• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 166
  • 37
  • 32
  • 27
  • 5
  • 4
  • 4
  • 3
  • 2
  • 2
  • 1
  • 1
  • Tagged with
  • 317
  • 317
  • 59
  • 57
  • 52
  • 43
  • 42
  • 35
  • 34
  • 30
  • 28
  • 27
  • 26
  • 25
  • 25
  • 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.
11

Le pilotage de la genèse de communautés créatives par le co-design : contextes, dynamiques et organisation. / Managing the emergence of creative communities through co-design : contexts, dynamics and organization.

Dubois, Louis-Etienne 11 November 2015 (has links)
De plus en plus d'organisations se tournent aujourd'hui vers des activités de conception collectives pour concevoir de nouveaux produits, services, processus ou politiques publiques avec les usagers, employés, citoyens et autres parties prenantes. Résultat, nous savons organiser sous plusieurs formes l'innovation collective : généralement de l'innovation modérée avec des acteurs qui fonctionnent bien ensemble, au sein de collectifs qui fonctionnent également bien.Or, avant de traiter d'interactions au service de l'innovation, il faut reconnaitre que l'on ne perçoit pas toujours comment ces collectifs créatifs émergent. Pourquoi tel mutisme sur le temps zéro ? On dénote aussi un antagonisme en matière de pilotage de communautés, lequel est souvent mal perçu et potentiellement fatal. Nous sommes donc confrontés à une double ignorance : 1) sur l'émergence des communautés créatives, et de facto 2) sur le management de l'émergence de ces collectifs. Comment peut-on gérer sans être intrusif dans des contextes où il n'y a rien? Est-ce que l'innovation peut être une ressource dans ce processus et non pas seulement un effet? Si tel est le cas, alors il faudra comprendre comment et pour quelles raisons. Or, le problème est que la littérature a tendance à séparer les deux dimensions. On parle d'innovation, mais on pense souvent qu'elle est réservée aux collectifs « bien constitués » ; de l'autre on parle de collectifs, mais on ne pense pas que l'innovation puisse aider à l'émergence de nouveaux collectifs. La thèse démontre plutôt qu'il y a un lien très intime et profond entre les aspects « communautés » (relations) et l'action d'innover (car c'est de communautés créatives qu'il s'agit). Que l'action d'innover (la conception) renforce le collectif et que le collectif renforce la capacité de conception.Nous montrons que c'est précisément de cette question que traite le co-design. L'approche de conception se pose en effet comme un formidable espace de création de collectifs, là où d'autres méthodes échouent. Elle enclenche la mise en route de communautés créatives là où l'on n'attendait plus la moindre action collective. Plus précisément, la thèse aborde les trois questions suivantes : 1) Quelles sont les caractéristiques des collectifs et des contextes « pré »-communauté? 2) Quel est le rôle de la conception dans l'émergence de communautés créatives? 3) Comment piloter des communautés créatives dans la durée ? Par une approche qualitative et constructiviste, elle mobilise une foule de méthodologies : l'étude de cas multiples, la modélisation et l'expérimentation, ainsi que la recherche-intervention.L'axe I se penche sur des rapports interpersonnels encore plus déstructurés et des contextes d'innovation encore moins fertiles qu'anticipés. De ces rapports initiaux antagonistes émerge pourtant une capacité à se projeter collectivement dans l'inconnu grâce la mise en place d'espaces de conception. Le premier acte managérial de la genèse d'une communauté créative tient dans la capacité à transformer, par un espace de conception, des conflits en indécidables communs, sans forcément les résoudre.L'axe II démontre que les liens relationnels se renforcent dès que l'on parvient à pousser les acteurs à générer des concepts; à faire circuler les connaissances et à favoriser leur combinaison. Mais une fois cette transformation effectuée, la communauté doit se doter de ressources externes pour poursuivre son expansion. Le deuxième acte managérial consiste donc à remettre la communauté sous tension en ramenant des connaissances indépendantes pour préserver la part d'indécidable.Finalement, le pilotage de l'axe III offre des pistes de solutions aux différents enjeux intra et inter séances de co-design relevés en cours de route. Il identifie aussi deux actes managériaux supplémentaires : la consolidation de la valeur et de la communauté, ainsi que la résolution des propositions collectives et l'ouverture de nouvelles explorations. / More and more organizations turn to collective activities to design new products, services, processes or public policies with users, employees, citizens and other stakeholders. As a result, we know how to organize collective innovation under several forms : generally for moderated innovation with actors who work well together, within collectives who also function well. Yet, before discussing interactions for the purpose of innovating, we must recognize that we do not always perceive how these creative collectives emerge. Little is known about the moment it emerges. We also denote an antagonism regarding the management of communities, which is often badly perceived and potentially fatal. But then again, how can one stay on the touchlines when all the proper conditions are not in place a priori and when everything remains to be built?Thus, we are faced with a double unknown: 1) on the emergence of the creative communities, and de facto 2) on the management of the emergence of these collectives. How can we manage without being intrusive in contexts where there is nothing? Can innovation be a resource in this process and not only an effect? If that is the case, then we must understand how and for which reasons. Yet, the literature tends to separate both dimensions. It discusses innovation, but often portrays it as if it was reserved for "established" collectives ; or, on the other side, it discusses collectives, but it does not show how innovation can help in their development. Rather, the thesis demonstrates that there is a strong link between communities (relations) and innovation (for we are dealing with creative communities). That engaging in innovation (to design) strengthens the collective and that the collective strengthens the capacity of to innovate.We argue that co-design deals preciscly with this question. That this type of design poses as a tremendous space for the creation of collectives, where other methods fail, and that it gives way to creative communities where collective action was the least expected. More precisely, the thesis adresses the following three questions: 1) What are the characteristics of the collectives and the contexts "pre" community? 2) What is the role of design in the emergence of creative communities?; and 3) How to manage creative communities on the long run? By a qualitative and constructivist approach, it mobilizes a range of methodologies: multiple cases study, modelling and experimentation, as well as intervention research.Axis I deals with unstructured interpersonal relationships and contexts of innovation even less fertile than anticipated. Nevertheless, these conflicting initial relationships give way to a collective capacity to explore the unknown by the fact of engaging in co-design. The first managerial act of the genesis of a creative community lies in the capacity to transform, through a collective design activity, conflicts in common "undecidables", without solving them necessarily.Axis II demonstrates that the relational links strengthen as soon as actors engage in the generation of concepts; when they get to share and combine their knowledge in new ways. However, once this transformation has occured, communities need external resources to pursue their expansion. Thus, the second managerial act consists in putting back communities under tension by bringing in independent knowledge.Finally, the management of more elaborate and longer co-design initiatives in the third axis offers solutions to the various intra and inter sessions issues uncovered along the way. It also identifies two additional managerial acts: the consolidation of value and of the creative community, as well as the resolution collective proposals and the opening of new explorations.
12

