• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 25
  • 16
  • 16
  • 2
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • Tagged with
  • 67
  • 67
  • 17
  • 16
  • 16
  • 12
  • 11
  • 10
  • 10
  • 9
  • 8
  • 8
  • 8
  • 7
  • 7
  • 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.
41

Att designa för digitaliseringens emotionella påverkan på människan : En kvalitativ studie med fokus på redovisning- och revisionsbranschen / Designing for the Emotional Impact of Digitalization on the Human Being : A Qualitative Study Focusing on the Accounting and Auditing Industry

Petersson, Felipe, Theodorsson, Sanna January 2021 (has links)
Digitaliseringen är en förändring som genomsyrar dagens samhälle och är inte bara enIT-fråga utan en utvecklingsfråga för hela samhället. Ny teknik ger möjligheter menskapar också utmaningar. Redovisning- och revisionsbranschen är en av de branschersom digitaliseras och förändringen påverkar tjänsteutbudet, yrkesrollen menframförallt människan. Teknik används i allt större utsträckning, arbetsuppgifterautomatiseras och kompetens kompletteras eller ersätts av teknik, vilket får enemotionell påverkan på människan. Denna studie undersöker vilken emotionellpåverkan digitaliseringen har på redovisningsbranschen, vilka känslor och faktorersom påverkar människan och undersöker om emotionell design av deras vardagligasystemstöd kan bidra till att främja den fortsatta digitaliseringen inom branschen. Först genomförs en teoretisk undersökning för att se vad tidigare forskning ochanvändarundersökningar säger samt analys av sekundärdata. Resultaten frånanvändarundersökningarna och sekundärdatan analyseras utifrån ett fritt tankesätt ochdetta summeras sedan genom faktorer som påverkar och känslor som uppstår hosmänniskor som arbetar inom branschen, i samband med digitaliseringen som sker.Dessa utvärderas sedan i den empiriska delen av studien där kvalitativa intervjuergenomförs. Inför intervjuerna genomfördes en workshop tillsammans med företagetsom vi samarbetade med, där syftet var att brainstorma och ta fram lösningar somsedan ligger till grund för de designförslag som under intervjuerna används för attexemplifiera emotionell design. Under intervjuerna utvärderades design-förslagenutifrån om en känslomässig reaktion kunde skapas. Intervjuerna avslutas med attverifiera om emotionell design kan ha en positiv inverkan på de känslor och faktorersom uppstår vid digitaliseringen, samt om emotionell design kan främja denkommande digitaliseringen. / Digitalization is a change that permeates today's society and is not just an IT issue buta development issue for the whole society. New technology provides opportunities butat the same time creates challenges. The accounting and auditing industry is one ofthe industries that is being digitized and the change affects the services that they offer,it affects the role of the accountants and auditors, but especially the effect on theindividual. Technology is being used to an increasing extent, tasks are automated, andskills are supplemented or replaced by technology, which has an emotional impact onthe human being. This study examines the emotional impact that the digitalization hason the accounting industry, the emotions and factors that affect the individuals andexamines if applying emotional design when developing their everyday used systemcan contribute to promoting the continued digitalization in the industry. First a theoretical study is done to examine what previous research and user surveyssay and an analysis of secondary data. The results from previous research are analyzedwith an open mind and the results are summarized in factors that affect and emotionsthat arise in individuals in the industry in connection with the digitalization that takesplace. The data is then evaluated in the empirical part of the study where qualitativeinterviews are conducted. Prior to the interviews, a workshop was conducted togetherwith the company we collaborated with, where the purpose was to brainstorm anddevelop solutions that form the basis for the design proposals and was used during theinterviews to exemplify emotional design. During the interviews, the design proposalswere evaluated based on whether an emotional reaction occurred. The end of theinterviews focused on verifying whether emotional design can have a positive impacton the individual's feelings and factors that arise during digitization, and whetheremotional design can promote future digitization.
42

