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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.
1

Designing Tools to Increase Group Awareness in the Work Place

January 2010 (has links)
abstract: This thesis investigates the role of activity visualization tools in increasing group awareness at the workspace. Today, electronic calendaring tools are widely used in the workplace. The primary function is to enable each person maintain a work schedule. They also are used to schedule meetings and share work details when appropriate. However, a key limitation of current tools is that they do not enable people in the workplace to understand the activity of the group as a whole. A tool that increases group awareness would promote reflection; it would enable thoughtful engagement with one's co-workers. I have developed two tools: the first tool enables the worker to examine detailed task information of one's own tasks, within the context of his/her peers' anonymized task data. The second tool is a public display to promote group reflection. I have used an iterative design methodology to refine the tools. I developed ActivityStream desktop tool that enables users to examine the detailed information of their own activities and the aggregate information of other peers' activities. ActivityStream uses a client-server architecture. The server collected activity data from each user by parsing RSS feeds associated with their preferred online calendaring and task management tool, on a daily basis. The client software displays personalized aggregate data and user specific tasks, including task types. The client display visualizes the activity data at multiple time scales. The activity data for each user is represented though discrete blocks; interacting with the block will reveal task details. The activity of the rest of the group is anonymized and aggregated. ActivityStream visualizes the aggregated data via Bezier curves. I developed ActivityStream public display that shows a group people's activity levels change over time to promote group reflection. In particular, the public display shows the anonymized task activity data, over the course of one year. The public display visualizes data for each user using a Bezier curve. The display shows data from all users simultaneously. This representation enables users to reflect on the relationships across the group members, over the course of one year. The survey results revealed that users are more aware of their peers' activities in the workspace. / Dissertation/Thesis / M.S. Electrical Engineering 2010
2

[en] DESIGN FOR SOCIO-EMOTIONAL LEARNING: ELEMENTARY SCHOOL EXPERIENCES / [pt] DESIGN PARA UM APRENDIZADO SOCIOEMOCIONAL: EXPERIÊNCIAS NO ENSINO FUNDAMENTAL

MICHELE MARCONSINI LOUREIRO 26 July 2017 (has links)
[pt] Esta dissertação apresenta reflexões acerca de aspectos de ensino-aprendizagem inerentes a processos de design, especificamente os processos de desenvolvimento de projeto, como contribuições para se alcançar um aprendizado socioemocional. Um tipo de aprendizado necessário para lidar com a complexidade da contemporaneidade. A pesquisa se fundamenta em teorias, conceitos e pensamentos como o do paradigma da complexidade, de Edgar Morin; o de prática reflexiva, de Donald Schon; e o de aprendizagem por meio de projetos, de Fernando Hernández, dentre outros. Aponta aspectos de Design como uma possibilidade de transcender as fronteiras do conhecimento (disciplinas) e favorecer o desenvolvimento de competências socioemocionais - incluindo as habilidades para lidar com as próprias emoções; para se relacionar com os outros; e para gerenciar objetivos de vida em um contexto de mudança e interação. Discute o papel do design no ensino fundamental, a partir de dados coletados com profissionais da área de educação que vivenciam a prática de ensino-aprendizagem por meio de projetos. Com base nos dados coletados, propõe uma reflexão acerca das possibilidades de experiências no ensino fundamental para um aprendizado socioemocional, sob a ótica de um design reflexivo. / [en] This master thesis presents reflections on teaching-learning aspects of design processes, specifically processes concerning the development of projects, as a contribution to the achievement of social-emotional learning. A type of learning required to deal with the complexity of contemporaneity. The research is based on theories, concepts and thoughts like Edgar Morin s paradigm of complexity; the reflective-practice of Donald Schön; and learning through projects, by Fernando Hernández, among others. It points out aspects of Design as a possibility to transcend the frontiers of knowledge (disciplines) and to favor the development of social-emotional competences - including the abilities to deal with one s emotions; to relate to others; and to manage life goals in a context of change and interaction. It discusses the role of design in elementary education, based on data collected from professionals of the educational field, who have experience in teaching-learning practice through projects. Based on the collected data, it proposes a reflection about the learning experiences possibilities in elementary school for a social-emotional learning, from the perspective of a reflective design.
3

Why Waste? : Exploring the potential of waste as a new material and method for fashion design.

