
Swati SrivastavaUniversity of Oslo · Department of Informatics
Swati Srivastava
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13
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Citations since 2017
Publications
Publications (13)
As information emerges on the scale and seriousness of environmental, economic, and socio-cultural challenges related to the fashion industry, millennials and Generation Z (Gen MZ) consumers direct their attention to sustainable fashion. Their perspective and possible influence on the future of more responsible consumption is not fully explored, es...
TRANSITION to a more sustainable consumption continues to be a challenge. In this paper, we explore socio-cultural conditions as a basis for proposing a radically different way of scaffolding the consumption of reacquired (second-hand) goods among millennials. In-depth interviews with fifteen young people, aged sixteen to twenty-seven, were conduct...
This paper addresses the issue of over-consumption among millennials by repositioning reacquisition of consumer goods and digital platforms that support peer-to-peer exchange. We use transition design to frame our thinking and provide the focus on local communities and global technologies. To understand millennials, we have used in-depth interviews...
The changing technology landscape has reshaped the relationship between producers and consumers and has signaled a shift towards more collaborative and social cultural forms. These changing cultural practices are referred to as ‘Participatory Culture’. While the Internet offers an always on and readily accessible mode of engagement and involvement...
Product demand and high consumption have been traditionally viewed as traits of successful business in the mass market. However, the environment is under immense strain to sustain hyper-consumption driven lifestyles fuelled by conventional mass market business strategies. Sustainable services have started to emerge to disrupt such business practice...
With service design taking increasingly strategic and transformational roles, effective organizational partnership and engagement has become crucial. However, since organizational communities are structured and function differently from social communities, participatory service innovation methods like co-design need to take additional factors and d...
In this paper, we explore the possibility of using games as a way of engaging youth in environmentally-oriented participatory art or other cooperative urban projects. Our approach was design-led, and youth participated in evaluating games that we proposed from the perspective of motivation and engagement, both in the environmental issues in the gam...
This paper describes and makes a case for a data driven user experience design process for Enterprise IT. The method described employs an approach that focuses on defining the key modules (objects) in an enterprise IT software and the data sets used by these modules very early in the design process. We discuss how mapping parent child relationships...
Dyslexia is a learning disability, which affects the ability to read and spell correctly. Special schools for children with dyslexia focus on individual growth, learning and psychological difficulties faced by the child. In this paper, we describe the design, development and testing of Tiblo (Tangible Interactive BLOcks), a tangible learning aid fo...
This paper presents 'Keynect', a service based installation based on the idea of building a tangible social network, which is a new kind of social network based on real world objects and social behavior. The concept is inspired by theoretical work done on the nature of always on networked devices and their effects on our culture and behavior, which...
SpellBound is an interactive learning aid for Dyslexic children. It aims at developing an integrated approach towards learning spellings in the English language. The approach is based on the theory of "Multiple Intelligence" for teaching letters and consequently connecting them to make words with associated meaning, to dyslexic children of the age...