Älskar, älskar inte : En studie om emotionell design från teori till praktik

Andersson, Paulina January 2021 (has links)
Detta examensarbete har gått ut på att utforska designbegreppet emotionell design i teori och praktik för att undersöka och exemplifiera hur emotionell design kan användas som ett strategiskt verktyg i syfte att förlänga produkters livslängd, och därmed dämpa konsumtionstakten av ekologiskt hållbarhetsmässiga skäl. Konsumtion är en vital del av den globala ekonomin, men med den höga konsumtionstakt vi idag håller så förbrukas jordens resurser i snabbare takt än de hinner återskapas. Många produkter ersätts långt innan deras tekniska livslängd är slut, vilket bidrar till växande avfallsmängder och överkonsumtion. Information har inhämtats genom teoretiska och kvalitativa studier, och två produktförslag som ska demonstrera hur emotionell design kan tillämpas i praktiken presenteras. Rapporten behandlar mervärdesskapande faktorer hos produkter, vilka har möjligheten att främja uppkomsten av emotionella band mellan användare och produkt, samt exemplifierar hur dessa faktorer kan se ut och verka i olika produkter. Rapporten behandlar även kort orsaker till förtida ersättande av produkter för att ge ledtrådar till vilka mekanismer som kan påverka användares beslut i ersättandeprocessen. Examensarbetet har även bidragit med ny kunskap inom emotionell design, i form av ytterligare identifierade mervärdesskapande faktorer, vilken kan vara till gagn för andra designers. / This thesis has focused on exploring the concept of emotionally durable design in theory and practice to investigate and exemplify how emotionally durable design can be used as a strategic tool in order to prolong product lifetime, and thus slow down the rapid consumption rate for ecological sustainability reasons. Consumption is a vital part of the global economy, but with the rapid consumption rate we maintain today, the earth’s resources are consumed at a faster pace than they have time to recreate. Many products are replaced long before their technical lifetime has come to an end, which contributes to growing waste volumes and overconsumption. Information has been gathered through theoretical and qualitative studies, and two product proposals that demonstrate how emotionally durable design can be applied in practice are presented. The report processes value-adding factors in products, which have the potential to promote the emergence of emotional bonds between user and product, and exemplifies how these factors can look like and work in different products. The report also briefly addresses the causes of early replacement of products to provide clues as to what mechanisms may influence users’decisions in the replacement process. The thesis has also contributed new knowledge in emotionally durable design, in the form of additional identified value-adding factors, which may be of benefit to other designers.
43

Toyota 0.25X

Hu, Ruien January 2022 (has links)
INSPIRATION The project is inspired by the deliberation on the significance of the vehicle’s physical movement in the future. Traditional transportation is committed to delivering people to destinations faster and more efficiently, which is a purpose-oriented result. However, with the impact of digital technology development, virtual moving (VR travel, remote work, online shopping) seems to be able to replace the need of achieving the destination physically. So, the author believes that the significance of future physical moving should pay more attention to the process, and the future vehicles are supposed to be passengers emotion-centered.The “trapped citizens” problem also inspired the author. Many citizens (including the author) in Chinese big cities suffer a full-speed regular but boring unhealthy lifestyle. They have a strong desire to travel and experience new things, but the city and their work become the border trapped them.The project aims to explore easy access to anywhere travel. And figure out how can the RV design help users enjoy more “on-road” happiness. And how to decrease the burden for both users and the environment. PROCESS Since TOYOTA is an innovative and considerate brand, which can explore new ground and aim to produce happiness for all. The author spent a lot of time on the exploration and verification of the project. After the first research and examination of relevant topics, the author planned a self-driving RV travel, so the results were further developed and worked out. The system of concept that takes place is defined in more detail based on further investigations such as scenario, benchmark, and target users. The project includes exterior design and UX design but concentrates more on interior design. In addition, an insight into the inspiration and the process of aesthetic design is described and illustrated in anime-style sketches and renderings. Then further development in 3D and VR verification was shown up in the final digital model. RESULT The result is TOYOTA QUARTER-SPEED (0.25X), which aims to explore a future shared RV service for Chinese citizens to slow down and enjoy the happiness which focuses more on the on-road journey instead of the destination. TOYOTA 0.25X system can provide a lightweight journey for citizens. The user can book the customized interior, furniture, electric appliances, and food through the app. And TOYOTA plays the role of energy supply and waste recycling. Mostly the vehicle is for short-term rent, but it also has the possibility to become a long-term motel. The TOYOTA 0.25X vehicle achieves waste-free, introduces the nature inside, and has a more compact dimension. The interior creates a quiet and peaceful atmosphere which can leave time for passengers to find happiness and connect to the world.This time no need to hurry, just slow down and enjoy the on-road happiness.
44

