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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
141

Fast Art – A Virtual Fashion Exhibition / Fast Art – A Virtual FashionExhibition

Masiero, Eva January 2023 (has links)
This thesis focuses on research through the design process of building an immersive Virtual Reality (VR) experience concept resembling a digital art gallery. It covers the topics of sustainable fashion, changing people’s perspectives and behaviour, and new technologies like VR and Artificial Intelligence (AI). Through the experience of the art pieces displayed in the virtual gallery, created with AI, and focused on the critique of the fast fashion system, users are involved in the process of opening a space for reflection, discussion, education, and learning on the relative topic. The subjects of the research are deeply analysed in the Theoretical Framework. Therefore, this section is divided into three main research areas: Sustainable Fashion, changing people’s behaviour, and VR and Artwork. The three other key chapters that follow this first one are the Methodology, Concept Development, and the Final Concept and Validation chapters. In the first two, it is presented the design process and the CoDesign methods used during the process to gather information and insights in order to create the final concept. Meanwhile, in the latter, the content discussed is the concept created as the final deliverable of this project and the validation session that was organised to evaluate it. In conclusion to this thesis, the last chapter of Conclusions and Discussion answers the research questions at the base of this project and presents the possibilities offered by the concept of a virtual and immersive art gallery. The outcome of this project is presenting a design for a virtual art gallery showing AI-generated pictures that combine classical art pieces with problematic issues in fast fashion, intended to change people’s perception of sustainable fashion. Moreover, it is discussed the potentiality of using VR as a relevant and promising medium to convey a meaningful message about sustainable fashion that might induce people to embrace a more responsible consumer behaviour. In this optic, the final concept has the opportunity to be used as an educational tool for younger generations and the chance to place it in public spaces or art exhibitions to be experienced by people. / <p>Examensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet</p>
142

Co-Designing "Teenovate": An Intergenerational Online Safety Design Team

Davis, Arianna J 01 January 2020 (has links)
The Socio-Technical Interaction Research (STIR) Lab at UCF intends to create a new participatory design program, called "Teenovate," where teenagers and adults work together to design technologies that keep teens safe online. Previous participatory design projects, however, commonly focus on younger children under the age of 13. Teens differ significantly from young children in how they develop, socialize, and perceive the world. To inform the design of Teenovate, so that their unique needs are appropriately met, we conducted a participatory design study with 21 teens using polls, open-ended response questions, and subsequent group discussions. The teens were intrigued by the idea of participating in the Teenovate program as designers, with some expressing a desire to expand to co-researching. However, their established external obligations often took priority over their internal desires to participate in the program. Teens were also wary of working with and contributing ideas to adults, and wanted to ensure that their contributions were respected, listened to, and used to make an impact in online safety solutions. Based on these findings, we propose an approach to adolescent online safety participatory design research through Teenovate that places teens into the role of an end-to-end solution developer on dynamic project-based teams that result in a real-world impact. Our findings helped create a framework for the logistics of involving teens onto an adolescent co-design team.
143

Co-Designing with Veteran Students:Incorporating Co-Design Thinking to Understand Current and Future Experiences of Veterans in a University Environment

Morrow, Joshua B. 14 August 2018 (has links)
No description available.
144

Co-designing with Older Adults to Create an Age-friendly Evaluation Tool for Public Places

Fromme, Adam 27 August 2018 (has links)
No description available.
145

Framing Wicked Problems Using CoDesign and a Hybrid Design Toolset

Braun, Erika L. 27 September 2016 (has links)
No description available.
146

Prototyping with Co-designers to Imagine Future Experiences

McKenzie, David L., McKenzie 20 December 2016 (has links)
No description available.
147

The Relevance of Emergence in Human-centered Design

Muljono, Darwin 21 December 2016 (has links)
No description available.
148

Example Modules for Hardware-software Co-design

Bappudi, Bhargav 20 October 2016 (has links)
No description available.
149

Implementing Service Design Methodology Towards the Student Help-Seeking Journey for Mental Health Challenges

Jenkins, Maya R. January 2021 (has links)
No description available.
150

Design of Improving the Self-healing Experiences : - The Quantitative and Qualitative Studies Focus on the Offline and Online Environments

Zhao, Heyi January 2022 (has links)
People in different environments encounter various mood disorders. The flattened internet perhaps offered chances for conveying more balanced therapy resources.  This study starts by considering the multiple environments of self-healing experience and focuses on groups in need of self-healing. The theories consist of the offline to online environments and the interaction between representations, the processes of co-design, and the application of cognitive therapy approaches and trauma design tools.   The methods include Research Through Design and Mixed methods research. Qualitative research included an interview attached to the questionnaire, and a workshop could make participants share, learn, and change. The methods are applied to execution and combine the theories' interpretation to contribute to the result. The design results give the target group a more free and less financially stressful way to heal themselves.  This thesis finds the requirements of adjusting changeable and chronic twisted cognition, combining the co-design process to incorporate the contribution of participants and the professional therapy resources. / <p>Examensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet</p>

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