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Wik, M. (2024). Prototyping with purpose: Increasing participatory design with malleable interactive prototypes. (Doctoral dissertation). Karlstad: Karlstads universitet
Open this publication in new window or tab >>Prototyping with purpose: Increasing participatory design with malleable interactive prototypes
2024 (English)Doctoral thesis, monograph (Other academic)
Alternative title[sv]
Design av IT-system tillsammans med användare : Ökat deltagande genom prototyper formbara under interaktion
Abstract [en]

This work emphasises the long-standing focus on democratisation in the participatory design field by analysing how participation can be achieved (the pragmatics of participation) and how participation can be increased (the politics of participation) through malleable interactive prototyping. 

Malleable interactive prototyping refers to the design of digital prototypes of IT systems that are open enough for a designer and a user to collaboratively design and re-design. The interactiveness allows the user to experience the interaction with the system and its design and also allows for redesign during the interaction.

This type of prototyping is explored in the collaborative design of an IT system between a designer and citizens at a hospital, and in a short series of co-design workshops with young learners as designers within a component of their digital competence education in upper secondary school. Through a qualitative analysis, this work demonstrates that malleable interactive prototyping increases participation and participatory design. Four conclusions are proposed for the participatory design field: malleable interactive prototyping gives users an informed voice in the design process, allows users to collaboratively design an IT system with a designer, facilitates mutual learning between designer and user, and increases the ecological validity of the collaborative design. Furthermore, the explorations contribute to the education field by showing that malleable interactive prototyping can explicate future use and the user as well as the role of the user and the IT system for young learners, thus enabling young learners to experience democratic IT systems design processes. These conclusions suggest that school policy writers should consider including a socio-technical perspective in the computational-focused curriculum and that educators should contemplate the delivery of this education across all programmes.

Abstract [en]

This study explores the role of prototyping in the democratisation of IT systems design processes. It introduces malleable interactive prototyping, which involves the utilisation of prototypes that allow users to perform valuable tasks and experience the design but are still open enough to enable unexpected interaction patterns and to be collaboratively designed during the interaction. 

This approach is investigated through two studies: in a hospital, where citizens collaboratively designed an IT system with a designer, and in an upper secondary school, where pupils collaboratively designed IT systems with peers, revealing the prototyping’s potential to boost participation and learning. 

A qualitative analysis concluded that malleable interactive prototyping enhances participation by giving users an informed voice in the design process, facilitating collaborative design, fostering mutual learning between designer and user, and improving design validity. This approach has the potential to enhance learning for young learners—whether or not programming is in their curricula—by clarifying the future use of IT systems and the users’ role and providing experiences of democratic design processes. This suggests integrating socio-technical perspectives into the curriculum.

Abstract [sv]

Demokratisering av IT-systemdesignprocesser har länge varit en brännpunkt inom fältet deltagande design. Den här studien undersöker användares deltagande i systemdesign ur ett pragmatiskt (hur deltagande kan möjliggöras) och ett politiskt perspektiv (hur inriktningen av deltagande kan omfatta fler).

Med formbar interaktiv prototyping åsyftas i den här studien utarbetandet av digitala prototyper som är öppna nog för att en designer och en användare tillsammans ska kunna designa prototypen samtidigt som prototyperna är interaktiva vilket låter användaren uppleva både interaktion med systemet och dess design. Interaktiviteten och öppenheten möjliggör omformning medan interaktionen pågår.

Formbar interaktiv prototyping används i studien för att undersöka möjligheter att öka användares medverkan och för att öka omfattningen av deltagande design. Två studier har genomförts: samskapande av en applikation på ett sjukhus med medborgare som meddesigners, respektive deltagande design drivet av grupper av gymnasieelever som en del av deras digitala kompetensundervisning.

Utifrån en kvalitativ analys förs fyra slutsatser riktade till fältet deltagande design fram: formbar interaktiv prototyping ger användare ett informerat inflytande i designprocessen, möjliggör för samskapande av IT-system mellan designer och användare, medför ett ömsesidigt lärande mellan designer och användare, och ökar samskapandets ekologiska validitet.