The Research and Design of an Inclusive Dishwashing Appliance

Prather, Evin Gamal 03 April 2007 (has links)
No description available.
45

Anthropomorphic design and anticipated user experience : A two-step provocational design study of the user experience of smart anthropomorphic products

Bahlenberg, Robin, Yan, Xing January 2019 (has links)
We often see anthropomorphic designs in movies as highly intelligent robots, created to make our lives easier, but anthropomorphic is far more common than that. From cameras that look like eyes to face and voice recognition technology and avatars used by companies to support their brands. Despite this, relatively little research has been made about anthropomorphism in smart everyday products, and how that affects the anticipated user experience. Two provocative studies were conducted, where the participants provided their first impressions to picture prototypes. This generated an understanding of the general opinion of anthropomorphic designs, and when added a smart daily product. These studies showed that people are open to the idea of anthropomorphic designs, but the practicality and functionality are crucial. Through identification of multiple themes and thorough analysis, this study can serve as a blueprint to aid future studies about the anticipated user experience of smart daily products with anthropomorphic elements.
46

Uma abordagem para indicar o estado emocional de usuários em tempo de interação / An approach to indicate the users\' emotional state at interaction time

Gonçalves, Vinícius Pereira 03 August 2016 (has links)
O estado emocional dos usuários influencia na tomada de decisão e é essencial para o conhecimento e explicação do comportamento dos usuários com aplicações computacionais. Sistemas computacionais fazem parte da vida cotidiana, influenciando o comportamento humano e estimulando mudanças nos estados emocionais. A avaliação das emoções dos usuários, durante a interação com aplicações computacionais, pode ajudar a fornecer interfaces flexíveis e melhores sistemas de recomendação. No entanto, as emoções são complexas e difíceis de identificar ou avaliar. Pesquisas anteriores demonstraram que o uso de sensores individuais, em um cenário do mundo real, não fornece uma avaliação emocional precisa. Acredita-se que somente uma visão holística pode permitir tirar conclusões significativas sobre o estado emocional dos usuários. Assim, nesta Tese, propõe-se uma abordagem chamada UserSense, que considera vários sensores para estimar os estados emocionais dos usuários em tempo de interação. A abordagem proposta, a partir de múltiplos sensores, considera várias entradas de usuários (como a fala, movimentos faciais, frequência cardíaca e atividades) e utiliza métodos de inteligência artificial para mapear essas diferentes respostas em um ou mais estados emocionais. Para a validação, os dados coletados pelos sensores durante a interação do usuário foram confrontados com os dos especialistas (psicólogos). A Teoria Componencial das Emoções e o Espaço Emocional Semântico de Scherer são utilizados na fundamentação teórica da abordagem UserSense que, baseada no Middleware Adaptativo OpenCom, incorpora funcionalidades para carregar e descarregar novos recursos, necessários a infraestrutura proposta. Os resultados experimentais mostram que a combinação de resultados gerados por vários sensores, fornece uma avaliação mais precisa dos estados emocionais do que considerar sensores individualmente. / Users emotional state influence decision making and is essential for the knowledge and explanation of users behavior with computer applications. Computer systems are part of everyday life, influencing human behavior and stimulating changes in users emotional states. The assessment of users emotions during interaction with computer applications can help to provide tailorable interfaces and better recommendations systems. However, emotions are complex and difficult to identify or assess. Previous studies have shown that the use of single sensors, in a real-world scenario, does not provide accurate emotional assessment. We believe that only this holistic view can allow us to draw significant conclusions about the users emotional states. Hence, in this Thesis we propose a approach called UserSense, that takes into account multiple sensors to estimate the users emotional states at interaction time. The proposed multi-sensing approach considers several inputs from users (such as speech, facial movements, heart rate and activities), and uses artificial intelligent methods to map these different responses into one or more emotional states; for validation, the data collected by the sensors during the user interaction were confronted with specialists (psychologists). Componential Emotion Theory and Scherers Emotional Semantic Space are used in the theoretical foundation of the UserSense approach, that takes into account Adaptive Middleware OpenCom to embed functionalities to load and unload new required features to proposed infrastructure. The experimental results show that the combination of outputs generated by multiple sensors provides a more accurate assessment of emotional states than considering sensors individually.
47

