Dalarna University's logo and link to the university's website

du.sePublications
Change search
Link to record
Permanent link

Direct link
Alternative names
Publications (10 of 19) Show all publications
Eriksson, Y., Skagert, K. & Ekwall, P. E. (2023). Design process of live-action video instructions. In: Gabriela Goldschmidt, Ezri Tarazi (Ed.), Expanding the Frontiers of Design: Critical Perspectives (pp. 329-348). Routledge
Open this publication in new window or tab >>Design process of live-action video instructions
2023 (English)In: Expanding the Frontiers of Design: Critical Perspectives / [ed] Gabriela Goldschmidt, Ezri Tarazi, Routledge, 2023, p. 329-348Chapter in book (Refereed)
Abstract [en]

The aim of this design project is to explore ways of co-designing instructional videos, together with representatives from the elderly care sector, that show how to use Personal Protective Equipment (PPE) related to the Covid-19 pandemic and how to follow basic hygiene routines. We have used Design Thinking (DT) and Research through design (RtD) methodology. The results show that the main improvements derived from using a co-design process were input on the details needed to make the video more realistic and reflective of real-world scenarios.

Place, publisher, year, edition, pages
Routledge, 2023
National Category
Visual Arts
Identifiers
urn:nbn:se:du-47151 (URN)10.1201/b22630-23 (DOI)2-s2.0-85173444865 (Scopus ID)9781003170242 (ISBN)
Available from: 2023-10-24 Created: 2023-10-24 Last updated: 2023-10-26Bibliographically approved
Eriksson, Y., Skagert, K. & Ekwall, P. E. (2022). Design process of live-action video instructions. In: Gabriela Goldschmidt and Ezri Tarazi (Ed.), DTRS13: Expanding the Frontiers of Design: A Blessing or a Curse?. Paper presented at DTRS13. 13th Design Thinking Research Symposium. (pp. 157-174). Haifa
Open this publication in new window or tab >>Design process of live-action video instructions
2022 (English)In: DTRS13: Expanding the Frontiers of Design: A Blessing or a Curse? / [ed] Gabriela Goldschmidt and Ezri Tarazi, Haifa, 2022, p. 157-174Conference paper, Published paper (Refereed)
Abstract [en]

The aim of this design project is to explore ways of co-designing instructional videos, together with representatives from the elderly care sector, that show how to use Personal Protective Equipment (PPE) and how to follow basic hygiene routines. We have used a Design Thinking (DT) and Research through design (RtD). The results show that the main improvements derived from using a co-design process were input on the details needed to make the video more realistic and more reflective of real-world scenarios. 

Place, publisher, year, edition, pages
Haifa: , 2022
Keywords
co-design, research through design, live-action video, visual instruction, live-action video
National Category
Media Engineering
Identifiers
urn:nbn:se:du-41240 (URN)978-965-599-948-8 (ISBN)
Conference
DTRS13. 13th Design Thinking Research Symposium.
Funder
AFA Insurance
Available from: 2022-04-12 Created: 2022-04-12 Last updated: 2023-10-26Bibliographically approved
Swenberg, T. & Ekwall, P. E. (2021). Mediegestaltningens syfte (1:1ed.). In: Pernilla Falkenberg Josefsson och Mikael Wiberg (Ed.), Introduktion till medieteknik: (pp. 79-95). Lund: Studentlitteratur AB
Open this publication in new window or tab >>Mediegestaltningens syfte
2021 (Swedish)In: Introduktion till medieteknik / [ed] Pernilla Falkenberg Josefsson och Mikael Wiberg, Lund: Studentlitteratur AB, 2021, 1:1, p. 79-95Chapter in book (Other academic)
Abstract [sv]

Allt som skapas som en färdig produkt eller tjänst inom medieproduktion eller medieteknik har en yttre formgivning som står i relation till dess funktion. Gestaltningen måste samspela med funktionen för att produkten eller tjänsten ska bli begriplig och funktionell för användaren eller publiken. Därför måste man förstå syftet med själva gestaltningen och hur den relaterar till det övergripande syftet med produkten eller tjänsten.