Tre slutsatser relevanta för skolväsendet förs också fram: de formbara interaktiva prototyperna tydliggör den framtida användningen och användaren för elever; liksom vilka roller användaren och IT-systemet har under en interaktion, samt möjliggör för elever att uppleva demokratiskt utformade IT-systemdesignprocesser. De här slutsatserna utgör ett starkt argument för skolpolitiker att föra in ett vidare perspektiv på digital kompetens i läroplaner, och för skolledare och lärare att överväga hur undervisningen kan utformas för de olika utbildningsprogrammen.

Place, publisher, year, edition, pages
Karlstad: Karlstads universitet, 2024. p. 209
Series
Karlstad University Studies, ISSN 1403-8099 ; 2024:17
Keywords
Co-design, IT-systems design, digital competence, education, interaction, Wizard of Oz, socio-technical perspective, Digital kompetens, utbildning, IT-systemdesign, socio-tekniskt perspektiv, Wizard of Oz, co-design, deltagande design, ungas lärande
National Category
Information Systems, Social aspects Information Systems, Social aspects
Research subject
Information Systems
Identifiers
urn:nbn:se:kau:diva-99485 (URN)10.59217/xwlv2713 (DOI)978-91-7867-465-7 (ISBN)978-91-7867-466-4 (ISBN)
Public defence
2024-06-14, 11D257, Agardhsalen, 13:15 (English)
Opponent
Supervisors
Available from: 2024-05-24 Created: 2024-04-29 Last updated: 2025-02-17Bibliographically approved
Magnusson, M. & Wik, M. (2023). Designing for a Repository of Virtual Crisis Management Tabletop Exercises: Lessons Learned from a Scandinavian R&D Project. In: Esko Penttinen; Sampsa Suvivuo; Virpi Kristiina Tuunainen; Matti Rossi; Hadi Ghanbari (Ed.), Selected Papers of the 46th Information Systems Research Seminar in Scandinavia: . Paper presented at Information Systems Research Seminar in Scandinavia (IRIS). IRIS, the Scandinavian Chapter of AIS, 14
Open this publication in new window or tab >>Designing for a Repository of Virtual Crisis Management Tabletop Exercises: Lessons Learned from a Scandinavian R&D Project
2023 (English)In: Selected Papers of the 46th Information Systems Research Seminar in Scandinavia / [ed] Esko Penttinen; Sampsa Suvivuo; Virpi Kristiina Tuunainen; Matti Rossi; Hadi Ghanbari, IRIS, the Scandinavian Chapter of AIS , 2023, Vol. 14Conference paper, Published paper (Refereed)
Abstract [en]

Crisis training exercises play a vital role in preparing local and regional governments for the management of crises and disasters. Unfortunately, conducting sufficient training is demanding, especially in small municipalities, due to constrained time and personnel resources, but also complex planning and scheduling of the dominant on-site training methods. Virtual training has been suggested as a resource-efficient and flexible  complement. However, despite numerous specifications of digital technology for training, research on organisational implementation and usage is lacking, indicating a low uptake. This article presents a cross-border R&D effort to facilitate the digitalisation of crisis management training by developing generic virtual tabletop exercises (VTTXs) to be shared via a repository, and (re-)used in, and adapted for, diverse contexts. The purpose of this article is to identify essential aspects in designing and conducting virtual tabletop exercises (VTTXs) for collaborative crisis management training.

Place, publisher, year, edition, pages
IRIS, the Scandinavian Chapter of AIS, 2023
Series
Selected Papers of the Information Systems Research Seminar in Scandinavia, ISSN 1891-9863, E-ISSN 2387-3353 ; 14
Keywords
Digitalisation, Collaborative learning, Computer-Supported Collaborative Work, Collaborative Crisis Management Training, Virtual Tabletop Exercise (VTTX), Exercise Design.
National Category
Information Systems
Research subject
Information Systems
Identifiers
urn:nbn:se:kau:diva-97315 (URN)
Conference
Information Systems Research Seminar in Scandinavia (IRIS)
Available from: 2023-11-06 Created: 2023-11-06 Last updated: 2024-01-08Bibliographically approved
Wik, M. & Bergkvist, L. (2022). Exploring Mobile Co-design in the Context of Use Continuous Elicitation and Evaluation of Design Suggestions. In: Kurosu, Masaaki (Ed.), Human-Computer Interaction: Theoretical Approaches and Design Methods. Paper presented at 24th HCI International Conference (HCII 2022),Gothenburg, Sweden,[DIGITAL], 26 June-1 July, 2022. (pp. 324-342). Springer Science+Business Media B.V., 13302
Open this publication in new window or tab >>Exploring Mobile Co-design in the Context of Use Continuous Elicitation and Evaluation of Design Suggestions
2022 (English)In: Human-Computer Interaction: Theoretical Approaches and Design Methods / [ed] Kurosu, Masaaki, Springer Science+Business Media B.V., 2022, Vol. 13302, p. 324-342Conference paper, Published paper (Refereed)
Abstract [en]