Design de triggers emocionais para experiências gastronômicas

Akiyoshi, Ricardo Yudi 16 March 2012 (has links)
Submitted by Flávio Nunes (fnunes) on 2015-03-17T17:47:22Z No. of bitstreams: 1 RicardoYudiAkiyoshi.pdf: 5610394 bytes, checksum: 770d27ce6a666376281ae12571f9a161 (MD5) / Made available in DSpace on 2015-03-17T17:47:22Z (GMT). No. of bitstreams: 1 RicardoYudiAkiyoshi.pdf: 5610394 bytes, checksum: 770d27ce6a666376281ae12571f9a161 (MD5) Previous issue date: 2012 / Nenhuma / O trabalho demonstra o estudo que teve como objetivo estudar o Design de triggers emocionais voltados às experiências gastronômicas. Mais especificamente, realizamos o estudo conjunto entre o Design Estratégico, o Design para Experiências, Design Emocional e o Food Design, tendo como objeto principal a avaliação do impacto das emoções evocadas em experiências alimentares nos usuários a partir da manipulação de gatilhos tangíveis ou intangíveis. Partimos do princípio que as mudanças socioeconômicas e o comportamento do consumidor são influenciados mutuamente e, sendo assim, uma das maneiras para consolidar-se dentro de tal contexto econômico seja justamente aprimorar o contexto das experiências envolvidas no consumo de um produto ou serviço. Um dos parâmetros que apresentaram-se favoráveis a tal incrementação foram os estímulos emocionais potenciais condicionadores para uma experiência memorável. Sendo assim, a pesquisa buscou através de dois experimentos e uma survey, coletar dados que pudessem auxiliar na obtenção das respostas ao objetivo geral do trabalho. Concluímos que a partir da manipulação de gatilhos seja possível condicionar uma experiência a intensificar emoções positivas. Sugerimos, ao final da pesquisa, que um dos papéis que o Design possa assumir, neste contexto, seja a articulação e design de projetos que incrementem a qualidade geral de uma experiência e, consequentemente, o bem-estar do indivíduo. Para futuras pesquisas, recomendamos questões sobre os seguintes tópicos: ampliação dos experimentos I e II; estudos referentes às etapas de experiência de usuário e temas como significados e valores identitários acerca de experiências alimentares. / This dissertation presents the study of emotional triggers for food experiences in a Design context. More specifically, we brought the fields of Strategic Design, Design Emotion, Design for Experiences and Food Design together. Our object of research consisted in dining experiences and other variables related to food and design services. The startup point of this study was the socioeconomic changes, consumer behavior and how one could maintain himself competitive in the current market. One way to stay competitive could be developing better products and services through innovative experiences. These types of experiences could be achieved developing emotional stimuli that could improve the flow and overall quality of a certain experience. In order to achieve this, the study collected data throughout a series of two experiments (experiment I and II) and a survey to answer the following main aspect: evaluation of emotional behavior in food experiences due to the manipulation of tangible and intangible triggers. We will conclude that it is possible to condition an experience and intensify positive emotions due to the manipulation of certain variables. The resulting emotions will always be, however, conditioned to the users? interpretation of the experience. We will suggest in the end of our research that one of the roles the Design field of study could take part in, is the articulation and design of projects that enhance the overall quality of an experience and well being of the user. To our future research we pointed out the need for more experiments; the careful study regarding the lifespan and chronology of user experiences and deepen our thoughts in themes like meaning and identity values regarding food experiences.
48