Detta kapitel bearbetar dessa frågor och kommer med förslag på olika sätt att ta sig an gestaltningens utmaningar när man skapar olika typer av medieartefakter.

Place, publisher, year, edition, pages
Lund: Studentlitteratur AB, 2021 Edition: 1:1
Keywords
medieproduktion, mediegestaltning, medialt objekt, mediala objekt, mediedesign, medieartefakt
National Category
Media Engineering
Identifiers
urn:nbn:se:du-39080 (URN)978-91-44-14167-1 (ISBN)
Available from: 2021-12-17 Created: 2021-12-17 Last updated: 2023-10-26Bibliographically approved
Ekwall, P. E., Ädel, A. & Nyström Höög, C. (2021). Towards a unified affordance approach: searching for congruent meaning making in COVID-19 warning designs. Social Semiotics
Open this publication in new window or tab >>Towards a unified affordance approach: searching for congruent meaning making in COVID-19 warning designs
2021 (English)In: Social Semiotics, ISSN 1035-0330, E-ISSN 1470-1219Article in journal (Refereed) Epub ahead of print
Abstract [en]

This case study on COVID-19 warning designs in a Swedish context illustrates how a unified affordance approach may contribute to an understanding of the meaning-making in reminders, instructions, cues and prompts that communicate the message “keep your distance.” The analysis combines semiotic and ecological affordance categories, taking both Gibson’s original theorizing on affordances and more recent affordance-informed research efforts into consideration. In so doing, the study aims to bridge a knowledge gap in the study of visual instructions and warning designs as well as in a more comprehensive way delineate the multimodal design strategies associated with COVID-19 warning designs. The analysis shows that Swedish COVID-19 warning designs of the keep-your-distance-kind belong to a non-standardized and emerging genre that is marked by great variation and ad-hoc design solutions, several of which combine physical blocking functions with verbally based messages. The analysis also highlights the tension between verbal and visual recourses, on one hand, and the signage placement and choice of materials, on the other hand. It is concluded that communication resources do not always appear to convey the same basic message, but in incongruent ways weaken what might be considered the intended main message. © 2021 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group.

Place, publisher, year, edition, pages
Routledge, 2021
Keywords
Affordance, COVID-19, instructions, multimodality, warning design
National Category
Media and Communications
Identifiers
urn:nbn:se:du-39268 (URN)10.1080/10350330.2021.1995306 (DOI)000711793500001 ()2-s2.0-85118289468 (Scopus ID)
Available from: 2022-01-07 Created: 2022-01-07 Last updated: 2023-10-26Bibliographically approved
Eriksson, P. E. & Eriksson, Y. (2019). Live-action communication design: a technical how-to video case study. Technical Communication Quarterly, 28(1), 69-91
Open this publication in new window or tab >>Live-action communication design: a technical how-to video case study
2019 (English)In: Technical Communication Quarterly, ISSN 1057-2252, Vol. 28, no 1, p. 69-91Article in journal (Refereed) Published
Abstract [en]

This case study is based on a research through design project (RTD) thatfocuses on a technical communication video of the live-action format. Itinvestigates the usability and design-implications of a live-action how-tovideo, by means of analyzing user-centered data such as YouTube analyticsdata, usability, and comprehension assessments. In the study, four key liveactionvideo affordances are identified: verifiability, comparability, recordability,and visibility. The identification of these affordances when related tothe users’ assessments resulted in several design implementations thatwould warrant sought-for communication efficacies. Findings show thatsome assumed efficacies appear to be mitigated by the complexity andthe density of the video information. One implication of this is that theimplementation of conventional video editing techniques and the additionof on-screen text that serve to make content briefer and more concise intoinstructional live-action videos requires the technical communicator’s carefulconsideration.

