• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 353
  • 77
  • 42
  • 27
  • 9
  • 7
  • 4
  • 3
  • 2
  • 2
  • 2
  • 1
  • 1
  • 1
  • 1
  • Tagged with
  • 619
  • 349
  • 298
  • 274
  • 208
  • 160
  • 132
  • 103
  • 98
  • 98
  • 94
  • 93
  • 88
  • 87
  • 84
  • 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.
251

The impact of Design Thinking in innovation : A case study at Scania IT

Housin, Mazin January 2021 (has links)
Innovation is the valuable outcome of new idea implementation. New technologies are disrupting industries, and innovative implementations bring competitive advantages. However, what is the perception of design and innovation in organizations such as Scania IT and how can design practices develop innovation? This thesis goal is to explore how Design Thinking methodologies are being used in innovation processes within the automobile industry and specifically SCANIA IT. How innovation is fostered and supported, which frameworks and processes are being used to generate, evaluate and develop new ideas and services. The research question that this thesis aims to examine is the following: What is the perception of design and innovation in their current work practices, and how can Design Thinking support Scania IT service design innovation processes? In the paper data and results of the on-premises study is presented. A total of nine interviews and two workshops with a total of 17 participants were conducted. The thematic analysis that follows reveals a matrix of topics and concepts. / Innovation är det värdefulla resultatet av implementering av nya idéer. Ny teknik stör industrier och innovativa implementeringar ger konkurrensfördelar. Men vad är uppfattningen om design och innovation i organisationer som Scania IT och hur kan designa praktiker utveckla innovation? Målet med detta examensarbete är att utforska hur Design Thinking-metoder används inom innovation processer inom bilindustrin och specifikt SCANIA DET. Hur innovation främjas och stöds, vilka ramar och processer som används för att generera, utvärdera och utveckla nya idéer och tjänster. Forskningsfrågan som denna avhandling syftar till att undersöka är följande: Hur ser uppfattningen ut om design och innovation i deras nuvarande arbetssätt och hur kan Design Thinking stödja innovationsprocesser för Scania IT-tjänstdesign? I papper presenteras data och resultat från den lokala studien. Totalt genomfördes nio intervjuer och två workshops med totalt 17 deltagare. Den tematiska analysen som följer avslöjar en matris av ämnen och begrepp.
252

Evaluating Cognitive Dimensions when applied to the user interface framework SwiftUI

Loor, Johannes January 2021 (has links)
The Cognitive Dimensions of Notations (CDs) is an evaluation framework consisting of a set of heuristics meant to be used as discussion tools for usability evaluation of notational systems. Programming languages and frameworks are examples of notational systems, and the development of new such languages and frameworks could improve by analysing the properties with CDs. However, the CDs framework has been criticized for not truly being a scientific method as well as being unfit to be used in certain specific research fields, even though the general nature of the framework allows for it. In this paper, the CDs are applied to evaluate SwiftUI, a declarative user interface framework for iOS. The possibilities and limitations of CD is discussed in relation to this CD example, as well as previous criticism and other evaluation frameworks. The paper concludes with visions for the future of the CDs framework. / Cognitive Dimensions of Notations (CDs) är ett utvärderingsramverk bestående av ett flertal heuristiker vars syfte är att användas som diskussionsverktyg vid användarbarhetsutvärderingar av notationssystem. Utvecklingen av nya notationssystem, exemplevis nya programmeringsspråk och ramverk, kan förbättras genom att använda CDs för att analysera dess egenskaper. Kritik har dock riktats mot CDs i att metoden inte är vetenskaplig nog samt att den inte är applicerbar på vissa specifika forskningsområden trots utvärderingsramverkets breda användningsområde. I denna masteruppsats används CDs för att utvärdera SwiftUI, ett deklarativt ramverk för att skapa användargränssnitt på iOS. Möjligheter och begränsningar av att använda CDs i detta syfte diskuteras tillsammans med föregående kritik och relaterade utvärderingsramverk. Avslutningsvis diskuteras framtida möjligheter för CDs.
253

Budget Your Carbon Emissions : Interactive visualisation of an individual’s carbon budget / Budgetera dina koldioxidutsläpp : Interaktiv visualisering av individers koldioxidbudget

