Netta Iivari's research while affiliated with University of Oulu and other places

Publications (74)

Book
Full-text available
Methods in practice: Studying children and youth online Kotilainen, Sirkku (Ed.) Erstveröffentlichung / Primary Publication Sammelwerk / collection Empfohlene Zitierung / Suggested Citation: Kotilainen, S. (Ed.). (2022). Methods in practice: Studying children and youth online. Hamburg: Leibniz-Institut für Medienforschung | Hans-Bredow-Institut (HB...
Article
While the potential of digital fabrication, making, and entrepreneurship education for empowering children and for increasing their abilities to shape the society and our digital future have been acknowledged in the literature, these educational trends have mostly been studied separately in Child-Computer Interaction (CCI) research. Additionally, w...
Conference Paper
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There is a shortage of employees in the Information and Communication Technology (ICT) field, including Information Systems (IS). Student recruitment is a challenge in IS in many countries despite different student marketing efforts and extensive research on the topic. We conducted a survey with first year students in a Finnish university to unders...
Article
As we push the boundaries of participatory design (PD) to empower children across the world, barriers to participation for those currently underserved require further attention. This includes neurodiverse individuals at special schools in India, whose day-to-day experiences are heavily influenced by the larger socio-cultural context of the schools...
Conference Paper
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This editorial summarizes the background and findings of the First Mini-Conference on Transdisciplinary Research and Design (TRaD 2022) held in Oulu. We describe the aim and vision of the conference, the conference theme, the articles presented and published in the conference proceedings, and the history of the research groups organizing the confer...
Chapter
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This paper proposes the notion of ‘Organized User Experience (UX) Professionalism’ to describe the nature of the UX work in organizations and support the development of the UX profession. The conceptual model of Organized UX Professionalism is observed in practice and evaluated using data from a survey of 422 UX professionals in five countries. The...
Article
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Despite the increasing demand for non-formal science learning activities, few studies report on practitioners' perspectives and experiences with designing and implementing such activities worldwide. This paper focuses on their challenges by drawing upon twenty-two interviews with practitioners involved in diverse science learning activities in vari...
Article
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2020 marks the beginning of a new era as the pandemic catapulted us into new digital and virtual ways of everyday life. As the world changes, we reimagine empowering, equitable, accessible, diverse, and inclusive digital futures, through a series of projects and workshops with a diverse set of participants - children in schools and Child Computer I...
Article
There is a revitalized interest in power and politics around design and technology in the Human–Computer Interaction (HCI) field. Child–Computer Interaction (CCI) research community has also shown arousing interest towards the topic. However, despite this emerging interest, the CCI research community has remained quite silent about the potential of...
Conference Paper
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The importance of child empowerment in and through design and making has been acknowledged. The notion of "child as a Design Protagonist" concerning technology has recently been introduced. We conducted a narrative literature review to examine the current understanding of what it requires from children to become a Protagonist in design. The main ob...
Article
Real-life consumption data was gathered in 10 households before and after the installation of the HEMS. • Energy conservation increased and the daily consumption profile changed. • HEMS brings savings up to 30% if householders value energy conservation over comfort. • Even families, who value comfort above other values, gained savings. • The level...
Article
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We articulate in this paper what participation at its best entails in the context of digital technology design with children, forming a theoretical framework for genuine participation of children in digital technology design and making. We integrate in the framework a set of conditions for the meaningful and effective participation of children and...
Article
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The COVID-19 pandemic is challenging for Fab Labs and makerspaces where the use of digital fabrication machines and working with physical materials in collaboration with others are at the heart of the activities. We have been actively promoting children’s technology education both by training local teachers and by working with children themselves....
Article
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In this exploratory study into the world of 8-17-year-old children’s non-formal technology education, two different types of technology education with varying levels of non-formality were investigated to see how participants find fun in these situations as it is apparent that if something is non-mandatory to attend to, there should be some type of...
Article
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Cultivating children’s Maker mindset by facilitating their involvement in Makerspaces is recognized by researchers around the world as a topic worth investigating. Previous studies have revealed several different roles for the adults involved; however, there is little elaboration on the characteristics and strategies associated with these roles. Th...