O uso de concerns conflitantes em projeto de design para emoção na experiência de economizar recursos financeiros

Grigoletto, Tania Mara 13 March 2017 (has links)
Submitted by JOSIANE SANTOS DE OLIVEIRA (josianeso) on 2017-08-09T16:17:38Z No. of bitstreams: 1 Tania Mara Grigoletto_.pdf: 20482181 bytes, checksum: be2f12743e1a4ff3a24bbb0c607a1b5d (MD5) / Made available in DSpace on 2017-08-09T16:17:38Z (GMT). No. of bitstreams: 1 Tania Mara Grigoletto_.pdf: 20482181 bytes, checksum: be2f12743e1a4ff3a24bbb0c607a1b5d (MD5) Previous issue date: 2017-03-13 / Nenhuma / O equilíbrio financeiro é a busca de muitos brasileiros que se acostumaram a viver em um país com constantes crises econômicas e grandes diferenças de renda. Essa questão, que pode impactar na qualidade de vida, envolve objetivos, atitudes e padrões de comportamento pessoais. A compreensão do comportamento humano, por sua vez, vem sendo uma das áreas de interesse do design. Diante desse panorama, o objetivo deste estudo foi compreender como o design pode contribuir para despertar emoções, melhorando a experiência entre poupadores, a partir da identificação de concerns conflitantes e o seu uso como insumo projetual. Concerns, na teoria dos Appraisals, é o termo utilizado para descrever interesses, objetivos, demandas, padrões e atitudes individuais os quais nem sempre, estão alinhados, podendo conflitar entre si. Para tanto, realizou-se uma pesquisa direta com usuários (dois grupos focais com poupadores e não poupadores) objetivando identificar os concerns e conflitos envolvidos nessa temática. A partir dos resultados construiu-se um perfil de concern em que 17 foram identificados como conflitantes e seis como significativos. Também foi possível gerar cinco personas. Esses dados foram organizados de forma visual e levados para um workshop, no qual quatro grupos de projetistas (designers e não designers) criaram conceitos para melhorar a experiência de poupar. Na primeira atividade foi solicitado que os grupos definissem, eles próprios, o seu conflito/problema. Posteriormente, criaram cinco conceitos: i) um aplicativo que determina um limite diário para gastos, ii) uma plataforma que conecta, estimula e auxilia as pessoas a pouparem, iii) um produto de investimento vinculado ao cartão de crédito para destinar um percentual da fatura à poupança, iv) uma forma de aconselhamento para as pessoas identificarem seus propósitos de economizar e, v) um aplicativo para a gestão financeira familiar. Algumas ideias focaram diretamente na melhoria da experiência de poupar, enquanto outras objetivaram tornar possível o ato de economizar. As atividades desenvolvidas ao longo da pesquisa geraram aprendizados sobre o uso de concerns conflitantes em projetos, os quais são explicitados nas considerações finais deste texto. / Financial balance is pursued by many Brazilians who became accustomed to living in a country with constant economic crises and astonishing income discrepancies. It is a subject that involves goals, postures and patterns of personal behavior and can have impact on life quality. The understanding of human behavior, in turn, became one of the areas that the Design grows interest in. Considering such context, this work aims at understanding how Design can contribute to arousing emotions, enhancing money savers’ experience, starting from the identification of conflicting concerns and their use as project input. In Appraisal Theory, concern is the term used for describing interests, goals, demands, patterns and individual postures which are frequently out of alignment and even conflicting with one another. First, a direct research was carried out among users (two focus groups, money savers and no money savers) in order to identify their concerns and conflicts. Based on the results, a concerns profile was built, 17 of them were qualified as conflicting and six as meaningful. It was also possible to generate five personas. These data were visually displayed and taken to a workshop, in which four groups of designers and no designers developed concepts that could enhance the experience of saving money. Along the first activity, the groups were asked to define, by themselves, the conflict/problem. Later, the groups created five concepts: i) an app that determines the amount of money one can spend a day; ii) a platform that connects, encourages and help people save money; iii) an investment product associated with one’s credit card bill (a percentage is saved); iv) counseling, so that people could set their money goals, establish the amount of money they want to save; and v) an app that would help families manage their own finances. Some of the ideas directly focused on the enhancement of the experience of saving money, others intended to make the whole act of saving money possible. The activities developed during the research generated learning about the use of conflicting concerns in projects, which are explained in the final considerations of this text.
49

