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Publications (10 of 36) Show all publications
Alenljung, B., Backlund, P., Bankler, V., Susi, T. & van Laere, J. (2026). A Digital Simulation System for Cross-Organizational First Responders’ Training in Risk Management. In: Xiaowen Fang (Ed.), HCI in games: 8th International Conference, HCI-Games 2026, Held as Part of the 28th HCI International Conference, HCII 2026, Montreal, QC, Canada, July 26–31, 2026, Proceedings, Part I. Paper presented at 8th International Conference, HCI-Games 2026, Held as Part of the 28th HCI International Conference, HCII 2026, Montreal, QC, Canada, July 26–31, 2026 (pp. 3-21). Cham: Springer
Open this publication in new window or tab >>A Digital Simulation System for Cross-Organizational First Responders’ Training in Risk Management
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2026 (English)In: HCI in games: 8th International Conference, HCI-Games 2026, Held as Part of the 28th HCI International Conference, HCII 2026, Montreal, QC, Canada, July 26–31, 2026, Proceedings, Part I / [ed] Xiaowen Fang, Cham: Springer, 2026, p. 3-21Conference paper, Published paper (Refereed)
Abstract [en]

Cross-organizational incident response requires first responders from multiple organizations to coordinate leadership, communication, and risk assessment under uncertainty and time pressure. While live exercises on physical ground remain central to such training, they are resource-intensive and challenging to organize regularly. Digital simulation, therefore, offers a complementary training approach, but its value depends on how effectively it supports incident command practices rather than physical realism. This paper presents the design and development of a digital simulation system for cross-organizational incident response training in risk assessment involving rescue and ambulance services. The study follows an action design research (ADR) approach conducted in close collaboration with practitioners. Empirical data from interviews, observations, and scenario development workshops were analyzed to identify training needs in leadership, coordination, communication, and dynamic risk management. The findings are synthesized into defining scenario characteristics and related digital simulation design principles. These emphasize abstraction, role-dependent perspectives, asymmetric information, and action-driven scenario progression to support training of continuous risk assessment and cross-organizational coordination. The paper contributes empirically grounded design knowledge for digital simulation-based training that complements live exercises.

Place, publisher, year, edition, pages
Cham: Springer, 2026
Series
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 16739
Keywords
Cross-organizational collaboration, Digital simulation-based training, Incident command, Risk assessment, Information management, Risk management, Risk perception, Cross organizational collaboration, Cross-organizational, Digital simulation, Digital simulation systems, First responders, Risks assessments, Risks management, Simulation-based training
National Category
Information Systems Human Computer Interaction Information Systems, Social aspects
Research subject
Interaction Lab (ILAB); Information Systems
Identifiers
urn:nbn:se:his:diva-26931 (URN)10.1007/978-3-032-30405-6_1 (DOI)001869759900001 ()2-s2.0-105045182551 (Scopus ID)978-3-032-30404-9 (ISBN)978-3-032-30405-6 (ISBN)
Conference
8th International Conference, HCI-Games 2026, Held as Part of the 28th HCI International Conference, HCII 2026, Montreal, QC, Canada, July 26–31, 2026
Projects
Risk reduction for ambulance and rescue service personnel in the event of unforeseen and severe events through digital simulation for response leaders (REiD-AR)
Funder
AFA Insurance, 230215
Note

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2026

Correspondence Address: B. Alenljung; University of Skövde, Skövde, Högskolevägen, 541 28, Sweden; email: beatrice.alenljung@his.se

This research was funded by Afa Försäkring, Sweden, grant 230215: Risk reduction for ambulance and rescue personnel during unforeseen and complex incidents through digital simulation for incident commanders (REiD-AR, in Swedish: Riskreducering för ambulans- och räddningstjänstpersonal vid oförutsedda och svåra händelser genom digital simulering för insatsledare). We want to thank the rescue service and ambulance personnel who participated in the study, as well as the organization representatives who made it possible. We greatly appreciate their cooperation and willingness to share their workspace and knowledge with us.

