Huhtasalo Huhtasalo

Dr. Huhtasalo Huhtasalo

orcid

Research Focus & Metrics

Academic Career Length

6Years (2021-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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19 November 2021 in Sustainability
Verified
Journal Article
Open access
PDF file
APAnja Poberznik
Anja Poberznik
MLMirka Leino
Mirka Leino
HHHuhtasalo Huhtasalo
Huhtasalo Huhtasalo
TJTaina Jyräkoski
Taina Jyräkoski
PVPauli Valo
Pauli Valo
JVJohanna Virkki
Johanna Virkki
During a pandemic, it is imperative that all staff members have up-to-date information on changing work practices in the healthcare environment. This article presents a way to implement work environment orientation amongst different groups in care facilities by utilizing mobile robots, radio frequency identification (RFID) technologies, and data synthesis. We offer a scenario based on a co-design approach, in which a mobile robot works as an orientation guide for new employees, RFID tags are applied on objects around the premises and people’s clothing. The mobile robot takes advantage of the information provided by its known location and each RFID tag read by the RFID reader integrated with the robot. We introduce the scenario here, along with the details of its practical test implementation. Further, the challenges met in the test implementation are discussed as well as the future potential of its application. In conclusion, our study indicates that repetitive training and orientation-related duties can be successfully transferred to a mobile robot. Through RFID, the mobile robot can deliver the relevant information to the right people and thus contribute to patient and personnel safety and the resource efficiency of the orientation process.

12 September 2025 in Journal of Ambient Intelligence and Smart Environments
Verified
Journal Article
Open access
SMSari Merilampi
Sari Merilampi
MLMirka Leino
Mirka Leino
HHHuhtasalo Huhtasalo
Huhtasalo Huhtasalo
TJTaina Jyräkoski
Taina Jyräkoski
Fideline Tchuenbou-MagaiaFideline Tchuenbou-Magaia
Fideline Tchuenbou-Magaia
JVJohanna Virkki
Johanna Virkki
This study explores perceived benefits and use cases of three smart furniture prototypes, a smart chair, a smart mirror, and a smart table, designed to support ageing-in-place and care delivery. The research applies the Design for Somebody (DfS) methodology, focusing on modular, user-centered development for individuals with specific needs. An online survey incorporating video demonstrations was conducted with 21 healthcare professionals and 18 end-users across six European countries. Participants assessed the perceived benefits of the prototypes, proposed enhancements, and identified relevant user groups. Quantitative data were analysed using descriptive statistics and chi-square tests, while qualitative responses were subjected to thematic analysis. Findings indicate that the smart chair received the most positive feedback, particularly for promoting physical activity and motivation. The smart mirror was valued for daily reminders and memory support, while the smart table raised concerns due to reliance on smartphone interaction. Although no statistically significant differences were found between user groups, responses varied by role and gender. This study provides practical contributions to the development of inclusive and adaptable smart furniture within care environments. By integrating co-design practices, DfS methodology, and video-based surveys, the research demonstrates an effective approach to mapping user needs. The findings offer novel insights into modular, user-driven design strategies that support the advancement of ambient assisted living technologies.

27 December 2025 in Education Sciences
Verified
Journal Article
Open access
PDF file
LMLjerka Jukić Matić
Ljerka Jukić Matić
SPSonia Palha
Sonia Palha
HHHuhtasalo Huhtasalo
Huhtasalo Huhtasalo
This paper presents a conceptual model for creating digital educational games that aim to reduce mathematics anxiety (MA) and promote positive emotional engagement in mathematics education. No empirical data were collected or analyzed; the proposed model is based on a synthesis of theory and empirical findings from prior studies. Drawing on Control-Value Theory and recent meta-analyses and systematic reviews, the model identifies key psychological mechanisms underlying MA and proposes game features that address both cognitive and emotional domains. Adaptive difficulty and feedback, safe error handling, narrative, collaborative play, emotional regulation tools, mastery-oriented low-stakes practice, and non-competitive progress tracking are all discussed in terms of their theoretical foundation and empirical support. The paper explains how these features can improve learners’ perceived control and value, reducing anxiety while increasing motivation, self-efficacy, and engagement. The proposed model combines game design principles with evidence-based intervention strategies to provide guidance for the future development and evaluation of anxiety-reducing digital math games. This framework is intended to help researchers and practitioners create digital games that effectively support students with high math anxiety and improve mathematics education outcomes.