Article
Educators and researchers with varied backgrounds and expertise share a common vision of helping children expand their horizons and capabilities through learning design, digital fabrication, and making skills. We highlight the collaborative and transdisciplinary nature of these endeavors, underlining the perspective of value co-creation where value...
Article
Despite an abundance of research on collaboration between participants with different disciplinary backgrounds, there is less research available on researchers’ reflections on their working process. This study sheds light on the interdisciplinary work of a research group in the context of a Making project involving design and digital fabrication at...
Article
Purpose Digital technology education of children needs to be reconsidered. The purpose of this paper is to focus on empowering the young generation as regards digital technology. Digital technology education should reap the benefits of recent developments brought in by extensive, ongoing digitalization and prepare the young generation to manage and...
Chapter
Digital technology design and making skills are seen as important ‘twenty-first century skills’ that children need to learn to become future changemakers, i.e., to manage and master in the current and future technology-rich everyday life. Fab labs (digital fabrication laboratories) are one example of non-formal learning environments where schooltea...
Chapter
Full-text available
Girls’ disinterest in Information Technology (IT) careers is a persisting problem. We wanted to examine girls’ perceptions of the IT field as well as factors shaping their career choices, to find ways girls might see IT/Information Systems careers as more interesting. For this purpose, we interviewed Finnish senior high school students, as senior h...
Chapter
Full-text available
Human Computer Interaction (HCI) research has provided many processes and methods for ensuring good usability during software development. The importance of usability in games has been acknowledged. However, there is a lack of research examining usability activities during actual game development and the suitability of different usability methods f...
Article
Full-text available
There is a growing number of informal and non-formal learning activities worldwide related to STEM (Science, Technology, Engineering, Mathematics) curricular subject areas—particularly those involving coding and making. To better understand the general aim and content of such activities, we conducted a survey addressing highly experienced instructi...
Article
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Children of today have been surrounded by digital technology since their birth. However, children of today are not equally equipped for their technology rich future: various kinds of digital divides still prevail in the society and affect the young generation and their digital futures. Schools and education of children should undergo an extensive d...
Preprint
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The commercial launch of 6G communications systems and United Nations Sustainable Development Goals, UN SDGs, are both targeted for 2030. 6G communications is expected to boost global growth and productivity, create new business models and transform many aspects of society. The UN SDGs are a way of framing opportunities and challenges of a desirabl...
Conference Paper
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Ubiquitous computing continues to transform our lives, including our homes and leisure activities. Smart home energy management system (SHEMS) are one example of such a technology. It connects homes to a smart grid and may increase the use of renewable energy by directing the demand to off-peak hours and reducing the overall energy demand. User val...
Article
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The importance of familiarizing children with the Maker Movement, Makerspaces and Maker mindset has been acknowledged. In this literature review, we examine the complex social action of children, aged from 7 to 17 (K-12), engaging in technology Making activities as it is seen in the extant literature. The included papers contain empirical data from...
Article
Full-text available
The importance of familiarizing children with the Maker Movement, Makerspaces and Maker mindset has been acknowledged. In this literature review, we examine the complex social action of children, aged from 7 to 17 (K-12), engaging in technology Making activities as it is seen in the extant literature. The included papers contain empirical data from...
Article
Ever younger children have their personal life online and there are worries of their online safety. To understand how children engage with and perceive online safety education targeted at them we arranged workshops with 11–12-year-old children who engaged with three existing educational packages for online safety targeted at children and brainstorm...
Chapter
Full-text available
Worker and workplace empowerment have been enduring topics in psychological research. Recently, due to the advancements in technology and communication, new forms and types of work and organizing have emerged and challenged the traditional understandings of power and empowerment. Open source software (OSS) communities are one example of such new ty...
Conference Paper
Full-text available
Human Computer Interaction (HCI) research has provided many processes and methods for ensuring good usability during software development. The importance of usability in games has been acknowledged. However, there is a lack of research examining usability activities during actual game development and the suitability of different usability methods f...
Chapter
Inspired by the Maker Movement and attempts of integrating Making into formal education of children, we have examined how practice-oriented the research on Making and education is in Child-Computer Interaction field. Our results show that despite the growing interest practice-orientation is still weak. Making efforts rarely aim for longitudinal dur...