Available from: 2026-07-30 Created: 2026-07-30 Last updated: 2026-10-09Bibliographically approved
van Laere, J., Alenljung, B., Backlund, P. & Susi, T. (2026). Training Interorganizational Risk Management of Emergency Service First Responders with Virtual Simulation. In: Caroline Rizza; Apoorva Chauhan; Amy Matser; Joyce Kox; Willem Treurniet; Jeroen Wolbers (Ed.), Proceedings of the 23rd International ISCRAM Conference: Building Stronger Futures: Ensuring Public Safety in Times of Crisis, The Hague, Netherlands, May 31–June 3, 2026. Paper presented at The 23rd International ISCRAM Conference: Building Stronger Futures: Ensuring Public Safety in Times of Crisis, The Hague, Netherlands, May 31–June 3, 2026. The Hague Netherlands: ISCRAM Association
Open this publication in new window or tab >>Training Interorganizational Risk Management of Emergency Service First Responders with Virtual Simulation
2026 (English)In: Proceedings of the 23rd International ISCRAM Conference: Building Stronger Futures: Ensuring Public Safety in Times of Crisis, The Hague, Netherlands, May 31–June 3, 2026 / [ed] Caroline Rizza; Apoorva Chauhan; Amy Matser; Joyce Kox; Willem Treurniet; Jeroen Wolbers, The Hague Netherlands: ISCRAM Association, 2026Conference paper, Published paper (Refereed)
Abstract [en]

Emergency service first responders are increasingly confronted with hazardous work environments due to extreme weather conditions, new technologies such as solar panels, or antagonistic events. Consequently, police officers, firefighters, and prehospital care paramedics need to manage risks and ensure their own safety when working collaboratively. Virtual simulation enables regular training across a wide variety of scenarios, where high-risk situations and the consequences of faulty decisions can be experienced without endangering trainees. An extensive literature review reveals a lack of studies explicitly addressing virtual training of interorganizational risk management for emergency service first responders. It is argued how this phenomenon can be better understood by mapping types of scenarios and types of risks, by exploring how these risks can be conveyed in virtual simulations, and by a stronger focus on long-term learning retention and learning transfer to the workplace when evaluating studies.

Place, publisher, year, edition, pages
The Hague Netherlands: ISCRAM Association, 2026
Series
Proceedings of the International ISCRAM Conference, E-ISSN 2411-3387 ; 23
Keywords
Risk management, Emergency Service First Responders, Virtual Simulation, Safety, Training
National Category
Human Computer Interaction Information Systems Information Systems, Social aspects
Research subject
Information Systems; Interaction Lab (ILAB); GAME Research Group
Identifiers
urn:nbn:se:his:diva-26818 (URN)10.59297/3nmqhq47 (DOI)2-s2.0-105042421742 (Scopus ID)
Conference
The 23rd International ISCRAM Conference: Building Stronger Futures: Ensuring Public Safety in Times of Crisis, The Hague, Netherlands, May 31–June 3, 2026
Funder
AFA Insurance, 230215
Note

The ISCRAM Proceedings are an open-access publication.

This research was funded by Afa Försäkring, Sweden, grant 230215: Risk reduction for ambulance and rescue personnel during unforeseen and complex incidents through digital simulation for incident commanders.

Available from: 2026-07-01 Created: 2026-07-02 Last updated: 2026-07-14Bibliographically approved
Susi, T. & Torstensson, N. (2024). Embodied experiences in game play (2ed.). In: Lawrence Shapiro; Shannon Spaulding (Ed.), The Routledge Handbook of Embodied Cognition: (pp. 305-312). Routledge
Open this publication in new window or tab >>Embodied experiences in game play
2024 (English)In: The Routledge Handbook of Embodied Cognition / [ed] Lawrence Shapiro; Shannon Spaulding, Routledge, 2024, 2, p. 305-312Chapter in book (Refereed)
Abstract [en]

In this chapter we discuss games from an embodiment perspective and illustrate the importance of a particular category of embodied experience where perception, action, and socio-cultural context are closely interrelated. The embodied experiences we have in mind relate to young children’s learning, in particular to understanding the abstract concept of risk awareness. We are interested in how young people can grasp this concept through embodied experiences mediated by a computer game. Online risk is inherently abstract for young children and as such is difficult to grasp due to their level of cognitive maturity. Since the abstract concept is not grounded in experience, it needs to be made concrete through their own hands-on experience. The overarching purpose is to enable young children to make sound decisions when faced with uncomfortable or even threatening situations during online interactions. The experiences we discuss include both game experiences and what we term pre-experiences which may be remembered at a later point in time when faced with real-world events.

