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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.
21

Vliv zobrazení personifikace ve výukových materiálech na retenci naučených znalostí / The influence of personification representation in learning materials on retention of learned knowledge

Stárková, Tereza January 2017 (has links)
In this master thesis, we studied the effect of the use of graphical personification in multimedia learning materials on positive and negative affect, and retention and transfer of the acquired knowledge. According to the Cognitive-Affective Theory of Learning with Media, graphical personification, as one of the main forms of emotional design, could increase the learning outcomes by means of elevated positive affect. The theoretical section of the thesis describes the underlying theories of emotions, emphasizing the Cognitive-Affective Theory of Learning with Media. The respective subsections are dedicated to cognitive multimedia learning principles, emotional design and the Cognitive Load Theory. The experimental section describes a replication and an extension of the original study by Mayer and Estrella. In our experiment, we used an incomplete 2 x 3 between-subject design with independent factors being the use of personification in learning materials (three levels) and the presence of eye tracker in the experimental setup (two levels). We have found no significant effect of graphical personification in learning materials on positive affect, retention or transfer of acquired knowledge. The participants that were given learning materials containing personification and were subject to eye tracking...
22

Sémiotika designu: Produktový design jako selektivní proces materializace Případová studie: Designéři jako tvůrci materializovaných představ / Design Semiotics: Product design as a selective process of materialization Case study: Designers as the creators of materialized representations

Dostálová, Zuzana January 2019 (has links)
This paper deals with design semiotics, focuses on product design (light design) from the perspectives of social semiotics (van Leeuwen, 2005; Kress a van Leeuwen, 2006), multimodality (Kress, 2010) and product design (Norman, 1988, 2004a; Monö, 1997), and perceive design as a multimodal process of choices as well as a result of materialization of meanings. The theoretical chapters are dedicated to definitions of particular approaches and terms, which are applied within the empirical parts afterwards. These rely on the theories mentioned above and the design phases established by Riley (2003, 2004), which we linked with given theoretical approaches (the discourse phase with social semiotics; the conception phase with multimodality and emotional design; the inception phase with multimodality; and the reception phase with social semiotics and product design). Semi-structured interviews were held with three designers engaged in light design - Jan Plecháč, Jakub Pollág and Karel Matějka. The purpose of this paper is to explore and compare practices of designers from their own perspectives, considering intended product meanings (purposes), used modes and highlighting different design levels. Key words Social semiotics, product design, emotional design, multimodality, materialization
23

Creating Emotional Service design : An investigation in how to support people in coping with social isolation by enabling for opportunities to be alone together

Johnsson, Lin January 2021 (has links)
How might we through emotional service design investigate how to support people in coping with social isolation by enabling for opportunities to be alone together? This is the research question this interaction design bachelor thesis, through applying theories of emotional and service design, has been aiming towards investigating. What is presented in the work is a merge of the terms, emotional service design. In addition to this, a service to help improve its user’s well-being and ability to cope with the effects of an isolated stay-at-home life is proposed.The conducted research has taken a qualitative approach, using methods of semi-structured interviews, affinity-diagramming, cultural probes, co-creative workshops and prototype testing, insights indicating that loneliness can be combated through two main ways: by finding an activity-based escape or by connecting with people or others. What is argued for is the importance of keeping emotional reactions in mind when designing for experiences.
24

Levels of Fear, level design för skräckspels genren.

Karlsson, Samuel January 2021 (has links)
This article is meant to work as a resource for a level designer looking to create a level for a horror game.  To achieve this the article will go through the different components that a level designer needs to keep in mind when designing for the horror genre. But also how to use the design perspective emotional design (Van Gorp & Adams, 2012) to create a level that fulfills the goals a level in a horror game strives to fulfill. This is to build up a feeling of fear and make the player feel the emotion of horror. But how can a level designer with the help of  emotional design create specific moods and emotions in the levels they create? The purpose of this text is to explore how through combining emotional design with methods like Design Pillars, Moodboards and storyboards a level designer can create specific feelings and emotions in their levels. The article will serve as an example for level designers through explaining the components they have to keep in mind and the methods they can use when making levels for horror games. the article is tied to a production created using the methods i go through in the article and it serves as an example of what is written in the article. / Att bygga miljöer och banor för spel är ett område som har utforskats enda sen spel först kom till. Men hur kan man med hjälp av emotionell design (Van Gorp & Adams, 2012) skapa specifika känslor och stämning i de banor och miljöer man skapar i spel? Syftet med denna text är att utforska hur spelutvecklare kan använda sig at emotionell design för att skapa en känsla av skräck i spelets miljöer genom olika metoder som till exempel design pillars, moodboards och storyboards. Vad en level designer kommer behöva hålla i åtanke i sitt designande när det kommer till level design för just skräckspel. I texten kommer jag försöka ge spelutvecklare en resurs de kan använda sig av för att skapa spelmiljöer vars syfte är att ge känslan av skräck och ett stämning av rädsla till spelaren. Samt ge exempel på vilka metoder man kan använda sig av för att uppnå detta. Med denna artikel finns en gestaltning vars syfte är att vara ett praktiskt exempel på de metoder jag demonstrerar i texten.
25