Conference Paper
Full-text available
There is a growing number of informal and non-formal learning activities worldwide related to STEM (Science, Technology, Engineering, Mathematics) subject areas – particularly, those related to coding and making. To understand the general aim and content of such activities, we conducted a survey addressing highly experienced instructional designers...
Conference Paper
Full-text available
This paper scrutinizes how children can be empowered to make a change through acquiring skills in digital technology design. We propose a framework that integrates theoretical understanding from literature on nexus analysis, values, and value as well as empowerment and genuine participation of children, and a related tool for educators and research...
Conference Paper
Design is at the heart of Human Computer Interaction research and practice. In the research community, there has emerged an increasing interest in understanding and conceptualizing our research practice, particularly such entailing design. However, reflective discussion around the associated challenges and practicalities is yet limited. Moreover, s...
Conference Paper
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The General Data Protection Regulation (GDPR) was enforced in the pan-European area on May 25th , 2018. From the perspective of data access research, among others, this introduces significant changes into organizations and their practices. However, so far, there is limited research offering insights into such a new policy phenomenon for organizatio...
Article
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In this paper, we examine collaborative design projects in school contexts with many different stakeholders. We look at the value created for and by different stakeholders, focusing on value as a benefit, which is experienced – perceived and determined – by the beneficiaries themselves in the value co-creation process. As our focus is in “value-in-...
Article
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Human-computer interaction (HCI) research has recently become more interested in studying practices. Looking beyond the novelty of technology, practice studies try to understand how technology becomes integrated into everyday life and how it shapes everyday practices in the longer time span. The contribution of this article is to demonstrate how ub...
Conference Paper
Full-text available
Inviting children to adopt a Protagonist role regarding technology has recently become advocated. Such a role embraces the original political participatory design (PD) agenda and aims at empowerment of children through design and making. However, so far the literature is limited in exploring the adoption of this role by children. While studies have...
Conference Paper
During past years, an increasing interest has been placed on critical design in Human Computer Interaction (HCI) and design research communities. Child Computer Interaction (CCI) research community, however, has remained quite silent about these recent developments. There are no studies explicitly addressing critical design for, with and by childre...
Conference Paper
Full-text available
Maker movement has recently gained worldwide recognition. Educating children in making activities has also become advocated. Studies have reported experiences on engaging children in making activities and the importance of nurturing a maker identity in children has been advocated. This study reveals findings from a case where, in the spirit of genu...
Article
While social inclusion projects have centred on digital technology for a long time now, they have remained silent about educating and empowering children to act as technology makers and shapers, not merely passive users. We have organized, together with children, digital technology projects that we now critically examine from the perspective of inc...
Article
We have examined value creation in projects aiming at teaching children design related skills. Our results show that in addition to the roles defined by adults for children in the technology design process children adopt various roles in situ by themselves. We utilized in our analysis a value creation lens, Schwartz’s model of universal values, and...
Article
Purpose In recent years, there has been a growing desire to more fully integrate informants into the overall research process. In response to this trend, this study scrutinizes the usage and outcomes of the member checking technique for enabling more participatory interpretive research practices. Information systems (IS) research has utilized this...
Conference Paper
This paper examines the views of user experience (UX) professionals on the definitions of usability and UX, and compares the findings between countries and within different socio-cultural groups. A mixed-method analysis was employed on data gathered on 422 professionals through a survey in Turkey, Finland, Denmark, France, and Malaysia. Usability a...
Conference Paper
Digital technologies have become more and more ubiquitous. The role of technology in our everyday has changed radically, shaping existing practices and facilitating new ones. Human Computer Interaction (HCI) research has recently interested in practice studies. Looking beyond novelty value of technology, practice studies try to understand how techn...
Conference Paper
Worries over children’s online safety increase as ever younger children have their personal digital life. As digital technology use also increases in schools, teachers have natural opportunities to mediate children’s online safety. However, a better understanding of how it can be integrated with schoolwork is needed. We study how teachers mediate c...
Conference Paper
This study examines children’s online safety with a particular interest in children’s online safety skills and conduct as well as parents’ mediation strategies. A survey of 141 children and 163 parents was conducted. Children have encountered a variety of different online threats, but not many have been scared or disturbed by what they have seen or...