Place, publisher, year, edition, pages
Routledge, 2024 Edition: 2
Keywords
Embodied cognition, Computer game, Mixed media, Online risk
National Category
Other Engineering and Technologies
Research subject
GAME Research Group
Identifiers
urn:nbn:se:his:diva-24454 (URN)10.4324/9781003322511-32 (DOI)9781032345123 (ISBN)9781003322511 (ISBN)
Available from: 2024-08-26 Created: 2024-08-26 Last updated: 2025-09-29Bibliographically approved
Wilhelmsson, U., Susi, T. & Torstensson, N. (2021). Merging the Analogue and the Digital: Combining Opposite Activities in a Mixed Media Game. Media and Communication, 9(1), 17-27
Open this publication in new window or tab >>Merging the Analogue and the Digital: Combining Opposite Activities in a Mixed Media Game
2021 (English)In: Media and Communication, E-ISSN 2183-2439, Vol. 9, no 1, p. 17-27Article in journal (Refereed) Published
Abstract [en]

While much of the games research field for the last two decades has focused on digital games, this article draws attention to the benefits of combining analogue and digital game components to cater for a serious but fun game experience. In this case, the game design provides a set of game rules for players, where the goal is to win by finding another player’s hidden treasure. But, the game also includes deceptive characters, initially unknown to the players, whose goal is to lure the players to reveal information, which will make a player lose the game. Hence, the players and the unknown characters are involved in opposite but intertwined activities. To describe the differing activities we use the activity system model foundin Activity Theory. The theoretical conceptualisation, the game design and the play situation create what we term a zone of experience where young players can experience the consequences of sharing too much information. The game design mimics real world online interactions, but under safe off-line conditions. The zone of experience also creates the foundation for an ensuing activity that fits well within the concept of the zone of proximal development: A follow-up conversation under adult guidance of game experiences aimed at raising children’s online risk awareness.

Place, publisher, year, edition, pages
Lissabon, Portugal: Cogitatio, 2021
Keywords
Activity theory, mixed media, online risk awareness, serious game, zone of experience
National Category
Engineering and Technology Human Computer Interaction
Research subject
Media, Technology and Culture (MTEC)
Identifiers
urn:nbn:se:his:diva-19371 (URN)10.17645/mac.v9i1.3203 (DOI)000606397900003 ()2-s2.0-85099860881 (Scopus ID)
Projects
KidCog2
Note

CC BY 4.0

The project was carried in two parts, as a joint venture between the University of Skövde, the non-profit organisation The Change Attitude Foundation, and the game company IUS Innovation. The first project was financed by the Sten A Olsson Foundation for Research and Culture. The second project was financed by the World Childhood Foundation and the University of Skövde. The research team includes the following people at the University of Skövde: Prof. Per Backlund, Assoc. Prof. Ulf Wilhelmsson, PhD student Marcus Toftedahl, Research Engineer Mikael Lebram, Dr. Niklas Torstensson, and Dr. Tarja Susi. We would also like to thank our anonymous reviewers for valuable and constructive comments.

Available from: 2021-01-07 Created: 2021-01-07 Last updated: 2025-09-29Bibliographically approved
Torstensson, N. & Susi, T. (2021). Serious Topics and Fun Games: Hidden in the Zoo. In: Lindsey Joyce, Víctor Navarro-Remesal (Ed.), Culture at Play: How Video Games Influence and Replicate Our World (pp. 122-129). Leiden: Brill
Open this publication in new window or tab >>Serious Topics and Fun Games: Hidden in the Zoo
2021 (English)In: Culture at Play: How Video Games Influence and Replicate Our World / [ed] Lindsey Joyce, Víctor Navarro-Remesal, Leiden: Brill , 2021, p. 122-129Chapter in book (Refereed)
Abstract [en]

