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  • 1.
    Hallqvist, Carina
    MSI, Växjö universitet.
    A Reflective Perspective on Researcher Involvement in Software Development2007In: Proceedings of IRIS30, 2007Conference paper (Other academic)
    Abstract [en]

    The objective of this paper is to discuss a possible dilemma that researchers can experience participating in development processes as both member of a studied society and as a researcher. There are methodological and ethical issues involved, opening up for challenging questions. Some of there topics were researched in a project where ad-hoc or ‘intuitive methods’ formed a platform for reflection. Aforementioned project, presented in this article, delivered several concepts for a comminication platform. The result was not specifically innovative per se. A far more interesting result was the lessons learned and the knowledge about new methods and roles of participation that was gained during the process.

  • 2.
    Hallqvist, Carina
    MSI, Växjö universitet.
    [demos] Mobilen i demokratins tjänst - Systemspecifikation2004Report (Other (popular science, discussion, etc.))
  • 3.
    Hallqvist, Carina
    MSI, Växjö universitet.
    [demos] Mobilen i demokratins tjänst, Systemöversikt2004Report (Other (popular science, discussion, etc.))
  • 4.
    Hallqvist, Carina
    MSI, Väsjö universitet.
    Designing Democracy: Mobilen i demokratins tjänst ur ett designperspektiv2006Licentiate thesis, monograph (Other academic)
    Abstract [sv]

