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35
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324
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Citations since 2017
Introduction
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July 2000 - September 2015
Publications
Publications (35)
This paper focuses on challenges that arise because of the heterogeneous nature of digital innovation. These challenges are studied through a case study involving a two year long research and development project concerning the development of the e-newspaper concept and a demonstrator based on e-paper technology. To enable the exploration of these c...
The two-sided market of newspapers with its two customer groups, readers and advertisers, is changing due to digitalization. This former stable and profitable market has lately suffered from both decreasing subscription and advertiser revenue. In this paper we use the term ubiquitous media environments to represent the vision of future media enviro...
Digitization of analogue everyday artifacts, i.e. when physical products are equipped with digital capabilities, has a profound impact on today’s society. Some examples of these digital innovations aimed at consumer markets are the “connected” car, the digitized television set, and in the near future, digitized IKEA furniture. Digital innovation pr...
Based on a literature review, this paper identifies four socio-technical
challenges relating to innovation actor's interactions in digital innovation. Furthermore,
the paper explores how these challenges can be addressed. The challenges
are investigated in a case study of digital innovation. The study is based
on a two year long research and develo...
The prospects are clear: we will probably live longer. The number of people aged 65 and up will increase enormously over the next few decades. Society will change as a result, but in what manner?
Europe - and, in fact, probably the world - faces the challenge of preventing loneliness and isolation amongst a growing group of senior people. The olde...
Social media are becoming an increasingly relevant channel for user involvement. However, their uptake in Living Labs environments, as a means to engage users in innovation processes, is still limited. The aim of this paper is to explore challenges and opportunities related to the usage of social media for user involvement in co-creative processes,...
Digital innovation processes are becoming more and more networked, where actors are growing dependent on each other's competences, resources and knowledge. In networks developing digital innovation, actors need to identify, mobilize, and integrate diverse and heterogeneous knowledge resources to be able to innovate successfully. Social aspects seem...
User involvement in information system development, as well as in digital innovation processes, is viewed as a key element for success. By introducing users in IS projects, ethical consideration is needed. Even though ethical theoretical frameworks are available in the IS (and other) spheres; cheap and fast methods and tools for applying ethics eff...
Digital innovation processes are becoming more and more networked, and actors are growing dependent on each other’s competences, resources and knowledge. In networks developing digital innovation actors need to identify, mobilize, and integrate diverse and heterogeneous knowledge resources to be able to innovate successfully. Social aspects are i...
This paper discusses user contribution in innovation processes from a Living Lab perspective. In this paper we focus on methods and techniques for user contribution in innovation processes by discussing experiences based on 100 activities conducted within four different research projects. The purpose of this paper is to discuss our experiences of m...
A new trend of user involvement in open innovation processes has emerged. Concurring with this trend the Living Lab concept has been re-vitalized. This concept has attracted attention lately, but there exist no coherent view. In this paper we discuss and define the concept and propose five key components and five key principles for Living Labs base...
We have studied the pre-adoption phase of the e-newspaper, i.e. a newspaper published with e-paper technology. The research question of this article is: In what way can a user centered innovation process contribute to identifying key values in mobile innovations? The aim of this article is threefold: firstly, to identify key values for the e-newspa...
In this study we investigate the perceptions of potential adopters in a pre-adoption phase of a new mobile innovation, i.e. the e-newspaper, a newspaper service published on e- paper technology, by applying Rogers' (1995) Innovation-Decision Process and perceived attributes of innovations. We have conducted a study in two stages, in 2005 and 2006,...
This article investigates how audience groups differ with respect to the adoption of new media services. The authors expand the existing framework of early adopters, which is heavily directed towards the technological aspects of a product, by including users that are more interested in the social and content-related aspects of media services. The o...
In this study we investigate the perceptions of potential adopters in a pre-adoption phase of a new mobile innovation, i.e. the e-newspaper, a newspaper service published on e-paper technology, by applying Rogers' (1995) Innovation-Decision Process and perceived attributes of innovations. We have conducted a study in two stages, in 2005 and 2006, w...
In this paper, a questionnaire study concerning young Swedish peoples use patterns for mobile services is conducted. The study investigates what possible added value mobile multimedia services can provide for the users. Furthermore, a workshop with a focus group is conducted that also examines the possible added value with mobile multimedia service...
In this paper, we experiment with different audience groups to study how they differ with respect to the adoption of new media products/services. We expand the existing framework of early adopters, which is heavily directed towards the technological aspects of a product, by including users that are more interested in the social and content-related...
In this paper we propose an approach for gathering data to generate user requirements for an artifact under development, in this case the e-newspaper based on an e-paper solution. Inspired by future workshops, scenario-and mock-up techniques we suggest the da Vinci approach. In addition to describing the approach we also report types of requirement...
The introduction of the e-newspaper, i.e. a newspaper based on e-paper technology brings new design challenges. In this paper we report from two parallel studies, an online questionnaire to newspaper readers and a questionnaire to newspaper designers. The aim was to find out what qualities to bring from print and online to the e-newspaper as initia...
Digital innovation processes are becoming more and more networked, where stakeholders are growing dependent of each other's competences, resources and knowledge. In networks working with digital innovation, actors need to identify, mobilize and integrate diverse and heterogeneous knowledge resources to be able to innovate successfully. Social aspec...
This paper aims to explore how the navigational support in an e-newspaper should be designed to support the users task oriented reading behavior. An e-newspaper is a newspaper produced on e-paper, which combines the readability of paper, with the possibilities of digital media such as streaming updates, interactivity and multimedia. One advantage w...
Projects
Project (1)
Mobility as a Service (MaaS) is a way to enable individuals a choice of transportation method – for example, a bike, car, or bus – depending on their needs. It is a shift from personally owned modes of transportation towards mobility provided as a service. OSMaaS is a so-called Synergy project within the Halmstad University Knowledge Foundation – Environment. The project is intradisciplinary and aims to develop MaaS platforms by using service design methods. Subprojects are within Business Model Innovation, Design Ethnography, and Technical Design.