Co-design workshops om stigmatiserade ämnen : Designförslag för att undvika ytterligare stigmatisering

Strand, Sofia, Oredsson, Felicia January 2022 (has links)
Co-design workshops (CDW) kan förbättra idégenereringen i designprocessen. CDW grundar sig i att människor ska arbeta tillsammans i realtid men vid forskning om stigmatiserade ämnen kan det vara svårt att genomföra den öga mot öga på grund av stigman. Tidigare forskning visar en större komplexitet med att forska om stigmatiserade ämnen inom human-computer interaction (HCI). Det finns en stor risk för att stigmatisera deltagarna ytterligare eftersom forskningen ofta involverar att designa tillsammans. Syftet med studien är att få kunskap om hur designers kan stöttas vid genomförandet av CDW om stigmatiserade ämnen för att inte stigmatisera deltagarna ytterligare, samt att främja inkludering av människor som upplever stigma i co-design vid design av digitala produkter och tjänster som berör dem. En designorienterad studie har genomförts där designförslag har tagits fram baserat på litteratur. Designförslagen har inkorporerats i en artefakt som i denna studie är en process i form av en CDW som också användes för att utvärdera och testa upplevelsen av CDW med stigmatiserade ämnen. Resultatet av studien är fyra designförslag kopplat till social sårbarhet, känslomässiga reaktioner, initiativtagande och skillnader i kunskap. Dessa kan användas vid genomförandet av CDW om stigmatiserade ämnen för att inte skapa obehag hos deltagarna eller stigmatisera ytterligare. / Co-design workshops (CDW) can improve the production of ideas in the design process. CDW is based on people working together in real time, but when researching stigmatized subjects, it can be difficult to carry out the research eye to eye due to the stigma. Previous research shows a greater complexity in researching stigmatized subjects in human-computer interaction (HCI). There is a great risk of further stigmatizing the participants because the research often involves designing together. The purpose of the study was to gain knowledge about how designers can be supported in the implementation of CDW on stigmatized subjects to prevent further stigmatizing participants, and to encourage the inclusion of people who experience stigma in co-design when designing digital products and services that affect them. A design-oriented study has been carried out where design suggestions have been developed based on literature. The design suggestions have been incorporated into an artifact which in this study is a process in the form of a CDW, which was also used to evaluate and test the experience of CDW with stigmatized subjects. The result of the study are four design suggestions connected to social vulnerability, emotional reactions, initiative and differences in knowledge. These can be used in the implementation of the CDW about stigmatized subjects to not create discomfort among the participants or further stigmatize.
13

