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Member since 08/2004

About Me

Today, I am a Ph.D student working at the Center for Learning and Knowledge Technology (CeLeKT)  at Växjö University in Southern Sweden. CeLeKT is part of the School of Mathematics and Systems Engineering  (MSI). My field of research is exploring new modes of interaction in mobile learning systems. I hold a M.Sc degree in Visual Science from M.I.T and B.F.A. from Rhode Island School  of Design. I am interested in interaction design for mobile devices that support collaboration and knowledge sharing in collaborative systems.

From September 2002 until December 2005 I worked as a researcher at the Interactive Institute (II). My field of research at II was real time knowledge based tools and methods for understanding how innovation/information is transferred from person(s) to person(s) across different social based technologies. My work is focused on cross media systems that are inspired by semantic web, knowledge systems, and community driven content. By working together with youth interested in action sports and utilizing their passion for and creativity. These user driven web community platforms utilize tools to visualize social networking for the community, providing insight how information spreads in groups of people.

Please see my CV for detailed information »Cv2007.pdf

Papers

Below are my most recent papers:

PhD Proposal Plan - A work in progress, February 2007
Technology has come to play a crucial role in our social interactions and the structures around us (Castells 2006) . At the same time this technology is altering our perception of these social interactions and rearranging the structures that make up our daily life. This new information offers us the ability to create new things together and collaborate on scales and in ways never possible before (Rheingold 2003). But, at the same time because of this unparalleled ability for collaboration across networks of people and technology, problems emerge in understandings how to make these collaborations more effective. Little is known about how peers or groups share relevant information in across mobile and wired systems and what this means for learning and collaboration and how we need to design and support these activities. Which raises the main research question: What are the specific needs to better support new modes of interaction for collaboration in mobile learning environments? This proposal suggests that developing tools to visualize interaction through the design process can help provide insight for the future design and evaluation of mobile collaborative systems.

Read the Proposal »spikol_phdprosal.doc

Designing Innovative Learning Activities Using Ubiquitous Computing
Will be presented at ICALT2007, the 7th IEEE International Conference on Advanced Learning Technologies July 18-20, 2007 in Niigata, Japan. Co-authored with Arianit Kurti & Marcelo Milrad,at CeLeKT.
Recent advancements in mobile, wireless and positioning technologies have contributed to the development of new software applications to be used anywhere, anytime and in almost any device. When these technologies are used in educational settings, new learning opportunities arise. Location-based services in educational settings potentially offer advantages of tailoring the content to the specific location/object and thus contextually increasing relevancy. In this paper we describe our current research focuses on exploring the integration of physical and computational media for the design of ubiquitous learning environments to support a variety of outdoors educational activities using mobile and positioning technologies. Moreover, we are also exploring how intelligent support techniques can be integrated in these environments, to scaffold particular aspects of teaching and learning.
Read the Paper »Download icalt2007.doc

New collaboration patterns mediated by pervasive technology in learning context.
Will be presented at Pervasive 2007, the Fifth International Conference on Pervasive Computing, May 13-16, 2007 in Toronto, Ontario, Canada. Co-authored with Arianit Kurti, Marcelo Milrad, Martin Svensson,
and Oskar Pettersson at CeLeKT.
Learning as a social activity has evolved together with human society. Nowadays learning is mainly based in collaboration between actors and artifacts. Technology enhancement of these collaboration patterns has led to introduction of new learning paradigms. Pervasive technology offers new ranges of possibility when it comes to supporting learners’ mobility and their socio-physical context. Use of this context in the learning process supports the situated learning paradigm. In this paper we present our ongoing efforts to support indoor and outdoor activities in a situated learning domain with technology. For this purpose we use the Activity Theory as a design model and try to provide some in depth understanding of new collaboration patterns emerging in these settings. As a result we see that pervasive technologies present a powerful tool for embedding learning activities in the socio-physical context that lead to new learning paradigms for ubiquitous these environments.

Read the paper » pervasive2007.doc

Increasing the value of information: Putting content in context: is that enough?
Presented at IRIS29 co-authored with  Arianit Kurti,  Marcelo Milrad, and Per Flensburg from Växjö University.
This paper presents our views concerning the use of context as a part of the participatory approach in order to provide the content in context to increase the value of information. Our aim is to decrease the “ontological gap” that exists between users and information system. Our focus is to close this gap by using contextual information. We introduce a three layer perspective to context that takes into consideration location / environment, activity / task, as well as personal / interpersonal attributes and instances.
Download the paper (.doc)

Mapping Social Capital: Visualizing the Organizing Effects of Technological Capital
Presented at The Virtual - a room without borders, Södertörn University,  Hannige Sweden.
This paper develops a framework for connecting knowledge and experiences developed in a complex, project-based, and networked R&D organization. By working with these socio-technological aspects of connected knowledge we can provide a way to map the communications and networks created by people, projects, groups, and create an image of an organization. The hope is to use this constantly evolving image map of the organization as one of the key tools to help evolve the organization and the people that make it up.
Download the paper
(.doc)

BoardFamily – design ethics questions around a collaborative online community
Presented as a design case at the Nordic Design Research Conference "In the Making" Copenhagen, May 29-31, 2005.
The purpose of this design case is to raise questions and open a dialogue about design ethics for projects in online communities. Boardfamily is a web community inspired by semantics and knowledge-based systems that investigate how information is transferred between groups of people. Boardfamily provides a community platform with a set of rich tools that visualize how people are connected.
Download the paper (.doc)

Workshop Reports

Knark är bajs (drugs are shit):
A report from a workshop run with State of the Arts and Futurniture for the anti-narcotics commission in Sweden. The aim of workshop was to generate new concepts for reaching out to youth in Sweden.
Read the report (pdf 1.3 MB)

Volvo Sports Design Forum:
A report from a workshop developed for the Sports Forum. The workshop looked specifically at the interests of women and how to develop new types of products with information technology.
Read the report (pdf 600 KB)

II Projects

The work below builds upon the research conducted at the Interactive Institute over the last 2 years together with real world communities of youth centered on action sports. A common thread is that these communities are centered on the passion and interest of the users.

The best way to get an overview of my work is to view the following flash based presentation my key projects are the Community Platform realized as BoardFamily and SMSNAV.

The Community Platform:
Working in real-time communities and social software  provides a research platform with  tools and methods for understanding the flow of innovation/information.  The project provides ways to research  in a network setting by collaboration and co-creation within a group of people that are creating ideas and  spreading them. Community Platform utilizes the social network, social software, academic research and collaboration with businesses to provide relevant results. These results and the process explore how creativity, innovation, and collaboration can be fun and beneficial to interested parties.
Boardfamily at MethodMedia and Freeride Hub with Innovation Impact are two of real-world applications. Contact me for  login and pswds.

SMSNAV
SMSNAV is a mobile service application that enables just-in-time trend research. By combining SMS technology within a network, we are able to gain insight of what is happening at the moment and quickly analyze the results. The messages are stored in a database and dynamically displayed in the web application creating a visualization of the results. SMSNAV system enables the handset to be a proxy researcher without having the actual researcher in the field. The system also supports MMS messages.
See it realized at SAFE art Exhibit, Karlskrona August 2005, An SMS anonymous secret exchanger.

LittleDevice Portfolio

Design Work
Before I became a researcher I co-founded a design firm in Copenhagen. LittleDevice existed from 1999-2003 and our clients ranged from the LEGO Group to the City of Copenhagen. Check out this small book highlighting our cases and design philosophy. The other half of LittleDevice was Anders Fredenslund and you can check out his work at Idealis Design Studio.
Download book (pdf 8.1 MB)