26 September 2025 in European Conference on Games Based Learning
Verified
Journal Article
Open access
PDF file
HHHuhtasalo Huhtasalo
Huhtasalo Huhtasalo
MLMirka Leino
Mirka Leino
JTJanika Tommiska
Janika Tommiska
SPSonia Palha
Sonia Palha
LMLjerka Juki´c Mati´c
Ljerka Juki´c Mati´c
SMSari Merilampi
Sari Merilampi
Mathematics anxiety is a well-documented phenomenon affecting students' learning experiences, engagement, and long-term career choices. This research is part of a wider effort to mitigate and prevent mathematics anxiety through the development of a digital learning game, supported by a follow-up teacher professional development programme. Previous research highlights a critical gap in the availability of games specifically designed to mitigate mathematics anxiety and promote learning and emotional well-being. This paper focuses on the needs analysis phase of a game development process. The research follows the design-based approach, in which the first step involves identifying needs and defining educational objectives. The needs analysis is designed on a multinational basis by an interdisciplinary research team from five European countries. It aims to identify the requirements of teachers and students for the digital learning game based on a literature review, an analysis of mathematics curricula in the five European countries, as well as surveys conducted among teachers, students, and parents. Focus group interviews in these five countries deepen the understanding of teachers’ needs and perspectives. Results from the analysis will guide the design stage and contribute to the creation of game mechanics that align with the learning goals. Later, the game will be iteratively built, tested and improved together with teachers and students. The needs analysis and definition of game requirements are carried out by a multidisciplinary team using co-design methods. The team includes experts from the fields of mathematics, game development, pedagogy, mental health and co-design. In addition to developing a digital learning game, the game is particularly aimed at supporting emotional well-being and engagement of the player in order to mitigate anxiety related to learning maths. Preliminary results from needs analysis reveal that specific game mechanics, modular design, and a positive psychology approach are considered essential in supporting student´s learning and well- being. The results form the basis for the further game design.

13 March 2025 in Preprints.org
Verified
Preprint
Open access
PDF file
SMSari Merilampi
Sari Merilampi
MLMirka Leino
Mirka Leino
HHHuhtasalo Huhtasalo
Huhtasalo Huhtasalo
TJTaina Jyräkoski
Taina Jyräkoski
Fideline Tchuenbou-MagaiaFideline Tchuenbou-Magaia
Fideline Tchuenbou-Magaia
JVJohanna Virkki
Johanna Virkki
The integrated functionalities of smart furniture can support both caregivers and their clients, improving safety, comfort, and efficiency. This article describes three smart furniture prototypes which have been co-developed earlier with end users, and studies their potential benefits as well as further development needs (second iteration) by an online survey. In this iteration round the aim was to involve the healthcare professionals, as well as new users from different countries. In total 21 healthcare professionals and 19 end-users from six European countries responded to the survey. The results indicate that the presented prototypes: smart chair, smart mirror and smart table could help the users as well as health care professionals in multiple ways, but further development is still needed. Health monitoring, activation and motivation, entertainment as well as assisting in daily living were clearly seen as potential use cases for the prototypes. Seniors were often considered as the end-user in the open-ended answers. The survey with demonstration videos was found a suitable tool in user need mapping in one of the iterations of the user-centered development process.

1 September 2025
Verified
Book Chapter
Closed access
PDF file
SMSari Merilampi
Sari Merilampi
MLMirka Leino
Mirka Leino
TJTaina Jyräkoski
Taina Jyräkoski
Fideline Tchuenbou-MagaiaFideline Tchuenbou-Magaia
Fideline Tchuenbou-Magaia
HMHana Morrissey
Hana Morrissey
HHHuhtasalo Huhtasalo
Huhtasalo Huhtasalo