This study explores a method for the co-design of mobile applications in the context of use. In 36 sessions with future users, synchronous co-design of a mobile navigation application was conducted in the intended use environment – a hospital – using an interactive Wizard-of-Oz-controlled prototype. The results show that co-design in the intended use environment contributes to the elicitation of design suggestions. Concerning the co-design method, the results show that by using interactive prototyping the user is actively involved as a co-designer, which empowers the user and enables the continuous evaluation of design suggestions.

Place, publisher, year, edition, pages
Springer Science+Business Media B.V., 2022
Series
Lecture Notes in Computer Science, ISSN 1611-3349 ; 13302
Keywords
Distributed participatory design, Co-design, Wizard of Oz, Prototyping, Design suggestions
National Category
Information Systems, Social aspects Information Systems, Social aspects
Research subject
Information Systems
Identifiers
urn:nbn:se:kau:diva-91031 (URN)10.1007/978-3-031-05311-5_23 (DOI)000870723000023 ()2-s2.0-85133032307 (Scopus ID)978-3-031-05310-8 (ISBN)
Conference
24th HCI International Conference (HCII 2022),Gothenburg, Sweden,[DIGITAL], 26 June-1 July, 2022.
Available from: 2022-06-30 Created: 2022-06-30 Last updated: 2025-02-17Bibliographically approved
Wik, M. (2022). Introducing a Socio-Technical Perspective on Digital Competence Education Through Co-design. In: Jan Pries-Heje, Jacob Nørbjerg, Louise Harder-Fischer (Ed.), Selected Papers of the 45th Information Systems Research Seminar in Scandinavia: . Paper presented at 45th Information Systems Research Seminar in Scandinavia in conjunction with the 13th Scandinavian Conference of Information Systems (SCIS), Helsinge, Denmark, August 14-17, 2022. (pp. 3-17). Association for Information Systems, Issue 13, Article ID 2.
Open this publication in new window or tab >>Introducing a Socio-Technical Perspective on Digital Competence Education Through Co-design
2022 (English)In: Selected Papers of the 45th Information Systems Research Seminar in Scandinavia / [ed] Jan Pries-Heje, Jacob Nørbjerg, Louise Harder-Fischer, Association for Information Systems, 2022, Vol. Issue 13, p. 3-17, article id 2Conference paper, Published paper (Refereed)
Abstract [en]

Digital competence and programming have been part of the Swedish school curricula since 2018. This paper demonstrates how co-design design activities can be conducted as a way to provide digital competence education from a socio-technical perspective. Such activities were conducted with novice designers in three sessions, each with two school classes, from a Swedish engineering upper secondary school program in 2019. The students gained hands-on experience with interaction design and co-design as they designed a mobile application using a Wizard-of-Oz prototyping system and evaluated the prototype with users. This trial is used to argue that time allocation for socio-technical perspectives on digital competence in the Swedish school curricula can be expanded to be able to provide students with a more holistic view of digitization beyond technical issues.

Place, publisher, year, edition, pages
Association for Information Systems, 2022
Series
Selected Papers of the IRIS, ISSN 2387-3353
Keywords
Co-Design, Socio-technical Perspective, Digital Competence Education, Wizard of Oz, Prototyping
National Category
Human Computer Interaction
Research subject
Information Systems
Identifiers
urn:nbn:se:kau:diva-92881 (URN)
Conference
45th Information Systems Research Seminar in Scandinavia in conjunction with the 13th Scandinavian Conference of Information Systems (SCIS), Helsinge, Denmark, August 14-17, 2022.
Available from: 2023-01-05 Created: 2023-01-05 Last updated: 2023-01-12Bibliographically approved
Bergkvist, L. & Wik, M. (2021). Co-design av smartphoneapplikation i användningsmiljö: en studie inom ramen för projektet DigitalWell Research och innovationscaset Att hitta rätt. Karlstads universitet
Open this publication in new window or tab >>Co-design av smartphoneapplikation i användningsmiljö: en studie inom ramen för projektet DigitalWell Research och innovationscaset Att hitta rätt
2021 (Swedish)Report (Other (popular science, discussion, etc.))
Abstract [sv]