Raghunathan, Jayanthi January 2021 (has links)
Climate change is now more of a reality than ever. Carbon budget provides an upper limit on the amount of carbon that can be emitted, for the earth to be within an accepted temperature rise. People are aware that eating less meat, flying less and reducing product consumption would decrease their emission, but they are not sure on how much less. Existing studies show that people are quite willing to accept the concept of carbon budget but there is no tool that visualises this information at an individual level.  This study investigated the features that must be included in a carbon budget tool when visualising an individual’s information to create awareness. An exploratory design approach was used in this study where the design was iteratively developed from user feedback. Four preliminary designs were first developed and discussed in a focus group. With the feedback from the focus group, one design was finalised and redesigned as a carbon budget tool. This was tested in a one-on-one user testing where users had to complete tasks using the tool. The study results provided evidence that personalised information, effective text, labels, interactive features, and clear and simple layout are important features that must be included when designing a tool to visualise an individual’s carbon budget. The participants also rated an increase in awareness of carbon budget concept after using the tool. / Klimatförändringarna är nu mer verkliga än någonsin. En koldioxidbudget anger en övre gräns för mängden utsläpp av klimatgaser som kan släppas ut för att hålla ökningen av jordens medeltemperaturen inom en acceptabel gräns. Många människor är medvetna om att lägre köttkonsumtion, färre flygresor och en minskad konsumtion av saker skulle minska deras utsläpp, men de är inte säkra på hur mycket varje ändring påverkar utsläppen. Befintliga studier visar att människor accepterar begreppet koldioxidbudget i sig, men det finns idag inga verktyg för att visualisera en koldioxidbudget på individuell nivå.  Denna studie undersöker vilka funktioner som behöver ingå i ett verktyg för visualisering av en individuell koldioxidbudget, med syfte att skapa medvetenhet hos användaren. En utforskande designmetod användes där verktygets design utvecklades iterativt med feedback från användare. Först utvecklades fyra preliminära designprototyper som diskuterades i en fokusgrupp. Med feedback från fokusgruppen vidareutvecklades en av prototyperna till en slutgiltig version. Detta testades i en användartestning där användare utförde uppgifter med verktyget. Studieresultaten visade att personlig information, effektiv text, etiketter, interaktiva funktioner och tydlig och enkel layout är viktiga funktioner som måste inkluderas när man utformar ett verktyg för att visualisera en koldioxidbudget för individuell användning. Deltagarna bedömde också att de uppnått en ökad medvetenhet om konceptet koldioxidbudget efter att ha använt verktyget.
254

Efficient Human-Machine Work Transfer Through Latent Structure Decomposition

Gaoping Huang (10493951) 29 April 2021 (has links)
<p>When humans delegate tasks---whether to human workers or robots---they do so either to trade money for time, or to leverage additional knowledge and capabilities. For complex tasks, however, describing the work to be done requires substantial effort, which reduces the benefit to the requester who delegates tasks. On one hand, human workers---e.g., crowd workers, friends or colleagues on social network, factory workers---have diverse knowledge and level of commitment, making it difficult to achieve joint efforts towards the requester's goal. In contrast, robots and machines have clearly defined capabilities and full commitment, but the requester lacks an efficient way to coordinate them for flexible workflows. </p><p> </p><p> This dissertation presents a series of workflows and systems to enable efficient work transfer to human workers or robots. First, I present BlueSky, a system that can automatically coordinate hundreds of crowd workers to enumerate ideas for a given topic. The latent structure of the idea enumeration task is decomposed into a three-step workflow to guide the crowd workers. Second, I present CoStory, a system that requests alternative designs from friends or colleagues by decomposing the design task into hierarchical chunks. Third, I present AdapTutAR, a system that delegates machine operation tasks to workers through adaptive Augmented Reality tutorials. Finally, I present Vipo, a system that allows requesters to customize tasks for robots and smart machines through spatial-visual programming. This dissertation demonstrates that decomposing latent task structure enables task delegation in an on-demand, scalable, and distributed way.</p>
255

Designing for Co-Creation to Engage Multiple Perspectives on Ethics in Technology Practice