Place, publisher, year, edition, pages
Routledge, 2019
Keywords
Assessment, design of communication, digital technologies, knowledge management, research methods, usability studies, visual rhetoric/visualization techniques
National Category
Interaction Technologies
Research subject
Research Profiles 2009-2020, Intercultural Studies
Identifiers
urn:nbn:se:du-29008 (URN)10.1080/10572252.2018.1528388 (DOI)000470244700006 ()2-s2.0-85057256927 (Scopus ID)
Available from: 2018-12-04 Created: 2018-12-04 Last updated: 2023-10-26Bibliographically approved
Swenberg, T. & Eriksson, P. E. (2018). Effects of continuity or discontinuity in actual film editing. Empirical Studies of the Arts, 36(2), 222-246
Open this publication in new window or tab >>Effects of continuity or discontinuity in actual film editing
2018 (English)In: Empirical Studies of the Arts, ISSN 0276-2374, E-ISSN 1541-4493, Vol. 36, no 2, p. 222-246Article in journal (Refereed) Published
Abstract [en]

A film editor’s refining of film edits at a frame-by-frame matching is an effort of perceptual precision. This paper investigates whether a failure of a few frames would jeopardize the perceived continuity of the film. 33 Swedish students, 17 female, average age 26, were eye tracked while watching two versions of the same documentary film sequence, where one version was completed to satisfaction by a film editor, and the other version had its edits altered 4-6 frames against the film editor’s intentions.

The analysis scrutinized gaze hits in Areas-of-Interest (AoI:s) appointed by the film editor, as well as saccade frequency and pupil dilation after edit points. No significant difference was found for gaze hits in AoI:s, whereas saccade frequency increased 120-400 ms after edit points by  29.4%, and pupil sizes increased by 28% relative size, 200-500 ms after edits, both in the altered version of the film sequence.

These results indicates that the altered film sequence constrained viewers, with possible cognitive effects, which implies that the frame-by-frame matching of film edits achieved by film editors is crucial to film continuity.

Keywords
film editing, perceptual precision, film continuity, film viewing, eye tracking, edit points, frame matching
National Category
Design Studies on Film
Research subject
Research Profiles 2009-2020, Intercultural Studies
Identifiers
urn:nbn:se:du-26443 (URN)10.1177/0276237417744590 (DOI)000433911400005 ()2-s2.0-85047930057 (Scopus ID)
Available from: 2017-10-19 Created: 2017-10-19 Last updated: 2023-10-26Bibliographically approved
Eriksson, P. E., Swenberg, T., Zhao, X. & Eriksson, Y. (2018). How gaze time on screen impacts the efficacy of visual instructions. Heliyon, 4(6), Article ID e00660.
Open this publication in new window or tab >>How gaze time on screen impacts the efficacy of visual instructions
2018 (English)In: Heliyon, E-ISSN 2405-8440, Vol. 4, no 6, article id e00660Article in journal (Refereed) Published
Abstract [en]

This article explores whether GTS (gaze time on screen) can be useful as an engagement measure in the screen mediated learning context. Research that exemplifies ways of measuring engagement in the on-line education context usually does not address engagement metrics and engagement evaluation methods that are unique to the diverse contemporary instructional media landscape. Nevertheless, unambiguous construct definitions of engagement and standardized engagement evaluation methods are needed to leverage instructional media's efficacy. By analyzing the results from a mixed methods eye-tracking study of fifty-seven participants evaluating their visual and assembly performance levels in relation to three visual, procedural instructions that are versions of the same procedural instruction, we found that the mean GTS-values in each group were rather similar. However, the original GTS-values outputted from the ET-computer were not entirely correct and needed to be manually checked and cross validated. Thus, GTS appears not to be a reliable, universally applicable automatic engagement measure in screen-based instructional efforts. Still, we could establish that the overall performance of learners was somewhat negatively impacted by lower than mean GTS-scores, when checking the performance levels of the entire group (N = 57). When checking the stimuli groups individually (N = 17, 20, 20), the structural diagram group's assembly time durations were positively influenced by higher than mean GTS-scores.