Graversen, Nanna January 2020 (has links)
This research explores the scope of waste as a material and methods for fashion design, drawing together an open mindset and sustainable actions for a menswear collection. Reflective Design Practice is the overlaying methodology used to incorporate a wide variety of textile manipulations and materials. The research approach is to source waste materials, with a focus on virgin yarns for knitwear, exploring and identifying the possibilities for individual elements and analyzing through a photographic lineup, repeating for further development. This emergency, as well as a focus on perfect solutions from the offset, can be a barrier for experimentation. Therefore a change in posture and mindset is necessary. For this thesis, posture, motive, and aesthetic design decisions are embodied in a persona - This persona, delicate, yet rough and in a hurry, as with sustainability, are combined into the Lazy Romantic. Speculatively this research has the potential to open up for landfills as material sourcing for fashion design or landfills being unnecessary as the word waste is no longer defining the material.
4

TockTick : Adding Friction to TikTok Interaction / TockTick : Lägger till friktion till TikTok-interaktion

Xu, Ao January 2022 (has links)
Many different strategies have been used to study screen time control to deal with the side effects of dark patterns. However, users might be annoyed by those methods that create too strong “friction” and give them up too soon. To explore this design space, I turned to reflective design, which is a systematic approach including participants in the design process for critical reflection and new knowledge. Since TikTok is a representative prevalent social media platform in recent years, in this study, I did a reflective design of 5 interventions of adding “weak friction” to the TikTok platform as a probe and invited 8 participants to test them. The results suggest there is an untapped potential for weak friction to counteract the side effects of dark patterns and support novel self-restriction ways when using social media apps. The probe also resulted in rich material that documented participants’ attitudes, feelings and expectations of friction, in order to raise attention from researchers, UX practitioners and authorities of designing friction in social media apps. / Många olika strategier har använts för att studera skärmtidskontroll för att hantera biverkningarna av mörka mönster. Användare kan dock bli irriterade över de metoder som skapar för stark "friktion" och ger upp dem för tidigt. För att utforska detta designutrymme vände jag mig till reflekterande design, vilket är ett systematiskt tillvägagångssätt som inkluderar deltagare i designprocessen för kritisk reflektion och ny kunskap. Eftersom TikTok är en representativ utbredd social medieplattform under de senaste åren, gjorde jag i denna studie en reflekterande design av 5 interventioner för att lägga till "svag friktion" till TikTok-plattformen som en sond och bjöd in 8 deltagare att testa dem. Resultaten tyder på att det finns en outnyttjad potential för svag friktion för att motverka biverkningarna av mörka mönster och stödja nya självbegränsningssätt när man använder appar för sociala medier. Undersökningen resulterade också i ett rikt material som dokumenterade deltagarnas attityder, känslor och förväntningar på friktion, för att väcka uppmärksamhet från forskare, UX-utövare och myndigheter för att designa friktion i appar för sociala medier.
5

Wetnerk: an invitation to engage with local computer networks through sound

Carlsson, Nicole January 2017 (has links)
This paper presents Wetnerk, a Research through Design portable local computer network sonification artifact designed with a Reflective Design approach. Wetnerk explores how we might sonically engage with local computer network characteristics. The aim is to reveal hidden qualities of a local computer network, normally undetectable by human senses. Specifically Wetnerk attempts to invite people to engage in novel ways with their local area network. It does so by probing the network ports, analyzing the result from an information security perspective and subsequently sonifying the results. A preliminary pilot study indicates that people are so unaware of local computer network characteristics that they have trouble perceiving any of its qualities beyond its mere existence. Wetnerk shows promise in supporting people to critically reflect on and question this low awareness. In some cases curiosity is ignited sparking a desire to further engage with qualities of a local network in more novel ways than the current norm.
6

「海上的心聲」: 未來人與物之相互關係 / “Whispers from the Sea”: On Future Human-Object Interrelationships

姚紀徽, Yao, Chi Hui Unknown Date (has links)
現今,人類的科技世代到處充斥著遍佈運算的便利物件,目前我們人類與科技人造物之間的互動模式,大多數都是:讓此物進入人類的生活。主要的目的是:為了讓人們更有效率地利用這些科技物件,解決他們在生活上的任何困難,或者改變生活不便利的困境。然而,每當物件在面對人類、開始產生情感與意識時,正在􏸿􏸿地影響著人的知覺感受,同時,人們也賦予了物件新的意義,讓這些物件們產生了新的地位。因此,如何讓人們感受到「物自身」的存在,是本研究探討的主要核心。本論述透過技術現象學哲學家 Don Ihde 的互動關係理論,提出了「科技物件的存在」;以展覽形式的創作「海上的心聲」,創造地點主角彭佳嶼的天氣裝置,進行物自身的內省與探究。本論述的創作手法重新連結了數位資訊對於人類的意義,進而達到「我之於物,物之於我,體驗這個世 界。」   未來,人類與科技產物的生存模式,彼此透過探索和經驗,相互交織、 影響、重置與習慣;人類與物體的互動關係,也將會進行許多未來生活的互動性對話,產生更多值得探討的物件生存議題,以及發展性的想像空間。 / Today, technology is pervasive in our life. The main purposes of the interactions among a human and technological objects are problem solving or efficiency promoting. Nevertheless, the meanings of life and the presence of technologies are often ignored. Don Ihde, who proposed the concept of the experience of object and presented four types of object-human utilization relationships, is one of few researchers who dealt with the issues mentioned above. Based on Don Ihde' s philosophy of technology, the objective of this thesis is to identify the presence of technology of creative design work in rethinking the object-human relationships. The overall concept is an experimental design called “Whispers from the Sea”, which interprets and reveals the weather data in Pengjia Islet. This creative work shows the characteristic Installations which making weather datas in visual and auditory sensations. This study also invites participants to comment meanings among themselves and Pengjia Islet.   In the future, human-object interrelationships will be a very important issue. Thus, one has to pay attention to the existence of an object, and attach importance to effects of smart objects into physical world.
7