Developing children's games that concern sensitive subjects such as online sexual grooming obviously poses a number of challenges. Such challenges include, for instance, the sensitivity of the topic itself, the ethics surrounding the subject matter, and the need to bypass inappropriate language while also creating a game that children will want to play. This paper describes a computer game development project in which a game for 8-10-year-old children was created with the purpose to raise young peoples' risk awareness in online interactions such as multi-user gaming and social networking. The game's mechanics are based on our extensive studies of naturalistic online dialogues derived from closed-forum dialogues between children and later-convicted perpetrators. The perpetrators' tactics and strategies were transferred into game events but in a non-sexual and non-violent format. The game, Hidden in the Zoo, combines a classic board game, a computer game, and augmented reality technology. The traditional game board can be viewed on a tablet that transfers the basic picture on the board into an exciting 3D world. The game's setting is a zoo. To play, each player hides a treasure and is then given a set of clues to the location of the player's own hiding place. The players need to be mindful of the clues to the hiding place so that other players cannot find their treasure. Beyond this basic game premise, the game also contains messages, similar to online chats or text messages, through which players can choose whether or not to reveal a clue, bearing in mind that revealing a clue may or may not be a good idea in the long run. The game is now a fully playable prototype, and initial results show that the game serves as a tool for generating discussions about possible actions and consequences within the game but also in real life. Hence, the game provides a means to empower young children through raised risk awareness.

Place, publisher, year, edition, pages
Leiden: Brill, 2021
Series
At the interface / probing the boundaries, ISSN 1570-7113 ; 134
Keywords
Game development, Augmented Reality, children, online sexual grooming, forum chat-logs
National Category
Other Engineering and Technologies
Research subject
Media, Technology and Culture (MTEC)
Identifiers
urn:nbn:se:his:diva-19306 (URN)10.1163/9789004439788_014 (DOI)978-90-04-37338-9 (ISBN)978-90-04-43978-8 (ISBN)978-90-04-43978-8 (ISBN)
Note

ISBN 9789004439788 (hardback) | ISBN 9789004439788 (ebook)

Available from: 2020-12-10 Created: 2020-12-10 Last updated: 2025-09-29Bibliographically approved
Torstensson, N., Susi, T., Wilhelmsson, U. & Lebram, M. (2020). Wizard of Oz and the design of a multi-player mixed reality game. In: Xiaowen Fang (Ed.), HCI in Games: Second International Conference, HCI-Games 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings. Paper presented at Second International Conference, HCI-Games 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020 (pp. 218-232). Cham: Springer
Open this publication in new window or tab >>Wizard of Oz and the design of a multi-player mixed reality game
2020 (English)In: HCI in Games: Second International Conference, HCI-Games 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings / [ed] Xiaowen Fang, Cham: Springer, 2020, p. 218-232Conference paper, Published paper (Refereed)
Abstract [en]

This paper describes the use of the WOz method in the development of a prototype for a multi-player mixed reality game for children. It is an adventure game with hidden treasures, clues to hiding places, and information that should not be revealed. The game design, however, includes deceptive elements aimed at luring players to give up information. The game’s underlying intent is to raise children’s online risk awareness. The WOz was used in the early developmental stage to evaluate and explore the game concept, and to find a way to synchronise and integrate different in-game processes. We describe four central game mechanics for which the wizarding proved to be highly useful. We also discuss some ethical aspects related to the method a such as well as to the game design. In sum, we found the WOz method as such to be very useful for game design and development.