Keywords
psychology, education, information science
National Category
Design Learning Arts Educational Sciences
Research subject
Research Profiles 2009-2020, Intercultural Studies
Identifiers
urn:nbn:se:du-28050 (URN)10.1016/j.heliyon.2018.e00660 (DOI)000437801800012 ()30003156 (PubMedID)2-s2.0-85048981564 (Scopus ID)
Note

Open Access APC beslut 5/2018

Available from: 2018-06-29 Created: 2018-06-29 Last updated: 2023-10-26Bibliographically approved
Eriksson, P. E. (2018). Videography as Design Nexus: Critical Inquires into the Affordances and Efficacies of Live-action Video Instructions. (Doctoral dissertation). Västerås: Mälardalen University
Open this publication in new window or tab >>Videography as Design Nexus: Critical Inquires into the Affordances and Efficacies of Live-action Video Instructions
2018 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

This thesis is about live-action instructional videos (LAVs). By addressing design problems with respect to the how-to video genre, the thesis asks fundamental questions about mediated instructional communication efficacies and the factors that either obstruct or augment them. 

The analysis presented in this thesis is based on the notion that videography is a design nexus and key focal point of the connections that make live-action video instructional efforts possible. This Design Nexus is explored by defining and illuminating key ontological dimensions, medium specificities and the video users’ cognitive capacities. This is to acknowledge that the users of instructions in this thesis are center stage, both as biological and cultural beings.

The methods used in this thesis and its associated papers are eye-tracking, video observations, questionnaires, self-reports, focus group interviews and YouTube analytics. Hence, both numerical data and non-numerical data are analyzed in this study.

The results of the analyses indicate that pre-production planning is key in live-action video instructional endeavors, but not at the expense of the videographer’s status as designer. Moreover, the analyses show that users’ cognitive processing and visual decoding depend on the power of the live-action format to show actual human behavior and action. Other presented evidence seems to infer that LAV-instructions are a little less demanding if users apply a focused decoding style when interacting with them. Nevertheless, physiological engagement of this kind is likely not to fully compensate for users’ psychological engagement.

This thesis contributes to a more comprehensive understanding of humans’ abilities to interpret the actions of others via medial means. By relating this to video medium-specific affordances, this thesis also furthers important efficacy distinctions and boundary conditions. This understanding is considered important for live-action video makers and designers of visual instructions as well as scholars who need to develop better methods to assess users’ behavioral engagement when they interact with digital instructional media.

Place, publisher, year, edition, pages
Västerås: Mälardalen University, 2018
Keywords
Information Design;Instructions, Video, Engagement, Perception, Human-Centered Design
National Category
Production Engineering, Human Work Science and Ergonomics
Research subject
Research Profiles 2009-2020, Intercultural Studies
Identifiers
urn:nbn:se:du-28916 (URN)978-91-7485-391-9 (ISBN)
Public defence
2018-09-14, Raspen, Mälardalens högskola, Eskilstuna, 10:00 (English)
Opponent
Supervisors
Available from: 2018-11-23 Created: 2018-11-23 Last updated: 2023-10-26Bibliographically approved
Swenberg, T. & Eriksson, P. E. (2015). Film and TV Industry Responses to Research Results in a Workshop Setting. In: Vesna Popovic, Alethea Blacker, Ding-Bang Luh, Nithikul Nimkulrat, Ben Kraal, and Yukari Nagai (Ed.), IASDR2015 Interplay Proccedings: . Paper presented at INTERPLAY between design, science, technology and the arts at the IASDR 2015 Congress in Brisbane, Australia, 2 – 5 November 2015 (pp. 1917-1931). IASDR
Open this publication in new window or tab >>Film and TV Industry Responses to Research Results in a Workshop Setting
2015 (English)In: IASDR2015 Interplay Proccedings / [ed] Vesna Popovic, Alethea Blacker, Ding-Bang Luh, Nithikul Nimkulrat, Ben Kraal, and Yukari Nagai, IASDR , 2015, p. 1917-1931Conference paper, Published paper (Refereed)
Abstract [en]

Immediate return of results to the Swedish film and TV industry from researchers conducting ongoing research within the field is rather unusual. As a design research approach we, as researchers, adopted this method in order to disseminate results and confront a wider group of interest parties than those represented by our informants.