[pt] A CRIANÇA ENQUANTO SUJEITO DA EXPERIÊNCIA: SITUAÇÕES DE ENSINO-APRENDIZAGEM NA PERSPECTIVA DO DESIGN REFLEXIVO / [en] THE CHILD AS SUBJECT OF EXPERIENCE: TEACHING-LEARNING SITUATIONS FROM THE PERSPECTIVE OF REFLECTIVE DESIGN

MICHELE MARCONSINI LOUREIRO 08 May 2023 (has links)
[pt] Esta pesquisa explora a abordagem do Design Reflexivo em situações de ensinoaprendizagem com crianças. Observam-se as implicações desta investigação na formação da criança enquanto sujeito da experiência. O estudo é conduzido a partir do conceito de experiência formulado por Jorge Larrosa e da ideia de espaço intersubjetivo discutida por Gert Biesta. Ambos os autores problematizam o campo da Educação como um lugar que possibilita o exercício da pluralidade e da diferença. A pesquisa propõe uma abordagem qualitativa com estudo exploratório-descritivo, pesquisa bibliográfica e pesquisa de campo, incluindo técnicas de observação direta intensiva, pesquisa-ação e metodologia do Design em Parceria. As técnicas adotadas se mostraram adequadas para ampliar a compreensão e avaliar as possibilidades e limitações desta abordagem em situações de ensino-aprendizagem com crianças, por meio do Design Reflexivo, tendo como base a práxis educativa. / [en] This research explores the approach of Reflective Design in teaching-learning situations with children. The implications of this investigation are observed in the formation of the child as subject of the experience. The study is conducted based on the concept of experience formulated by Jorge Larrosa and the idea of intersubjective space discussed by Gert Biesta. Both authors problematize the field of Education as a place that allows the exercise of plurality and difference. The research proposes a qualitative approach with exploratory-descriptive study, bibliographic research and field research, including intensive direct observation, action research techniques and Methodology of Participatory Design. The techniques adopted proved to be adequate to broaden the understanding and to evaluate the possibilities and limitations of this approach in teaching-learning situations with children, through Reflective Design, based on educational praxis.
8

Task-based Embedded Assessment of Functional Abilities for Aging in Place

Lee, Matthew L. 01 August 2012 (has links)
Many older adults desire to maintain their quality of life by living and aging independently in their own homes. However, it is difficult for older adults to notice and track the subtle changes in their own abilities because these abilities can change gradually over a long period of time. Technology in the form of ubiquitous sensors embedded in objects in the home can play a role in keeping track of the functional abilities of individuals unobtrusively, objectively, and continuously over a long period of time. This work introduces a sensing technique called “task-based embedded assessment” that monitors how well specific tasks important for independence are carried out using everyday objects found in the home with which individuals regularly interact. Following formative studies on the information needs of older adults and their caregivers, a sensing system called “dwellSense” that can monitor, assess, and provide feedback about how well individuals complete tasks, such as taking medications, using the phone, and making coffee, was designed, built, and evaluated. Multiple longterm (over 10 months) field deployments of dwellSense were used to investigate how the data collected from the system could support greater self-awareness of abilities and intentions to improve in task performance. Presenting and reflecting on data from ubiquitous sensing systems such as dwellSense is challenging because it is both highly dimensional as well as large in volume, particularly if it is collected over a long period of time. Thus, this work also investigates the time dimension of reflection and has identified that real-time feedback is particularly useful for supporting behavior change, and longer-term trended feedback is useful for greater awareness of abilities. Traditional forms of assessing the functional abilities of individuals tend to be either biased, lacking ecological validity, infrequent, or expensive to conduct. An automated sensor-based approach for assessment is compared to traditional performance testing by a trained clinician and found to match well with clinician-generated ratings that are objective, frequent, and ecologically valid. The contributions from this thesis not only advance the state of the art for maintaining quality of life and care for older adults, but also provide the foundations for designing personal sensing systems that aim to assess an individual’s abilities and support behaviors through the feedback of objective, timely sensed information.

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