Place, publisher, year, edition, pages
Cham: Springer, 2020
Series
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 12211
Keywords
Game development, Mixed reality game, Wizard of Oz method, Caves, Human computer interaction, Mixed reality, Professional aspects, Risk perception, Adventure games, Developmental stage, Game concept, Game design, Risk awareness, Wizard of Oz, Computer games
National Category
Computer Sciences Human Computer Interaction
Research subject
Interaction Lab (ILAB); Media, Technology and Culture (MTEC)
Identifiers
urn:nbn:se:his:diva-18891 (URN)10.1007/978-3-030-50164-8_15 (DOI)2-s2.0-85088745358 (Scopus ID)978-3-030-50163-1 (ISBN)978-3-030-50164-8 (ISBN)
Conference
Second International Conference, HCI-Games 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020
Available from: 2020-08-11 Created: 2020-08-11 Last updated: 2025-09-29Bibliographically approved
Susi, T., Torstensson, N. & Wilhelmsson, U. (2019). "Can you send me a photo?": A Game-Based Approach for Increasing Young Children’s Risk Awareness to Prevent Online Sexual Grooming. In: Akinori Nakamura (Ed.), DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix. Paper presented at DiGRA 2019, The 12th Digital Games Research Association Conference, Kyoto, Japan, August, 6-10, 2019. Digital Games Research Association (DiGRA)
Open this publication in new window or tab >>"Can you send me a photo?": A Game-Based Approach for Increasing Young Children’s Risk Awareness to Prevent Online Sexual Grooming
2019 (English)In: DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix / [ed] Akinori Nakamura, Digital Games Research Association (DiGRA) , 2019Conference paper, Published paper (Refereed)
Abstract [en]

This paper presents a game-based approach for raising young children's online risk awareness, to decrease the risk of becoming the subject of sexual grooming. Hidden in the Park is an adventure game, including a classic game board and a tablet with Augmented Reality-technology. The game mechanics are based on data from true grooming processes. The game's target group is children aged 8-10 years. This paper describes the game development, from a prototype to an approved release version that will be released as a non-profit product during 2019. We describe the creation of the game mechanics, the iterative development process, and game evaluation. 25 pupils in the target group participated, but the ages 7-12 (n=70) were included to evaluate whether the game would suit the intended target group. Results show that the game is fun and engaging but that it also raise questions concerning online activities.

Place, publisher, year, edition, pages
Digital Games Research Association (DiGRA), 2019
Series
Digital Games Research Association (DiGRA), E-ISSN 2342-9666
Keywords
Serious Games, game-based learning, game design, augmented reality, online sexual grooming
National Category
Other Engineering and Technologies Human Computer Interaction
Research subject
Media, Technology and Culture (MTEC)
Identifiers
urn:nbn:se:his:diva-17774 (URN)
Conference
DiGRA 2019, The 12th Digital Games Research Association Conference, Kyoto, Japan, August, 6-10, 2019
Available from: 2019-10-09 Created: 2019-10-09 Last updated: 2025-09-29Bibliographically approved
Susi, T. & Torstensson, N. (2019). “Who’s Texting?” – Playful Game Experiences for Learning to Cope with Online Risks. In: Xiaowen Fang (Ed.), HCI in Games: First International Conference, HCI-Games 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings. Paper presented at First International Conference, HCI-Games 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019 (pp. 427-441). Cham: Springer, 11595
Open this publication in new window or tab >>“Who’s Texting?” – Playful Game Experiences for Learning to Cope with Online Risks
2019 (English)In: HCI in Games: First International Conference, HCI-Games 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings / [ed] Xiaowen Fang, Cham: Springer, 2019, Vol. 11595, p. 427-441Conference paper, Published paper (Refereed)
Abstract [en]

This paper describes the development and evaluation of the innovative computer game Hidden in the Park, for 8–10 year old children. It is a mixed media game that includes classic game elements and Augmented Reality technology. It is a non-profit game designed for a playful game experience. But, it is also a serious game intended to raise young childrens’ risk awareness in online interactions, to decrease the risk of becoming the subject of online sexual grooming. The game is intended to evoke thoughts and reflections related to players’ decisions and their consequences. Furthermore, the game is based on research on true online grooming processes, which provides the basis for some central game mechanics. Game evaluations were carried out with 70 children in school settings. The results show that the participants perceived the game as fun and engaging, but that it also raised questions and reactions, as intended. Hidden in the Park will be released during 2019 and it will be available for free download. 