Tangibilizar o imaterial através do design estratégico para auxiliar no tratamento da dependência química

Mello, Viviane Peçaibes de 26 March 2015 (has links)
Submitted by Maicon Juliano Schmidt (maicons) on 2015-07-17T17:13:52Z No. of bitstreams: 1 Viviane Peçaibes de Mello.pdf: 19378693 bytes, checksum: e3dcd8b20df79fcb473e869b230a2f89 (MD5) / Made available in DSpace on 2015-07-17T17:13:52Z (GMT). No. of bitstreams: 1 Viviane Peçaibes de Mello.pdf: 19378693 bytes, checksum: e3dcd8b20df79fcb473e869b230a2f89 (MD5) Previous issue date: 2015-03-26 / CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / FAPERGS - Fundação de Amparo à Pesquisa do Estado do Rio Grande do Sul / No Brasil, sabe-se da crescente necessidade de melhorias nos serviços públicos de saúde, com destaque, neste trabalho, para o âmbito do tratamento da dependência química. Para reverter o quadro dessa doença, existem tratamentos que abordam diferentes aspectos do usuário de substâncias psicoativas, sendo o mais usado a Terapia Cognitivo Comportamental (TCC). Neste ponto, o caráter interdisciplinar do Design pode auxiliar, projetando formas que facilitem o aprendizado que essa intervenção proporciona, pois o Design trabalha com a tangibilização do imaterial, nesse caso a informação, facilitando o engajamento com o tratamento. Através da utilização da abordagem do Design estratégico, foi desenvolvido um jogo, que é uma ferramenta que visa auxiliar o aprendizado de conteúdos sobre substâncias psicoativas e seus efeitos e facilitar a comunicação interpessoal e aproximação entre dependentes químicos e seus familiares. Dessa forma, o objetivo geral dessa pesquisa é compreender de que forma a tangibilização do conteúdo psicoeducativo sobre Dependência Química proposta no jogo terapêutico qualifica a experiência de aprendizado de tais conhecimentos na avaliação dos usuários. O projeto foi desenvolvido por meio de uma pesquisa exploratória que teve como objetivos específicos, compreender, através de entrevistas com pacientes e familiares, a avaliação dos usuários sobre os aspectos formais (peão, cartas e tabuleiro) do jogo no que se refere a sua proposta facilitadora para a experiência de aprendizagem dos conteúdos e também, entender, avaliação dos usuários sobre a dinâmica projetada para o jogo no que se refere a sua proposta de experiência para a aprendizagem dos conteúdos. Para tanto, foi utilizada, em conjunto com a literatura sobre o Design Estratégico, a Teoria dos Appraisals, oriunda da Psicologia, já que ela possibilita uma avaliação da conexão entre estímulos projetados (nesse caso, o jogo) e a experiência do usuário, resultante de sua interação com o estímulo (experiência emocional positiva pretendida e supostamente facilitadora da aprendizagem). Como principais resultados, os entrevistados demonstraram que os elementos físicos do jogo foram componentes importantes para a entrada das pessoas na atmosfera criativa da plataforma, favorecendo o aprendizado coletivo. Foi indicado, também, que houve uma resposta emocional positiva, que contribuiu de forma consistente para a experiência com o jogo e com a aprendizagem de conteúdos psicoeducativos. A troca de conhecimentos através da dinâmica criativa proposta pela ferramenta foi apontada como uma experiência marcante amplia o aprendizado, na avaliação dos participantes. A partir dos resultados, pode-se evidenciar que o Design oportunizou a construção de uma ferramenta inovadora. Nesse ponto, pode-se perceber o potencial da interdisciplinaridade do design estratégico, que aproximou duas áreas distantes como a saúde mental e o design. / In Brazil, it is known the growing need for improvements in public health services, especially in this work, the scope of addict treatment. To reverse the situation of the disease, there are treatments that approach different user aspects of psychoactive substances, being the most used the Cognitive Behavioral Therapy (CBT). At this point, the interdisciplinary design can help by designing ways to facilitate learning that this intervention provides, for the Design works with tangibilization immaterial, in which case the information, facilitating engagement with treatment. Through the use of strategic design approach, a game was developed, which is a tool to help the learning content on psychoactive substances and their effects and facilitate interpersonal communication and approach of drug addicts and their families. Thus, the general objective of this research is to understand how the tangibilization of psychoeducational content about addiction proposal in the therapeutic game qualifies the learning experience of such knowledge in the evaluation of users. The project was developed through an exploratory study had the specific objectives, understand, through interviews with patients and families, evaluation of users on the formal aspects (pawn, cards and board) of the game as regards its proposal facilitator for the content learning experience and also understanding, assessment of users on the dynamics designed for the game regarding the tender experience for learning the content. Therefore, it was used, together with the literature on the Strategic Design, Theory of Appraisals, arising from psychology, as it enables a connection between assessment designed stimuli (in this case the game) and the user experience, resulting their interaction with the stimulus (positive emotional experience desired and supposedly facilitator of learning). As main results, respondents demonstrated that the physical elements of the game were important components for the entry of people in the creative atmosphere of the platform, favoring collective learning. Also, it was indicated that there was a positive emotional response, which contributed consistently to the experience with the game and the learning psychoeducational content. The exchange of knowledge through creative dynamics proposed by the tool has been identified as a remarkable experience extends learning, assessment of participants. From the results, one can show that the Design provided an opportunity to build an innovative tool. At this point, one can realize the potential of interdisciplinary strategic design, which came two distant areas such as mental health and design.
50

