
Susanne Hägglund- MSocSc
- Research Project Coordinator at Åbo Akademi University
Susanne Hägglund
- MSocSc
- Research Project Coordinator at Åbo Akademi University
About
24
Publications
8,390
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Citations
Introduction
Susanne Hägglund currently works at Experience Lab of Faculty of Education and Welfare Studies, Åbo Akademi University. Susanne does research in human-robot interaction. Her current projects include human-robot interaction design, trust in socially assistive robots, and children's trust in media.
Current institution
Additional affiliations
January 2015 - May 2017
October 2004 - September 2015
Publications
Publications (24)
Introduction: The sustainable implementation of socially assistive robots in a pharmacy setting requires that customers trust the robot. Our aim was to explore young adults’ anticipations of and motives for trusting robot medication counseling in a high-stakes scenario.
Methods: Through a co-creation approach, we co-designed a prototype application...
This paper presents the findings of an exploratory, qualitative case study where dental professionals’ and care clients’ experiences of and expectations for robot accent are explored. Our research focuses on humanoid, social, co-located robots advising clients in standard Sweden-Swedish on preventive dental selfcare. As steps in a two-year co-creat...
Available here: https://zenodo.org/record/7495136#.Y9OJ53ZBw2w
This report presents a summary of the results obtained with the project TaFiDiAI: Taligenkänning för Finlandssvenska Dialekter genom Artificiell Intelligens (Automatic Speech Recognition of Finnish Swedish Dialects through Artificial
Intelligence).
Hur kunde humanoida, det vill säga människolika, sociala svensktalande robotar hjälpa till i förebyggande tandvård? Kan vi med teknikens hjälp inspirera människor till en mer hälsosam livsstil och förbättrad munhälsa? Vi sökte svar på de här frågorna genom en process där projektteamet designade och samskapade en robotapplikation, Flossa, till två r...
The ongoing change in the young audience media consumption behaviour merits examination, as it may have consequences for the trustor–trustee relationship between the young and news organizations in the future. The chapter investigates psychological factors that can influence young users’ decisions to entrust media and how used technology may affect...
This position paper describes the experimental behavior design of the adaptable humanoid social robot Pepper in four different roles in class. In 2018 and 2019, we held English classes in seven Finnish elementary schools with a twofold mission. Our aim was both to showcase these four different social roles in an English class of 5th graders and to...
The current article addresses the issue of how to design for meaningful experiences of wellbeing and social inclusion, supported by information and communication technology, among older adults. This is done with regard to a background study conducted for the purpose of collecting end user needs in order to inform design choices. Our design approach...
We present our design of a digital service supporting social inclusion among immigrant
women in an ethnically and socially diverse neighbourhood of a small Finnish town. The
aim is to explore experiences and perceptions as well as potential barriers and challenges
for using the web-based service. The case study is framed as design research having a...
We present our design of a digital service supporting social inclusion among immigrant women in an ethnically and socially diverse neighbourhood of a small Finnish town. The aim is to explore experiences and perceptions as well as potential barriers and challenges for using the web-based service. The case study is framed as design research having a...
This article showcases a digital solution for strengthening social inclusion and well-being of senior suburban residents of a socially diverse Finnish town. The study is framed as design research where research is conducted in order to feed into a design process. A background study was first conducted in order to identify the target group’s needs,...
We collected over a thousand technology-mediated positive experiences with media and obtained measures describing aspects of the experience itself (affect, psychological need fulfillment) and of the product (i.e., content and technology) integral to the experience (pragmatic quality, hedonic quality). We found a strong relation between intensity of...
The present study explores the sources and consequences of fulfilling six fundamental human needs, namely Autonomy, Relatedness, Competence, Stimulation, Influence, and Security, through using interactive products and media. Each need refers to a distinct set of issues, such as according product attributes
(e.g., "flexibility") and experiential con...
This paper is an effort to describe the synergy achieved by combining research and cross media edutainment format development.
At MediaCity we a) develop formats and b) market them. But to be able to make an efficient development of them we also need
to c) research into them, from a user’s point of view. A presentation is given to the development p...
Vendors, producers, and designers of interactive products and content become increasingly aware and interested in the notion of Experience. Experience-oriented design is a particular approach, which differs from others with respect to its strong focus on the needs and emotions of people and the positive aspects of product use. This workshop's objec...
This article presents the findings of the audience research conducted on the cross media Multimedia Home Platform (MHP) and Mobile Java-based interactive play-along TV game show Enigma. The show was developed as the first Finnish TV game show with fully integrated, synchronized interactivity, allowing the audience to participate in the show either...
A multimethod approach for capturing a broad perspective of user experience (UX) of mobile media content and technology is presented in the current paper. In this research design, a variety of standardized research instruments are implemented and complemented by structured instant recall (SIR) interviews and/or unstructured interviews for targeting...