Inom ramen för innovationscaset Att hitta rätt och forskningsprojektet DigitalWell Research genomfördes forskningsstudien Co-design av smartphoneapplikation i användningsmiljö. Det primära syftet var att undersöka hur co-design för mobila applikationer kan bedrivas i användningsmiljöer. Den här rapporten fokuserar på det sekundära syftet med studien vilket var att tydliggöra behovs- och kravbilden över en digital tjänst för att hitta rätt på Centralsjukhuset i Karlstad (CSK). Data samlades in genom att medborgare bjöds in att interagera med och samskapa en prototyp av en navigationsapplikation, medan de tog sig fram till olika platser på CSK. Totalt deltog 36 personer. I den här rapporten presenteras de kravområden för en navigationsapplikation i inomhusmiljöer som identifierats. Rapporten presenterar också de svårigheter och problem med att hitta rätt i sjukhusmiljön som samlades in under studien, liksom viktiga aspekter att beakta vid ett införande av en navigationsapplikation i en sjukhusmiljö.

Place, publisher, year, edition, pages
Karlstads universitet, 2021. p. 21
Keywords
co-design, systemutveckling, Wizard of Oz-metoden, kravspecifikation
National Category
Information Systems
Research subject
Information Systems
Identifiers
urn:nbn:se:kau:diva-85644 (URN)
Projects
DigitalWell Research
Available from: 2021-08-17 Created: 2021-08-17 Last updated: 2022-09-07Bibliographically approved
Bellström, P., Persson, E., Magnusson, M., Pettersson, J. S., Wik, M., Venemyr, G. O. & Hindersson, E. (2020). Canvas som plattform för digitala krisövningar: Några första resultat från en demonstrationsövning. In: Niklas Jakobsson och Carina Vikström (Ed.), Kursdesign i Canvas: Bidrag från universitetspedagogisk konferens 2019 (pp. 11-42). Karlstad: Karlstads universitet
Open this publication in new window or tab >>Canvas som plattform för digitala krisövningar: Några första resultat från en demonstrationsövning
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2020 (Swedish)In: Kursdesign i Canvas: Bidrag från universitetspedagogisk konferens 2019 / [ed] Niklas Jakobsson och Carina Vikström, Karlstad: Karlstads universitet, 2020, p. 11-42Chapter in book (Other academic)
Abstract [sv]

Övning ger färdighet och det gäller inte bara i traditionell undervisning utan också vid krisledning. Krisledning kännetecknas av att medlemmarna i en krisledningsgrupp ska ansvara för sina respektive verksamhetsområden och genom snabb interaktion och samordning över verksamhetsgränserna mildra effekterna av krisen för organisationen eller samhället som helhet. Det innebär att rollmedvetenhet och kommunikationsförmåga måste tränas för den enskilde så väl som för gruppen som helhet. På gruppnivå är också samverkan och koordinering internt och externt viktigt att öva. Tidigare studier visar att organisationer är intresserade av möjligheten att öva mer via digitala verktyg (Wik et al., 2017). Inom ramen för det till och med 2021 pågående Interregprojektet CriseIT 2 utvecklar vi ett koncept för övningsstöd baserat på lärplattformar. Kapitlet beskriver genom en fallstudie hur en seminarieövning kan genomföras med stöd av lärplattformen Canvas. Data till studien har samlats in genom observationer, enkäter, storgruppsdiskussion och deltagarnas indata till Canvas. Erfarenheter från fallstudien sammanfattas i möjligheter, problem och förbättringsbehov kopplade till Canvas och övningsdesignen, och rekommendationer ges både för krisövning och för undervisning baserad på problematisering och dilemmaövningar i klassrummet.

