling och förvaltning av offentliggemensamma digitala resurser

Former för utveckling och förvaltning av offentliggemensamma digitala resurser, beskrivning av projektet på Vinnovas webb.

Kontaktperson på informatik och media: Owen Eriksson

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.

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.

More details about the Vinnova funded project “The mission – curiosity unleashed” in the national database Swecris.

Project leader and contact at the Department of Informatics and Media: Annika Waern.

Ledning och organisering av öppna praktiker

Finansiär/bidragsgivare: FAS. Kontaktperson på informatik och media: Pär Ågerfalk

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