Annika Wiklund-Engblom

Learn More
The present study explores the sources and consequences of fulfilling six fundamental human needs, namely Autonomy, Relatedness, Competence, Stimulation, Influence, and Security, through using interactive products and media. Each need refers to a distinct set of issues, such as according product attributes (e.g., "flexibility") and experiential consequences(More)
The aim of this paper is to explore what kinds of factors are used by business-to-business (B2B) companies in order to motivate their B2B customers to participate in innovation processes utilizing social media. This qualitative multiple case study is a preliminary step in an attempt to understand how to motivate B2B customers to participate in social media(More)
This is a description of a transmedia music format development project, named TMS and one research study conducted in order to guide the format developers in the early stages of developing the transmedia idea. Our work integrates user experience research with content development in an iterative design process. Ideas and iterations of content are tested on(More)
The study presented is part of a work-in-progress project of developing a mobile application for smart-phones, Talking Tools (TT). The first context TT is developed for and tested in is sloyd education [Swedish: slöjd], a compulsory subject taught in Finnish schools. In sloyd learners design and manufacture unique artifacts in various materials (textiles,(More)
The focus of this paper lies on how mixed methods can be triangulated for exploring end-users' e-learning experiences from several perspectives in order to learn about the how and why of their e-learning process targeting conative constructs and self-regulation of e-learners. The empirical study was conducted at a media laboratory for content testing.(More)