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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

Greenery @ Home : Design for sustainable house planting solutions

Xia, Xinyu January 2016 (has links)
This report aims to discusse how to create more sustainable indoor greenery that can make benefit for people’s health and well-being. The accounts for sustainability in this project has three layers, which are design for people’s sustainable life (people’s health and well-being), design for sustainable indoor greenery and principles of sustainable design. The question I come up with in this project is “what is the sustainable relationship between people and indoor greenery”. The assumption I hope to challenge with my project is how to create a sustainable solution for house planting to bring back the nature into the daily experiences of city inhabitants by product design. As a result, people could have more sustainable and healthier life at home through living with nature in the urban settings. The content of this report demonstrates the whole steps (background and motivation, contexts, research, ideal generation, sketch and prototype, model making and visualization of results) towards the design results supported by theoretical studies.  The relevant studies I mention in this project are biophilic design, permaculture and NASA clean air study, which are related to sustainable indoor greenery and sustainable house planting relatively. The results obtained in this project include one product design - a planter that offers a sustainable way of cultivating health plants at home through reusing water and designing micro forest garden, and one product-based App design proposal - creating a house-planting community, in which people can communicate and support each other with sustainable house-planting tips and knowledge.
2

Design: Encouraging Sustainability Through Persuasion

Yang, Yushi 14 June 2013 (has links)
The thesis proposes a mobile app design along with an innovative business plan aiming to encourage sustainable purchasing. To uncover the limitations in current design practices, firstly, represented examples of sustainable design were reviewed. Then, in an attempt to bridge the gap between sustainability and design commercialization, the techniques of persuasion were studied. It is to figure out how to incorporate hot triggers into computational technologies. As an outcome of the study, the final deliverable is a social networking application that provides sustainable product reviews. Instead of following a traditional sustainable design framework, the final deliverable focuses on creating an efficient supply-and-demand circulation for sustainable products. It delivers a unique corporate proposition showing how the system works, gaining modest profits while promoting sustainable development. Based on an online survey and the user study, the value of the proposed idea was validated. Also, the usability and functionality of the app were improved based on participant feedback. / Master of Science
3

Designprocess för ett pedagogiskt memoryspel / Design process of an educational memory game

Gustafsson, Klara January 2014 (has links)
Tekniska apparater och spelapplikationer blir en allt större del av den nya generationens vardag och lärande applikationer används allt mer som läromeldel i förskolan. Enligt läroplanen för förskola så skall multimedia och informationsteknik ha en lika stor del av lärandet som bild, sång, dans, rytm och rörelse. Denna utveckling gör det allt viktigare att fokusera på kvaliteten hos applikationerna som används och en större förståelse behövs för hur en god pedagogisk applikation bör utformas för att inbjuda spelaren till flera aspekter av lärande såsom sociala, kognitiva, och problemlösande. Syftet med denna uppsats är därför att genom grundläggande förstudier designa en pedagogiskt genomtänkt memoryspelsapplikation till ipad för barn i åldern 5-6år på förskola. Projektet är utfört i tre delar; förstudie, implementation och utvärdering. Förstudien består kvalitativa intervjuer med förskollärare som ger inblick i hur förskolorna arbetar med spel i dagsläget . Därefter har en genreanalys genomförts på liknande memoryspel idag. Implementationen har sedan gjorts i form av krevgenerering, och designutveckling genom ramverksdesign, detaljdesign och prototypskapande. Slutligen har designen utvärderats med hjälp av användbarhetstester på förskolebarn.  Studien visar tydligt att spel som förmedlar inlärningsmoment i både ljud och bild lyckas bäst, att innehållet bör gynna social interaktion och samtal samt att pedagogens närvaro har stor betydelse för hur eleverna tar till dig informationen. Det krävs tydliga anvisningar med både ljud och bild för att påvisa hur användaren ska navigera och gå vidare i spelet. Orden bör vara skrivna i versaler och ljudas fram via applikationen. / Technical devices and game applications are taking a far greater part of the new generation’s everyday life and learning apps are used as educational tools in preschools. According to the Swedish national agency for education, multimedia and information technology should represent an equivalent part in the curriculum as arts, song, dance, rhythm and movements. This development calls for a lager focus on the quality of the applications being used and an understanding of how a pedagogical app should be designed to invite the user to several aspects of learning such as social, cognitive and problem solving tasks. The purpose of this essay is thus to study and design an educational memory game application for Ipads for children aged 5-6 years in preschool.  This project has been performed through three steps; pre-study, implementation and evaluation. The pre-study consists of qualitative interviews with preschool teachers that provide an understanding for how educational games and apps are used today. A genre analysis has been conducted to understand the aspects of similar apps out on the market today. The implementation was proceeded trough requirement definition and design evolvement trough framework design, detailed design and prototype making. Finally the design was evaluated through usability tests on preschoolers.  The Study clearly shows that games that provides learning instructions through sound and image is the most successful, that the content should encourage social interaction and discussion and that the teacher’s presence substantially affect the way children grant information. Directives on navigation should be given both through images and sounds and the written words should be in capital letters and read out loud by the application.
4