Sai Shruthi Chivukula (11172018) 22 July 2021 (has links)
<div>As part of an increasing interest in a "Turn to Practice," HCI scholars have investigated the felt design complexities and ethical concerns in everyday technology practice, calling for practice-led research approaches. Given the ethical nature of technology design work, practitioners have to often negotiate and mediate their personal values, disciplinary notions of ethics, organizational policies and values, and societal impact of their design work. To tease apart and describe practitioner accounts of ethical aspects of their design work, I used three different approaches to investigate what practitioners from different professional roles communicate about and participate in (potentially) strengthening their ethical engagement in their everyday design work within and across role boundaries: survey, design of co-creation activities, and deployment/pilot of these co-creation activities. </div><div><br></div><div>In the survey study, I identify and describe the differences in disciplinary values, responsibilities, commitments, and alignment in relation to ethics and social responsibility through captured data from 256 technology and design practitioners from a range of professional roles.</div><div><br></div><div>As a part of the design phase of co-creation activities, I design, iterate, and prototype three co-creation activities (A: Tracing the Complexity; B: Dilemma Postcards; and C: Method Heuristics) and sequences of these activities to engage a range of different professional roles to communicate about their ethical action and (potentially) strengthen their ethical engagement in everyday design work. I define design vocabulary/Schemas: 1) <i>A.E.I.O.YOU model</i> to investigate the landscape of ethics in practice and 2) <i>Classifiers</i> to codify the activities and potential variants.</div><div><br></div><div>As a part of the deployment phase of these designed co-creation activities, I piloted four sequences of these activities with twelve practitioners with three different professional roles per sequence, engaging in approx. 23 hours of facilitation, artifact creation, and conversation. I present the results of deployment of the co-creation sessions where practitioners articulated that the co-creation activities helped <i>expand</i> their ethical horizons through self-awareness, <i>learn</i> new approaches to ethics vocabulary, <i>become (re-)aware </i>of their current practice, and <i>imagine</i> trajectories of change in their practice. Practitioners also identified a preliminary set of ethics-related practices that could be better supported such as tools for performance, leadership support, ethics education, and resources for ethical decision making. </div><div><br></div><div>Based on the results from these three approaches, I propose contributions to HCI and design audiences. For HCI researchers, practitioners, and educators, the survey results describe differences in professional notions and valence of ethics, framing the need for translation and transdisciplinary approach to ethics in a practice context. For design researchers, the designing of the co-creation activities is a methodological contribution where I propose and illustrate opportunities for creating novel ways to engage practitioners in co-creation work as a means of communicating their felt ethical concerns and practices. For co-creation researchers and professional ethicists, the engagement of practitioners in the co-creation reveal: 1) complexities to facilitate different disciplinary roles and design a space for ``representing'' a range of practitioners; and 2) gaps and potential synergies in supporting practitioners through practice-resonant ethics-focused methods. </div>
256

What Does Agency in Interaction Design Mean? / Vad betyder agency inom interaktionsdesign?

Sundnér, Kim Matti January 2021 (has links)
Agency has yet to see an in-depth discovery within Human Computer Interaction (HCI). It has and still is the subject of research, however, work is still needed to understand what agency in HCI is, on a fundamental level. Theory from different fields provide a foundation with the goal of discovering agency and what it can contribute to design. In this thesis, agency’s foundation in philosophy is explored along with contributions of agency in interaction design. Topics on agency within HCI are used to further nuance understanding of how designers can use perception of agency, both in the user and the artifact, in their design practice. A phenomenological view on agency in interaction design is used, building on Actor Network Theory. Furthermore, nuances of influence, disable, opaqueness, and imperative are presented, explored empirically and put in relation to theory on agency within HCI.
257

“OK Google, vad kan du göra?” : En undersökning av sambandet mellan mentala modeller och användning av röstgränssnitt / “OK Google, what can you do?” : An examination of the connection between mental models and voice user interface usage