    Avhandlingen tar sin utgångspunkt i det av Vinnova finansierade projektet »Mobilen idemokratins tjänst» även kallat [demos], vilket drevs av Interactive InstitutesStudio[12-21] under perioden 2002 – 2004. De nya mediernas växande betydelse förungdomars vardagsliv var en viktig faktor bakom [demos]-projektet. Persondatorer,mobiltelefoner, digitala kameror, MP3-spelare och andra digitala verktyg är idagsjälvklara för de flesta ungdomar i västvärlden. Dessa verktyg, liksom Internetsmångfald, har snabbt blivit en given del av såväl deras skolarbete som deras fritid.Detta har fått effekt på ungdomars sätt att leka, kommunicera, arbeta och skapasociala gemenskaper. Ungdomars självklara förhållningssätt till digitala media gör attde ofta utvecklar oväntade och innovativa användningsområden för tjänster ochverktyg, genom vad som skulle kunna kallas ett kreativt »missbruk».I [demos]-projektet var ambitionen att i arbetet med morgondagens vuxna relaterafrågor kring teknik- och konceptutveckling till frågor som har med vårt samhälle ochnya former för demokrati att göra. Den övergripande målsättningen i projektet var attundersöka vad som händer om man använder mobila tjänster som ett hjälpmedel ochen utmaning i skoldemokratin.En prototyp baserad på sms-tekniken utvecklades och testades inom projektets ram.Prototypen utvecklades utifrån två huvudspår, dels representantens behov attundersöka mandat i medlemsgruppen och dels de enskilda medlemmarnas behov attpåkalla ledarna och övriga medlemmars uppmärksamhet och skapa opinion kring enviss fråga.I avhandlingen presenteras en fallstudiebeskrivning av [demos]-projektet. Avsiktenmed denna är att tillföra området en beskrivning av och reflektioner kring ett praktisktexempel på en implementation där man haft avsikten att använda sig av vardagstekniki form av sms för att stödja demokratiska processer. Avhandlingen belyser ochdiskuterar former för användarmedverkan i spontan design. I fokus är området digitalamedia och viljan till medskapande som understöds av den interaktiva potentialen idigitala verktyg och medier. Dessa ger möjligheter att själv eller tillsammans medandra skapa nya sociala sammanhang, filmer, bilder, musik.Ytterligare ett viktigt led i beskrivningen och analysen av projektet har varit attundersöka de tekniska och organisatoriska dimensioner vilka ligger till grund förprojektets resultat. Särskilt studerades hur man genom att utgå från nyttjandet av smssom en »vardaglig teknik» kan utforma ett system som ett stöd för demokratiskaprocesser. Den fråga som behandlas här är vad som händer då vi tillför de efterfrågadetekniska möjligheterna. Ökar engagemanget att delta i demokratiska processer dådeltagarna själva fått välja redskap/teknik? Blir designprocessen mera demokratisk?Slutligen diskuteras den övergripande problematik som ligger i att bedrivaforskning och praktik parallellt.Avhandlingen tar sin utgångspunkt i det av Vinnova finansierade projektet »Mobilen idemokratins tjänst» även kallat [demos], vilket drevs av Interactive InstitutesStudio[12-21] under perioden 2002 – 2004. De nya mediernas växande betydelse förungdomars vardagsliv var en viktig faktor bakom [demos]-projektet. Persondatorer,mobiltelefoner, digitala kameror, MP3-spelare och andra digitala verktyg är idagsjälvklara för de flesta ungdomar i västvärlden. Dessa verktyg, liksom Internetsmångfald, har snabbt blivit en given del av såväl deras skolarbete som deras fritid.Detta har fått effekt på ungdomars sätt att leka, kommunicera, arbeta och skapasociala gemenskaper. Ungdomars självklara förhållningssätt till digitala media gör attde ofta utvecklar oväntade och innovativa användningsområden för tjänster ochverktyg, genom vad som skulle kunna kallas ett kreativt »missbruk».I [demos]-projektet var ambitionen att i arbetet med morgondagens vuxna relaterafrågor kring teknik- och konceptutveckling till frågor som har med vårt samhälle ochnya former för demokrati att göra. Den övergripande målsättningen i projektet var attundersöka vad som händer om man använder mobila tjänster som ett hjälpmedel ochen utmaning i skoldemokratin.En prototyp baserad på sms-tekniken utvecklades och testades inom projektets ram.Prototypen utvecklades utifrån två huvudspår, dels representantens behov attundersöka mandat i medlemsgruppen och dels de enskilda medlemmarnas behov attpåkalla ledarna och övriga medlemmars uppmärksamhet och skapa opinion kring enviss fråga.I avhandlingen presenteras en fallstudiebeskrivning av [demos]-projektet. Avsiktenmed denna är att tillföra området en beskrivning av och reflektioner kring ett praktisktexempel på en implementation där man haft avsikten att använda sig av vardagstekniki form av sms för att stödja demokratiska processer. Avhandlingen belyser ochdiskuterar former för användarmedverkan i spontan design. I fokus är området digitalamedia och viljan till medskapande som understöds av den interaktiva potentialen idigitala verktyg och medier. Dessa ger möjligheter att själv eller tillsammans medandra skapa nya sociala sammanhang, filmer, bilder, musik.Ytterligare ett viktigt led i beskrivningen och analysen av projektet har varit attundersöka de tekniska och organisatoriska dimensioner vilka ligger till grund förprojektets resultat. Särskilt studerades hur man genom att utgå från nyttjandet av smssom en »vardaglig teknik» kan utforma ett system som ett stöd för demokratiskaprocesser. Den fråga som behandlas här är vad som händer då vi tillför de efterfrågadetekniska möjligheterna. Ökar engagemanget att delta i demokratiska processer dådeltagarna själva fått välja redskap/teknik? Blir designprocessen mera demokratisk?Slutligen diskuteras den övergripande problematik som ligger i att bedrivaforskning och praktik parallellt.

  • 5.
    Hallqvist, Carina
    MSI, Växjö universitet.
    Interactive Visualization used as pain-relieving intervention2008In: Proceedings of IRIS31, 2008Conference paper (Other academic)
    Abstract [en]

    Psychological approaches may be both more cost-effective and have less negative health-related and environmental impacts than drugs in helping children to relax and reduce pain during medical interventions. There is a lack of knowledge concerning how children’s experience, gender, background and socio-economic factors may influence their experience of interactive visualization. This paper presents a user-centered design project where the aim is to develop knowledge concerning the effect that visualization used as pain-relieving intervention in medical procedures has on children. The target group is children undergoing medical procedures.