Power of Napping`Designing a Tool to Promote Napping Behavior’

Saleminik, Motahareh 04 November 2020 (has links)
No description available.
5

Mobilapplikationsutveckling med en användarcentrerad designfilosofi : enligt ISO 9241-210 / Mobile application development with a user-centred design philosophy : with ISO 9241-210

Aho, Jim, Höijer, Hans January 2012 (has links)
Marknaden för smartphones har vuxit stort under de senaste åren och även utveckling av applikationer till dessa. Då utveckling av applikationer för smartphones skiljer sig från traditionell utveckling så passar inte traditionella utvecklingsprocesser för utveckling till smartphones på ett optimalt sätt. Denna studie undersöker mobilapplikationsutveckling med fokus på användbarhet. Då det råder brist på systemutvecklingsprocesser för mobilapplikationsutveckling så vill denna studie utvärdera ISO standarden ”ISO 9241-210 – Användarcentrerad design för interaktiva system”. Denna standard är en samling av riktlinjer och krav för generell systemutveckling. Studien utvärderar därför lämpligheten att använda ISO 9241-210 för utveckling av mobilapplikationer, då fokus ligger på användbarhet. En prototyp för iPhone utvecklades med ISO 9241-210 som bas och utvärderades sedan för att se om användbarheten var acceptabel. Författarna utvärderade också hur ISO 9241-210 riktlinjer hade implementerats i utvecklingen av prototypen och även utvärderat om riktlinjerna i Apples App Design Strategies har motsvarande riktlinjer i ISO 9241-210. Slutsatsen är att ISO 9241-210 är en bra grund att stå på vid utveckling av mobilapplikationer men att det finns några riktlinjer som kan ges mer eller mindre fokus, beroende på projektets omfattning. / Program: Systemarkitekturutbildningen
6

Čeští vývojáři a mobilní platformy: kvalitativní studie / Czech developers and mobile platforms

Alexandre, Berenika January 2015 (has links)
This Master's degree thesis deals with a specific area of creative industries: development of mobile applications. The aim is to identify and understand the work routines of Czech iOS developers while considering the importance of design as one of the benchmarks of mobile application quality on the Apple App Store. I mainly focus on mapping work routines of selected developers and their thinking about design in the context of Apple devices and iOS platform, assuming that Apple establishes a high standard of visual and functional qualities. I am addressing an issue of application usability not only in terms of design of the user interface, but also its functioning and more aspects of application development within the ecosystem of Czech mobile app industry. The theoretical part of my thesis subjectively describes fundamental concepts from the mobile app development field and theories related to the topic. Empirical part of the study is based on qualitative interviews with 9 Czech mobile app developers and following thematic analysis. This study can serve as an interesting resource of understanding of the work of Czech mobile app developers, how they think about design and Apple as a platform or as a solid foundation for further quantitative investigation to confirm or revise my findings.

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