Place, publisher, year, edition, pages
Cham: Springer, 2019
Series
Lecture Notes in Computer Science, ISSN 1611-3349, E-ISSN 0302-9743 ; 11595
Keywords
Computer game, Child-computer interaction, Game evaluation, Online risk awareness, Online sexual grooming
National Category
Other Engineering and Technologies
Research subject
Media, Technology and Culture (MTEC)
Identifiers
urn:nbn:se:his:diva-17513 (URN)10.1007/978-3-030-22602-2_32 (DOI)2-s2.0-85069846561 (Scopus ID)978-3-030-22601-5 (ISBN)978-3-030-22602-2 (ISBN)
Conference
First International Conference, HCI-Games 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019
Note

Also part of the Information Systems and Applications, incl. Internet/Web, and HCI book sub series (LNISA, volume 11595)

Available from: 2019-08-12 Created: 2019-08-12 Last updated: 2025-09-29Bibliographically approved
Rambusch, J., Alklind Taylor, A.-S. & Susi, T. (2017). A pre-study on spectatorship in eSports. In: : . Paper presented at Spectating Play 13th Annual Game Research Lab Spring Seminar, Tampere, Finland, April 24-25, 2017.
Open this publication in new window or tab >>A pre-study on spectatorship in eSports
2017 (English)Conference paper, Oral presentation only (Refereed)
Abstract [en]

A pre-study of spectators' perspectives on eSports was conducted in collaboration with two Swedish game development companies. The main goal was to identify factors that contribute to qualitative spectator experiences and how they can influence game design. A qualitative approach was chosen to explore spectators' perspectives on eSports through observations and focus-group interviews of 28 participants in total. Results indicate that spectatorship is a complex issue that goes beyond the mere watching of a game. We identified four themes that are important for qualitative spectator experiences: the need for an overview of game events; highlighting and exposing hidden objects and events; viewer- and commentator-friendly game pacing; the importance of professional commentators and casters. Based on the results, we present design guidelines and recommendations for the development of games in eSports.

Keywords
eSports, spectatorship, spectator experience, user experience design, game design
National Category
Media and Communication Studies Information Systems, Social aspects Human Computer Interaction Computer and Information Sciences
Research subject
Media, Technology and Culture (MTEC)
Identifiers
urn:nbn:se:his:diva-14068 (URN)
Conference
Spectating Play 13th Annual Game Research Lab Spring Seminar, Tampere, Finland, April 24-25, 2017
Note

This research was funded by Västra Götalands-regionen (VGR), Sweden, and the University of Skövde, Sweden.

Available from: 2017-09-01 Created: 2017-09-01 Last updated: 2025-09-29Bibliographically approved
Susi, T. (2016). Social cognition, artefacts, and stigmergy revisited: Concepts of coordination. Cognitive Systems Research, 38(Special Issue: SI), 41-49
Open this publication in new window or tab >>Social cognition, artefacts, and stigmergy revisited: Concepts of coordination
2016 (English)In: Cognitive Systems Research, ISSN 2214-4366, E-ISSN 1389-0417, Vol. 38, no Special Issue: SI, p. 41-49Article in journal (Refereed) Published
Abstract [en]

A number of different coordination concepts have been developed to explain how individual activities are coordinated on a social level, and the variety of concepts shows there is an interest in many domains to find such explanations. Stigmergy being one of them, has come to be increasingly applied on various kinds of human activities. In other domains we find other concepts for explaining how environmental resources contribute to work activities or how people use them to structure their work. This paper discusses different coordination concepts, including stigmergy, articulation work, coordination mechanisms, triggers, placeholders, and entry points. The first three concepts are explicitly concerned with coordination among several agents, while the last three instead concern individual activities, but arguably they can be extended to the social level. They also bring an explicitly cognitive dimension to coordination, which is not as salient in the former concepts. The concepts discussed here do have some similarities, but also important differences. They may not be interchangeable, but they could complement each other, or contribute to further elaboration of existing concepts. The stigmergic sign, e.g., could usefully be developed to recognise qualitative differences in its role as a coordination mechanism.

Place, publisher, year, edition, pages
Elsevier, 2016
Keywords
stigmergy, articulation work, coordination mechanisms, triggers, placeholders, entry points
National Category
Computer Sciences
Research subject
Technology; Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-11931 (URN)10.1016/j.cogsys.2015.12.006 (DOI)000370183900006 ()2-s2.0-84954271295 (Scopus ID)
Note

"Special Issue of Cognitive Systems Research – Human-Human Stigmergy"

Available from: 2016-02-17 Created: 2016-02-17 Last updated: 2025-09-29Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0001-8325-5890

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