  • 6.
    Hallqvist, Carina
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Information Technology and Media.
    Passion for Participation: The Importance of Creating Support for Motivation2012Doctoral thesis, monograph (Other academic)
    Abstract [en]

    This thesis provides a study of an open source software project that focuses on the software development of an e-service in a municipal context. The focus is on environmental factors that either limit or promote the motivation to participate in the open source project, the "Parent-Teacher Meeting" project, a web-based communication and information channel whose purpose is to enhance the contacts between schools and parents. The empirical context is situated at the point where traditional information systems (IS) development meets new perspectives regarding organizational structures and boundaries and, as such, provides example of ongoing cross-organizational activities that break current local organizational standards. The objective of this study is to gain a deeper understanding of motivational factors for participation and adopts a sociocultural view on the topic motivation to participate.

    The empirical material was collected through interviews, conversations, and meetings. Being a subproject (i.e. an initiative to develop an open source software application) within a triple helix project I found an extensive number of stakeholders. The choice was made to focus on the application development; thereby a central group of participants within the development project team was found and these became the focus within the study. Moreover, I have, in this thesis, chosen to conduct a contextual description of the participants and the course of events that lead to the start of the project of study. This has been done so as to present the context, which is the focus for this study, to the reader and to be able to use these descriptions within the analysis.

    I have, methodologically, approached the problem from a descriptive angle with an interpretative character using a qualitative case study design. Within the thesis, the means by which the case study has been conducted is presented; i.e. the decision regarding research focus, design, and my role as researcher. In relation to the data collection, the main source has been semi-structured interviews, which is consistent with an interpretive case study character and in which my intent is to highlight conditions and events that are important to both groups within the development team.

    To support the investigation of those factors that can explain and assist with the interpretation of my empirical data, my description and interpretations are built on a theoretical framework based on concepts from IS theories and theories relating to human motivation. The framework, self-determination theory (SDT), is used as a lens to direct the focus onto the situated conditions that influence how individuals experience their participation within the software development project. Given the theoretical basis of an analytical comparison of ideal types of software development constructs, together with influences from motivational theories, the analytical framework used for collecting occurrences of motivational behavior and sociocultural conditions has been constructed.

    After the findings and my interpretation of them with the assistance of my analytical framework have been presented, a discussion and conclusions are then detailed. The conclusions of the study are argued as being relevant as an explanation for the understanding of intrinsic and internalized extrinsic motivation to participate in a hybrid open source projects. The study contributes to our understanding of some of the challenges that are to be considered when putting together and managing systems or software development processes. In this way, the study may provide some basis for improving and meeting new demands regarding how development is adopted in a mixed scenario and this provides valuable knowledge to both practice and IS research.

  • 7.
    Hallqvist, Carina
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Information Technology and Media.
    True Participation – a challenge for design of sustainable e-services2010In: Proceedings of the 33rd IRIS Seminar 2010 / [ed] Hanne Westh Nicolajsen, John Persson, Lise Heeager, Gitte Tjørnehøj, Karlheinz Kautz, Peter Axel Nielsen, Rebild, Denmark, 2010, p. 1-13Conference paper (Refereed)
    Abstract [en]

    Asuccessful introduction of a system, in any organisation, puts demands on the development processandtrueuser participationinthisprocess. Littlefocushavebeenput on users' experienceof satisfactionthat participationgivesthem. Further, almost noresearchhas studiedhowthefeelingof sensemakinginfluences andmotivates participationinopendesign processes. Thispaper putsemphasisontheexperienceof satisfactionthat isperceivedthrough activeparticipationandpresentstheprinciplesandvocabularyof theories onparticipationand sensemaking, includingrelatedconceptssuchasreflection-in-action, knowledgeproduction, and satisfaction. Brought together, theseconceptsserveasthetheoretical frameworkforapproachinga qualitative case study to be performed in a work in progress.