The Worst Part of Shopping? A study on how emotional design can affect customers in the checkout experiences of online shopping

Johnson, Johanna January 2018 (has links)
Emotions are taking part in our everyday lives even if we are aware of it ornot. It helps us behave and to decide when we have to make decisions. A fieldone does not often associate with emotions is “serious” programmes. We liketo think that serious programmes have to remain serious. Because of that, thisis also a field where designers not often think about adding emotional designelements. This bachelor project became an explorative project whereinvestigations on emotions in online checkouts, which I chose to defineserious programme as, were conducted. The results showed that there areemotions present in the checkout, it could thus be difficult to point them out.Provocative experiments were also made to be able to discover theexperienced emotions in the checkout which one does not often think about.It showed that adding emotional design elements in the checkout can influencecustomers and their behaviour to a certain extent and that there are emotionscustomers try to avoid.
26

Music + Design: Creating Holistic Multimodal Music Experiences

Rhodes, Mahlon 26 November 2019 (has links)
No description available.
27

The Impact of Emotional Design on the Effectiveness of Instructional Materials

Simionescu, Dana Cristiana 02 June 2020 (has links)
No description available.
28

If you care, you repair! : The backstage of repairability

Amira, Julie January 2023 (has links)
No description available.
29

Engineering Feelings of Quality

Ayas, Ebru January 2008 (has links)
There is an increasing emphasis on developing systematical research approaches for design of products that appeal to people’s emotions and values. This thesis proposes methodological developments for investigating people’s subjective emotional needs and values towards quality and explores interactions of related physical design attributes for product design. The overall aim of the licentiate thesis is to gain an understanding on Affective engineering of products through exploring the concept of quality feeling and to develop methodological approaches for this. Quality feeling can be described as a holistic concept considering individuals’ perceptions, expectations, experiences, physical and psychological expressions for a product or service. Affective Engineering methodology aims at translating human psychological processes, such as feelings and emotions, into appropriate product design attributes, such as size, shape, and surface characteristics. The thesis presents three methodological approaches when evaluating products for affective engineering and one approach for an interactive product design support system development. The first study presented deals with feelings of quality for reach truck operator’s cabin components. Components that would convey to give a higher total quality feeling were identified and improvement opportunities were prioritized. The second study presented is based on developing an interactive affective design and decision support system software for design of the steering wheel from drivers’ individual and shared preferences. In the third study affective values arising from judgments for important feelings of quality is the study basis. The author presents research on identifying interactions of design attributes for affective values in waiting areas of primary health care services. Further, a new approach for applying Affective Engineering in design of complex contexts is proposed.The proposed approach aims to handle contexts where feelings and design attributes have complex interactions for products and services that give almost an infinite number of design alternatives that are difficult to handle in traditional Kansei Engineering studies. With this thesis also an interactive product design and decision support system software is developed for steering wheel design and proposed for educational and industrial use. The proposed system works based on linking product design attributes to human feelings by applying Genetic algorithms and provides potential basis for future product development and improvements. This thesis has also contributed with affective design recommendations applicable for vehicle cabins and waiting areas in primary health care. Moreover, a number of existing methods in Affective Engineering have been tested and methodological experience is drawn, including advantages, disadvantages and limitations of using these methods.
30

Designing Fun-oriented Products: A Fun Product that Leads Pleasurable User Experience of The Cincy Red Bike

Kim, Soojin 10 September 2015 (has links)
No description available.

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