Place, publisher, year, edition, pages
Karlstad: Karlstads universitet, 2020
Series
Utveckling av undervisning och examination i högre utbildning: utgiven av Universitetspedagogiska enheten vid Karlstads universitet ; 2020:1
Keywords
Övning, digital krisövning, krisledning, Canvas, Canvas i klassrummet
National Category
Educational Sciences
Research subject
Education
Identifiers
urn:nbn:se:kau:diva-81376 (URN)978-91-7867-154-0 (ISBN)978-91-7867-158-8 (ISBN)
Available from: 2020-11-20 Created: 2020-11-20 Last updated: 2022-05-23Bibliographically approved
Wik, M. & Khumalo, A. (2020). Wizardry in Distributed Participatory Design: From Design to Implementation. In: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics: . Paper presented at Thematic Area on Human Computer Interaction, HCI 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020; Copenhagen; Denmark; 19 July 2020 through 24 July 2020 (pp. 172-186). Springer
Open this publication in new window or tab >>Wizardry in Distributed Participatory Design: From Design to Implementation
2020 (English)In: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics, Springer , 2020, p. 172-186Conference paper, Published paper (Refereed)
Abstract [en]

Many participatory design methods and techniques assume that the designer and the participant are in the same location. In this study, we explore methods for Distributed Participatory Design. Combining the Wizard-of-Oz technique with oral discussions, in three iterations, we allowed users to actively participate, over distance, in designing a solution for their Events Management and Booking System. A video prototype was captured and used as a specification to communicate the system requirements. System development issues that arose were captured in a log and used to explore the effectiveness of such a specification in the development process. The results show that using wizardry in distributed participatory design is a viable method for allowing active participation and that video prototypes can sufficiently communicate system requirements.

Place, publisher, year, edition, pages
Springer, 2020
Keywords
Distributed participatory design, Requirements specification, Video prototyping, Wizard of Oz, Human computer interaction, Requirements engineering, Reservation systems, Specifications, User experience, Booking systems, Development process, Participatory design, System development, System requirements, Design
National Category
Information Systems
Identifiers
urn:nbn:se:kau:diva-82947 (URN)10.1007/978-3-030-49059-1_13 (DOI)2-s2.0-85088751440 (Scopus ID)9783030490584 (ISBN)
Conference
Thematic Area on Human Computer Interaction, HCI 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020; Copenhagen; Denmark; 19 July 2020 through 24 July 2020
Available from: 2021-02-19 Created: 2021-02-19 Last updated: 2023-06-21Bibliographically approved
Wik, M. & Pettersson, J. S. (2019). Lack of multimedia tools in intervention support for running system. International Journal of Web Science, 3(2), 148-173
Open this publication in new window or tab >>Lack of multimedia tools in intervention support for running system
2019 (English)In: International Journal of Web Science, ISSN 1757-8795, Vol. 3, no 2, p. 148-173Article in journal (Refereed) Published
Abstract [en]

Engrafting support staff into dialogues between users and customer support systems can compensate for system design flaws. Further, such dialogues can give grounds for system development. This article surveys the levels of interactivity of user support systems, where overt or covert support agents take an active part in the communication between a customer and a system. The main purpose is to demonstrate the prevailing lack of multimedia outputs in the tools supporting human intervention in systems with a graphical user interface (GUI). This is followed by an account of experimentation with human support engrafted in a web system that has a fuller range of GUI expression. The experiment explores the possibility of using multimedia in intervention in human-computer interaction and how such intervention can be built when it is not yet part of the augmented system.

Place, publisher, year, edition, pages
InderScience Publishers, 2019
Keywords
multimedia tools; intervention support; running systems; engrafting support; customer support; user support systems; multimedia output; graphical user interface; GUI; web services; human-computer interaction; web science; interactive systems; Wizard-of-Oz; WOz; user involvement
National Category
Information Systems Business Administration
Research subject
Information Systems
Identifiers
urn:nbn:se:kau:diva-74617 (URN)10.1504/IJWS.2019.10023834 (DOI)
Available from: 2019-09-03 Created: 2019-09-03 Last updated: 2019-09-10Bibliographically approved
Pettersson, J. S., Wik, M. & Andersson, H. (2018). GUI interaction interviews in the evolving map of design research. In: Paspallis N., Raspopoulos M., Barry C., Lang M., Linger H., Schneider C. (Ed.), Advances in Information Systems Development: Methods, Tools and Management (pp. 149-167). Springer, 26
Open this publication in new window or tab >>GUI interaction interviews in the evolving map of design research
2018 (English)In: Advances in Information Systems Development: Methods, Tools and Management / [ed] Paspallis N., Raspopoulos M., Barry C., Lang M., Linger H., Schneider C., Springer, 2018, Vol. 26, p. 149-167Chapter in book (Refereed)
Abstract [en]