  • 8.
    Hallqvist, Carina
    MSI, Växjö universitet.
    Young participant driven design of digital services - A case study2004In: Proceedings of IRIS27, 2004Conference paper (Other academic)
    Abstract [en]

    This is a report on a design project where an ad hoc method, we call it the funnel, has been tried together with a set of techniques for participatory design. We present the basic phases of our method. Every phase is outlined and sample components are described. A brief description of methods and models that have influenced our work will be given

    Furthermore we present a specific work in progress project, [miki-wiki], in which we have used our method. The project involves youth in a very significant way. In fact the youth representatives have taken a major active part of the design process

  • 9.
    Nilsson, S.
    et al.
    School of Health Sciences, Borås University, Borås, Sweden.
    Enskär, K.
    Department of Nursing Science, School of Health Sciences, Jönköping University, Jönköping, Sweden.
    Hallqvist, Carina
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Information and Communication systems.
    Kokinsky, E.
    Department of Paediatric Anaesthesia and Intensive Care Unit, The Queen Silvia Children's Hospital, Sahlgrenska University Hospital, Gothenburg, Sweden.
    Active and Passive Distraction in Children Undergoing Wound Dressings2013In: Journal of Pediatric Nursing: Nursing Care of Children and Families, ISSN 0882-5963, E-ISSN 1532-8449, Vol. 28, no 2, p. 158-166Article in journal (Refereed)
    Abstract [en]

    The aim of this study was to test how distraction influences pain, distress and anxiety in children during wound care. Sixty participants aged 5-12. years were randomized to three groups: serious gaming, the use of lollipops and a control group. Self-reported pain, distress, anxiety and observed pain behaviour were recorded in conjunction with wound care. Serious gaming, an active distraction, reduced the observed pain behaviour and self-reported distress compared with the other groups. A sense of control and engagement in the distraction, together, may be the explanation for the different pain behaviours when children use serious gaming.

  • 10.
    Nilsson, Stefan
    et al.
    Sahlgrens Univ Hosp, Dept Paediat Anaesthesia, Queen Silvia Childrens Hosp, Gothenburg, Sweden .
    Hallqvist, Carina
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Information Technology and Media.
    Sidenvall, Birgitta
    Jonkoping Univ, Dept Nursing Sci, Sch Hlth Sci, Jonkoping, Sweden .
    Enskär, Karin
    Jonkoping Univ, Dept Nursing Sci, Sch Hlth Sci, Jonkoping, Sweden .
    Children's experiences of procedural pain management in conjunction with trauma wound dressings2011In: Journal of Advanced Nursing, ISSN 0309-2402, E-ISSN 1365-2648, Vol. 67, no 7, p. 1449-1457Article in journal (Refereed)
    Abstract [en]

    Aim. This paper is a report of the experiences of children (5-10 years) of procedural pain when they underwent a trauma wound care session. Background. Procedural pain in conjunction with trauma wound care often induces anxiety and distress in children. Children need to alleviate pain and avoid the development of fear in conjunction with examinations and treatments. The nurse could help children to reach this goal by using the comfort theory, which describes holistic nursing in four contexts: physical, psychospiritual, environmental and sociocultural. Few studies have focused on children's experiences of comforting activities in conjunction with trauma wound dressings. Methods. This study was conducted between May 2008 and January 2010. Thirty-nine participants aged 5-10 were consecutively included in this study. The wound care session was standardized for all the participants, and semi-structured qualitative interviews with open-ended questions were conducted with all the children in conjunction with the procedure. All the interviews were transcribed verbatim and analysed with qualitative content analysis. Findings. Four themes were identified: clinical competence, distraction, participation and security. The children were helped to reach comforting activities to enhance pain management. Conclusion. Children require more than just analgesics in wound care. They also need to experience security and participation in this context. When children feel clinical competence in wound care, they trust the nurse to carry out the wound dressing and instead can focus on the distraction that increases their positive outcomes. © 2011 Blackwell Publishing Ltd.

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