Using Game Engines in Interactive Co-design

Mortan, Nabi H. 13 October 2014 (has links)
No description available.
14

Shining a Light on the Orkelljunga Preschool Community

Pagee, Nicholas January 2017 (has links)
This thesis contributed to the regional Health School project, specifically informing the community- building efforts of a preschool in Örkelljunga, Sweden as they seek ways to improve communication among immigrant families and teachers. Using a co-design process with stakeholders including a preschool teacher, architects redesigning the school, and a health sciences researcher, this research investigated how a welcoming atmosphere could be created to act as a social intervention in the redesigned school. Interactive ambient light installations are proposed as a way to create this welcoming atmosphere. Installation design was explored through the lenses of multicultural makeup; play behaviour; accessibility and lighting design. Concluding the design research process, which used methods of participatory design, experience prototyping (Buchenau and Fulton Suri, 2000), and live prototyping (Horst and Matthews, 2016), a set of design principles were distilled for stakeholders.
15

Using experience-based co-design with patients, carers and healthcare professionals to develop theory-based interventions for safer medicines use

Fylan, Beth, Tomlinson, Justine, Raynor, D.K., Silcock, Jonathan 29 June 2021 (has links)
Yes / Background: Experience-Based Co-Design (EBCD) is a participatory design method which was originally developed and is still primarily used as a healthcare quality improvement tool. Traditionally, EBCD has been sited within single services or settings and has yielded improvements grounded in the experiences of those delivering and receiving care. Method: In this article we present how EBCD can be adapted to develop complex interventions, underpinned by theory, to be tested more widely within the healthcare system as part of a multi-phase, multi-site research study. We begin with an outline of co-design and the stages of EBCD. We then provide an overview of how EBCD can be assimilated into an intervention development and evaluation study, giving examples of the adaptations and research tools and methods that can be deployed. We also suggest how to appraise the resulting intervention so it is realistic and tractable in multiple sites. We describe how EBCD can be combined with different behaviour change theories and methods for intervention development and finally, we make suggestions about the skills needed for successful intervention development using EBCD. Conclusion: EBCD has been recognised as being a collaborative approach to improving healthcare services that puts patients and healthcare staff at the heart of initiatives and potential changes. We have demonstrated how EBCD can be integrated into a research project and how existing research approaches can be assimilated into EBCD stages. We have also suggested where behaviour change theories can be used to better understand intervention change mechanisms.
16

Self Services and Disservices : Improving Avatars with Co-Design

Alm, Håkan January 2014 (has links)
Corporations and government agencies that use Avatars claim there are substantial benefits for using them in their respective organizations; including 24/7 service availability, quick answers without a phone queue, and improved consistency in the responses provided. “There are also potential cost savings by having an Avatar answering questions compared to using personnel” (Lind and Salomonson, 2006). However, these benefits may not be great enough as the lack of possible human communication may lead to alienation between individuals and organisations. Furthermore, a robot may “miss out” on business opportunities that a human would act on. A robot will not hear and understand nuances in speech, with the risk that a potentially problematic situation may not be adequately resolved, leading to dissatisfaction with products and services delivered. Many companies measure the satisfaction with Avatars by analysing question and answer logs to see if the Avatar appears to give satisfactory answers. Few of these companies have actually asked their customers (e.g. IKEA and SAS until recently) what they really feel about the quality of the answers they receive. User Centered Design, Participatory Design and other methods are the preferred ways of developing such systems, but these do not include all stakeholders. This thesis addresses this exclusion of all stakeholders by applying a co-design research approach for developing avatars for e-Services.Case studies from Mark Municipality, Sweden and Scandinavian Airlines Systems (SAS) are presented in this thesis showing how improvements of service quality aspects with Avatars can be managed by applying a four-step Co-Design research approach. From the first step of Co-Design, through interviews, log analysis and a channel survey, findings show that the failed dialogues with Avatars Eva (SAS) and Elin (Mark) are mainly concerned with five factors: interactivity; dialogue capability; consistency; knowledge; and synonyms. In the second step of carrying out customer workshops, a number of ideal scenarios are suggested for the Avatars to perform better. In the third step, SAS decision makers decided to implement the first three scenarios: Eva’s synonyms, knowledge and consistency. Mark decision makers decided to shut down their Avatar Elin, as they did not believe they had the necessary resources. In the fourth step, another channel survey was carried out for SAS as well as a new log analysis in order to know the impact of the redevelopment of the above three scenarios. An important result of the study was that the company adopted the continuous use of Co-Design as an approach to continuous improvement of the service quality performed by the Avatar Eva. This, for example, led to an increase of 14 percentage points on the users overall satisfaction level. The results also open a new set of questions framing the relation and transformation between Co-Design as a research approach for knowledge creation and Co-Design as a method for innovation and service quality improvements. This thesis also presents an Extended Co-Design Model, which illustrates how Co-Design inspires SAS staff. In addition, the staff of the supplier of the Avatar use it for other functions within and without SAS.
17