This chapter presents GUI-ii, Graphical User Interface interaction interview, a method used to remotely discuss, develop and test GUI prototypes with users and stakeholders. Examples of such sessions are presented to demonstrate that the main benefit of GUI-ii is that this way of co-designing allows for interaction-informed discussions around functions and user interfaces, where re-design and hands-on experience can be integrated and efficiently carried out remotely. Using a facilitation tool to enact GUI layout and responses allows participation and evaluation to be mixed in participatory design sessions in a productive way. This form of participatory design is discussed along the dimensions found in Sanders’ Map of Design Research. The discussion concludes that GUI-ii facilitates participation by relaxing demands for physical presence and by allowing people to participate from their own work environment while still making it easy for them to directly influence contents, structure and interaction.

Place, publisher, year, edition, pages
Springer, 2018
Series
Lecture Notes in Information Systems and Organisation, ISSN 2195-4968 ; 26
Keywords
Design research, GUI-ii, Interview techniques, Participatory design
National Category
Information Systems, Social aspects
Research subject
Information Systems
Identifiers
urn:nbn:se:kau:diva-68068 (URN)10.1007/978-3-319-74817-7_10 (DOI)2-s2.0-85048007892 (Scopus ID)
Note

Book: Print ISBN 978-3-319-74816-0

Available from: 2018-06-26 Created: 2018-06-26 Last updated: 2023-06-20Bibliographically approved
Magnusson, M., Nyberg, L. & Wik, M. (2018). Information Systems for Disaster Management Training: Investigating User Needs with a Design Science Research Approach. In: F.K. Boersma & B. Tomaszewski (Ed.), Proceedings of the 15th International Conference on Information Systems for Crisis Response and Management ISCRAM2018: . Paper presented at ISCRAM2018 - the 15th Annual Conference for Information Systems for Crisis Response and Management, Rochester, USA, May 20 - 23 2018 (pp. 841-850). ISCRAM
Open this publication in new window or tab >>Information Systems for Disaster Management Training: Investigating User Needs with a Design Science Research Approach
2018 (English)In: Proceedings of the 15th International Conference on Information Systems for Crisis Response and Management ISCRAM2018 / [ed] F.K. Boersma & B. Tomaszewski, ISCRAM, 2018, p. 841-850Conference paper, Published paper (Refereed)
Abstract [en]

Societal threats such as global warming and terror attacks make crisis preparedness and crisis training a major priority in governments worldwide. Unfortunately, training is limited, partly due to complex and resource-demanding planning of traditional exercises. Several crisis training software have been developed as a complement. However, reports in research on their usage are rare, which indicates that the diffusion is limited. A potential explanation is that the systems fail to meet important needs in the organizations and/or sound information systems (IS) design principles. This paper describes the first phase of a design science research (DSR) project aiming at developing information systems for disaster management (ISDM) training, and accompanying training methods in local and regional governments. The purpose of this paper is to investigate perceived problems in current crisis training and identify opportunities for ISDM training in the application domain. Another purpose is to outline expected artifacts in the project.

Place, publisher, year, edition, pages
ISCRAM, 2018
Series
PROCEEDINGS OF THE INTERNATIONAL CONFERENCE ON INFORMATION SYSTEMS FOR CRISIS RESPONSE AND MANAGEMENT, ISSN 2411-3387
Keywords
Crisis management training, information systems for disaster management, user need analysis, design science research.
National Category
Information Systems, Social aspects
Research subject
Information Systems; Risk and Environmental Studies
Identifiers
urn:nbn:se:kau:diva-67418 (URN)9780692127605 (ISBN)
Conference
ISCRAM2018 - the 15th Annual Conference for Information Systems for Crisis Response and Management, Rochester, USA, May 20 - 23 2018
Projects
CriseIT - Preparing for Future Crisis Management
Funder
Interreg Sweden-Norway, 20200721
Available from: 2018-05-31 Created: 2018-05-31 Last updated: 2020-12-22Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0002-1455-240X

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