Krantz, Frida January 2020 (has links)
Research relating to VUIs (voice user interface) such as voice assistants like Siri, Google Home, and Alexa has mostly been focused on general usage, error handling, and privacy concerns. This study focuses on mental models in relation to VUI - how users' presumptions about scope and how VUIs work match the reality. Specifically, this study aims to find out how mental models of VUIs form and evolve as well as whether or not mental models of VUIs affect usage. An online survey directed towards Google Home users showed its respondents, mainly identified as early adopters and primary users, showcasing a good mental model of Google Home together with frequent and varied usage as well as self-expressed knowledge. Due to suspected distortion of results caused by recruiting from an interest group on Facebook, study results are not considered to be representative to the population (VUI users in Sweden). This study showed that users base their mental models of VUIs around conventions found in human-to-human conversation and that these mental models evolve through feedback and error handling and can be improved by users exploring and testing more use cases for the VUI.
258

Design through vulnerability: Designing presence in a time of pandemic

Troel--Madec, Maureen T. January 2020 (has links)
This thesis explores the dimensions of an emerging vulnerable design space in the context of COVID-19 pandemic through a design process that rethinks designer's presence and power in a context of remote exploration and embraces diary as a method and prototype to integrate interdisciplinary research in exploring different temporalities to record the past, to deal with the present and to speculate about what can happen afterwards.
259

Juncture: Supporting exploratory endeavors through a dialogue with interactive architecture

Žgank, Miha January 2020 (has links)
The way people inhabit a built space is being challenged in the Information Era. This thesis examines how interaction design could provide alternative ways of addressing the needs and activities of users of a built space that is traditionally in the domain of architecture. Through theoretical analysis and close examination of related contemporary practical examples, it re-examines interactive architecture and how it could support the exploratory activities of visitors of public buildings. Sketching, prototyping and contextual design methods are used to iterate between different possibilities of the physical and digital materiality and also to examine the experience of the users in the proposed context. Critical reflections between different phases of the design process lead to the development of Juncture, a design concept of an interactive architectural artefact that allows users to explore the physical space of a library.
260

Designing for smartphone AR games

Mossum, Veronika January 2018 (has links)
Efter en tillfällig intresseminskning åren efter 2012, har AR nu nått en stadig takt av ökat intresse. Med smartphones som en ny plattform för AR applikationer, förflyttas forskningen till ett bredare fält och når en större användargrupp. Syftet med denna undersökningen är att bidra med kunskap i detta snabbväxande område, med fokus på interaktionsdesign för AR applikationer. Hur ser design strategierna ut i AR spel och om det finns några riktlinjer, hur används dem? En tvådelad innehållsanalys har genomförts som en del av denna uppsats. Första delen använder sig av ett kodsystem för att undersöka vilka av 16 utvalda designkategorier som finns i de testade spelen. 80 spel har analyserats, både på Android och iPhone. Den andra delen av innehållsanalysen är en djupanalys av tre spel med syfte att nå djupare kunskap. Pokemon GO, Stack it och Stack testades i denna delen och analyserades utifrån interaktionsdesignteorier. Denna uppsats har kommit till slutsatserna att likheter mellan de valda designstrategierna går att finna bland de testade spelen, småskaliga spel som använder SLAM har funnits vara det vanligaste och pekskärmen är det huvudsakliga interaktionssättet. De använda interaktionsdesignsteorierna som använts i andra testdelen har funnits vara användbara för att analysera mobila AR spel. / After a decline short after 2012, AR applications have now reached a steady pace of increasing interest. With smartphones as the new main platform for AR, the research moves in to a broader field and reaches a bigger user group. The aim for this thesis is to contribute knowledge in this fast-developing field. The focus is on the interaction design for AR applications. How does the design strategies look in AR games and if there are any guidelines, how are they used? Two parts of a content analysis has been performed in this thesis. The first part uses a code scheme to test which of 16 selected design categories are present in the tested games. 80 games were analyzed. The second part of the content analysis was a in depth content analysis of three games to get a deeper knowledge. Pokémon GO, Stack it and Stack were tested in this part and analyzed with the help of interaction design theories. The conclusion is that similarities can be seen in the design strategies, small scale games using SLAM are the most common and the touchscreen are the main interaction. The used interaction design theories are useful for analyzing AR games.

Page generated in 1.0953 seconds