EmoWheel : En metodutveckling för utvärdering av emotionellt engagemang / EmoWheel : A method development for evaluation of emotional engagement

Berger, Tony, Törnqvist, Carl January 2009 (has links)
<p>This is a study of how emotional engagement can be measured and be taken into account in the development of websites. We believe that emotions become relevant only when viewed in correlation to how users experiencing a webpage. In this study, we developed a tool for use together with user tests where the information about the user's emotional engagement can add new value to the evaluation. The tool allows the user to mark, on the website, his/her emotions and level of engagement represented by colored circles, generating quantiative data on how users <em>feel </em>about the website. The tool is part of a method for evaluating the emotional engagement that we have developed which consists of user testing supported by the tool and accompanied by interviews.</p> / <p>Detta är en studie och metodutveckling i hur emotionellt engagemang kan mätas och således tas till vara på i utvecklingen av webbplatser. Vi anser att känslor blir väsentliga först när de sätts i korrelation till hur användare i övrigt upplever en webbsida. I denna studie utvecklades ett verktyg avsett att användas i samband med användartester där information om användarens känslor och engagemang kan tillföra ett mervärde till användartestet. Verktyget låter användaren sätta ut markörer för känslor och engagemang representerade av färgcirklar på webbsidan vilket genererar kvantitativ data för hur användare <em>känner inför webbplatsen och interaktionen med den. Verktyget är en del av den metod för utvärdering av emotionellt engagemang som vi utvecklat vilket består av användartester stödda av verktyget vilket följs upp av intervjuer.</em></p>

Page generated in 0.0409 seconds