The results from the research project, New Design Processes in the Audiovisual Industry, revealed that the transition from recording on celluloid with analogue film cameras to using high definition video cameras presented new cruxes for the film and TV industries (Eriksson & Swenberg, 2012). These cruxes preliminary concerned the choice of proper video codecs and file formats and how to configure them, in order to reinforce efficient workflow later in the production chain.

Members of the industry and educators were invited to participate in public workshops, held at Dalarna University, where these results were presented along with expert solutions to the problems. Questionnaires were distributed among participants before the start of each workshop, as well as at the end. Seminars and panel discussions, both consisting of question and answer sessions for participants were video-recorded.

The responses extrapolated from industrial representatives show an urgent need for discussion regarding the situation of digital cruxes within the film and TV industry. The Q & A sessions confirmed the widespread need for understanding several of the problems that had emerged. In the questionnaires, many industrial representatives expressed their appreciation for the opportunity to understand the nature of problems, how widespread they were, how to address them, and how to fill some of the most critical prevalent knowledge gaps.

Place, publisher, year, edition, pages
IASDR, 2015
Keywords
co-creation, digital media, TV/Film industry, film production
National Category
Design Studies on Film Media Engineering
Research subject
Intercultural Studies, Nya designprocesser inom den audiovisuella industrin
Identifiers
urn:nbn:se:du-20589 (URN)978-0-646-94318-3 (ISBN)
Conference
INTERPLAY between design, science, technology and the arts at the IASDR 2015 Congress in Brisbane, Australia, 2 – 5 November 2015
Funder
EU, European Research Council
Available from: 2016-01-04 Created: 2016-01-04 Last updated: 2023-10-26Bibliographically approved
Eriksson, P. E. & Eriksson, Y. (2015). Syncretistic images: iPhone fiction filmmaking and its cognitive ramifications. Digital Creativity, 26(2), 138-153
Open this publication in new window or tab >>Syncretistic images: iPhone fiction filmmaking and its cognitive ramifications
2015 (English)In: Digital Creativity, ISSN 1462-6268, E-ISSN 1744-3806, Vol. 26, no 2, p. 138-153Article in journal (Refereed) Published
Abstract [en]

This article will address the question of how fiction films are individuated in terms of image quality on the grounds of the recording technology used. As new cost-effective digital recording technologies are introduced to the marketplace, this becomes a salient issue to understand for producers and production teams. In order to define cameras' image quality capacities, three almost identical short fiction film sequences were tested on a young audience in a comparative blind test. Surprisingly, the result unambiguously showed that most viewers preferred the film recorded on an iPhone. Based on Barbara Maria Stafford's theoretical framework on the cognitive work of images and theories that concern ecological moving image theory, the analysis of this article aims to explain the reception study's result by illuminating the sublime and ambiguous figure-ground constellation of the iPhone video and its cognitive ramifications.

Keywords
image quality, cognition, production, iPhone, fiction film
National Category
Media and Communications
Research subject
Research Profiles 2009-2020, Intercultural Studies
Identifiers
urn:nbn:se:du-18926 (URN)10.1080/14626268.2014.993653 (DOI)000357158000005 ()2-s2.0-84934791097 (Scopus ID)
Available from: 2015-07-24 Created: 2015-07-24 Last updated: 2023-10-26Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0002-5921-0227

Search in DiVA

Show all publications