Partitioning methodology validation for embedded systems design

Eriksson, Jonas January 2016 (has links)
As modern embedded systems are becoming more sophisticated the demands on their applications significantly increase. A current trend is to utilize the advances of heterogeneous platforms (i.e. platform consisting of different computational units (e.g. CPU, FPGA or GPU)) where different parts of the application can be distributed among the different computational units as software and hardware implementations. This technology can improve the application characteristics to meet requirements (e.g. execution time, power consumption and design cost), but it leads to a new challenge in finding the best combination of hardware and software implementation (referred as system configuration). The decisions whether a part of the application should be implemented in software (e.g. as C code) or hardware (e.g. as VHDL code) affect the entire product life-cycle. This is traditionally done manually by the developers in the early stage of the design phase. However, due to the increasing complexity of the application the need of a systematic process that aids the developer when making these decisions to meet the demands rises. Prior to this work a methodology called MULTIPAR has been designed to address this problem. MULTIPAR applies component-/model-based techniques to design the application, i.e. the application is modeled as a number of interconnected components, where some of the components will be implemented as software and the remaining ones as hardware. To perform the partitioning decisions, i.e. determining for each component whether it should be implemented as software or hardware, MULTIPAR proposes a set of formulas to calculate the properties of the entire system based on the properties for each component working in isolation. This thesis aims to show to what extent the proposed system formulas are valid. In particular it focuses on validating the formulas that calculate the system response time, system power consumption, system static memory and system FPGA area. The formulas were validated trough an industrial case study, where the system properties for different system configurations were measured and calculated by applying these formulas. The measured values and calculated values for the system properties were compared by conducting a statistical analysis. The case study demonstrated that the system properties can be accurately calculated by applying the system formulas.
18

Hacking the loop : How to encourage consumers to upcycle their clothes in order to reduce consumer fashion waste and lessen the environmental impact of fast fashion?

Crljen, Tonka January 2019 (has links)
The core of the project lies in upcycling. From the start of the research, I wanted to find new creative ways of upcycling garments and textiles.However, upcycling is a part of a greater whole which deals with addressing the problem of fashion waste. It gives new value to the clothes and prolongs the life span of the clothes. It is a craftivism act since it plugs into an existing system and shapes it towards a more sustainable direction. Thus this project wanted to take a larger approach and include consumers into the process. The purpose of the project was to explore one of the ways to encourage consumers to upcycle their clothes. This was done through an upcycling workshop. In the upcycling workshop, the consumer visualized the way they want their clothes to be upcycled. Their garments were then upcycled using DIY methods such as stitching, patching, and painting. The process was recorded in details. The whole process was then translated into a craftivist zine. The zine demonstrates how to do your own upcycling workshop and how to upcycle three garments. The upcycling workshop and the zine want to encourage the consumer to upcycle by giving them the necessary skills to do so.
19

Co-design i praktiken : en utvärdering av e-Me projektet / Co-design in action : an evaluation of the e-Me project