Conference Paper
Full-text available
Inviting children to take part in maker movement has been advocated, especially in the context of education. Despite the numerous publications related to making, a more theoretical treatment and common vocabulary of the topic are still lacking. This paper utilizes as its theoretical lens the research framework of nexus analysis, suited for an in-de...
Book
This book contains the refereed proceedings of the 6th Scandinavian Conference on Information Systems, SCIS 2015, held in Oulu, Finland, in August 2015. The theme for this book as well as for the conference is “Design for, with, and by Users.” This theme has characterized information systems research for decades, and it is still a vibrant topic, es...
Chapter
This paper analyzes how organizational culture is intertwined with usability work in software (SW) development organizations. Usability is an important quality characteristic of software products and systems. However, the development of usability is challenging in SW development. Organizational culture has been argued to affect usability work in SW...
Chapter
(IT) development, but it is often challenging, especially in the product based software development context. This article critically examines the practice of ‘listening to the voices of the users’; how it is accomplished in product based software development. First literature addressing users’ role in the product development context is reviewed. Af...

Citations

... On the one hand, children tend to approach them as users or consumers and less as creators of smart solutions. On the other hand, as recognised in child-computer interaction, enabling children to make things smart can empower them in different manners (e.g., with technical skills and a critical stance towards technology) [2,3]. However, enabling children to design their smart things requires an approach that frames design for them. ...
... With the current push to bring computing into K-12 classrooms around the globe [9], computational empowerment (hereafter: CE) has regained relevance. Going beyond the concepts and skills captured in computational thinking, CE also encompasses creative and critical engagement with technology [10]. Research on CE has identified the need for methods and activities that not only engage youth with computing concepts and practices, but also provide opportunities for learners to engage creatively in the development of technology, understand the role of computing in society and their own lives, and reflect critically about computing [7,11]. ...
... The absence of relevant and transparent electricity information is a barrier to customer engagement [22]. It is important that customers have readily accessible and clear information on costs to make informed decisions on pricing arrangement selection and day-to-day energy consumption [117,118]. Fig. 6 demonstrates the aspects of electricity data and information which have a key role to play in customer engagement. Regulators have made improvements to retail electricity market operation in some countries to ensure information provided to consumers is sufficient, for instance, programmes have been established to help consumers compare tariffs and are further supporting vulnerable customers [119]. ...
... Within HCI, design futuring has already expanded into everyday contexts, such as a tool for young children to critically refect and question the status quo of technology design and use [51] [41] [26] [22]. Experts have employed design futuring to refect on their own work; e.g., Child-Computer Interaction experts envisioned interactions with children in the year 2077 [7], and a diverse group of adults reimagined human friendships and romance through critical perspectives [47]. ...
... An outcome of the series was a special issue on 'Designing the Future of Technology with and for Children' for the INTERACT Publication series with revised position papers, published in Dec 2020 https://interact.oulu.fi/site/files/2020-12/interact-4-2020.pdf. Workshop process and outcomes were published in the DIS conference in 2021 [37] and in the IxD&A journal in 2022 [36]. The Age Against the Machine workshop series builds on the Researchers' Toolbox for the Future series with a focus on Children and AI. ...
... Electronic copy available at: https://ssrn.com/abstract=4004782 P r e p r i n t n o t p e e r r e v i e w e d ogy design by children as well [39]. At-a-distance design may impose extra layers of complexity but can also offer further opportunities [40]. ...
... Also in at-a-distance design settings, the fun element can be important. Involving children in a fun activity and allowing them to unravel their creativity can have a significant impact on their engagement [85]. Toolkits can also be used in order to reinforce the playful dimension of the design process [83]. ...
... Engaging children in digital fabrication, design and making has also been acknowledged to facilitate children's learning in multiple ways and to have the potential to teach children a number of 21 st century skills [2,9,13,29,38], i.e. skills that are needed for growth, employment and participation in today's society [5,33]. Thus, combining digital fabrication and making with the education of children is a contemporary trend, and it has aroused interest among practitioners at schools as well as researchers within disciplines such as educational sciences, Human-Computer Interaction (HCI) and Child-Computer Interaction (CCI). ...