Smedberg, Rasmus, Åkesson, Madeleine January 2007 (has links)
e-Me projektet är ett innovativt forskningsprojekt där tillvägagångssättet co-design använts för att framställa en elektronisk assistent. e-Me realiserades i januari 2007 som ett pilotprojekt vid Högskolan i Borås. Den elektroniska assistenten är en artefakt som ska förenkla det administrativa och elektroniska livet för studenter. Målet med den här uppsatsen var att öka förståelsen kring co-designs grundidé, praktiska moment samt de kritiska roller som kan urskiljas i co-designprojekt. Studien är av intresse för alla som vill utvidga sin kunskapsbas inom både co-design samt e-Me. Vi har genomfört en fallstudie av e-Me projektet för att se hur ett co-designprojekt fungerar i praktiken. Vi valde att studera forskningsartiklar samt göra intervjuer med relevanta personer kopplade till både co-design och e-Me projektet. Genom analys av teori och empiri har vi identifierat två huvudmoment inom co-design; roller och arbetssätt. De tydliga roller vi främst identifierat är maestro och intressenter. Dock har vi upptäckt en saknad av projektledare och uppdelning av intressentgrupper. Den indelningen kan enligt vår analys ske i: utvecklare, användare, finansiärer och företag/organisationer. De huvudsakliga arbetssätten vi identifierat är designspråk, metaforer, workshops, scenarier och storyboards, där vi ser en avsaknad av kravspecifikation. Efter genomförd studie kan co-design beskrivas enligt följande: Maestron, projektledaren och intressenterna ska med ett gemensamt designspråk och med hjälp av metaforer kommunicera med varandra genom workshops och möten. Det här görs för att skapa scenarier som sedan kan användas för att ta fram storyboards. Med ett arbetssätt där grundidén bevaras och användaren står i centrum får alla yttra sina tankar och idéer och gemensamt framställs således en artefakt genom co-design. Slutligen har vi framställt en komplett sammanställning av co-design och dess moment. Alla parter inom e-Me projektet har inte varit nöjda med genomförandet av co-design, men helheten tyder på att tillvägagångssättet har fungerat bra inom projektet. Vi har funnit att co-design har använts på ett bra sätt och har passat projektets genomförande. / Uppsatsnivå: C
20

FPGA-based Audio Processing for Sensor Networks

Hongzhi Liu Unknown Date (has links)
One particular application domain of interest for sensor networks is in the real-time processing of audio information for ecological research questions such as species identification. Real-time audio processing generally involves sophisticated signal processing algorithms and requires substantial computational power. As FPGAs increase in capacity and speed but decrease in cost and power consumption, they are now able to provide low-cost, high performance, energy efficient, flexible, and convenient implementations for a wide range of digital systems. This thesis uses the computational power and single-chip solution capabilities of FPGAs to implement a typical audio processing application for sensor networks onto an FPGA using software / hardware co-design approach, and then evaluate the usefulness of this approach. Some background on sensor networks, audio recognition, FPGAs, MicroBlaze and hardware / software co-design is firstly introduced. A few widely adopted feature extraction and pattern matching algorithms are also presented and compared. Several digital signal processing applications based on FPGAs are then reviewed and analyzed. Software / hardware co-design method is then employed to implement an example system. A bird call recognition system based on linear predictive cepstral coefficients and dynamic time warping algorithm is developed and verified on a PC. Then, a software-only solution for this bird call recognition system is implemented on an FPGA with embedded MicroBlaze processor in a Xilinx development board. By means of code profiling, the performance bottlenecks of the software-only solution are identified. Taking the profiling results and the complexity of the recognition algorithm into account, the dynamic time warping algorithm was mapped into custom FPGA hardware. Fast Simplex Links, which are intended specially for high-speed uni-directional transfers to and from the processor, were used to attach the custom hardware to MicroBlaze and pre-defined driver functions supplied by EDK enabled the communications between software and the custom hardware. The software-hardware implementation was then built after substituting custom hardware for software counterparts. The influence of memory assignments for performance is also investigated. External memory access is identified as a major bottleneck. By moving all code from external DRAM into internal BRAM, the system performance is increased by a factor of about 10. From the analysis and comparison of execution time, logic area, and energy consumption of various implementations, it is shown that the software-hardware implementation can speed up a software-only FPGA implementation up to 528 times, and achieves of the order of 20 times “time-area efficiency” and 40 times energy efficiency. Compared with the PC-based C implementation running with a 40 times faster clock rate, the improved software-hardware system runs only about 7 times slower and its performance can meet the real-time requirement to complete a recognition in under one second. In addition, the software / hardware co-design also significantly reduces the energy consumption associated with individual computations.

Page generated in 0.0243 seconds