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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.
41

Stakeholder involvement in SOA : analyzing service identification as co-design

Hadizadeh, Nafiseh January 2012 (has links)
The need for adapting rapidly to IT and business changes, reducing costs, delivering improved functionality of services and better integration push organizations towards service oriented architecture (SOA) adaption. Delivering SOA requires building systems at the business level, not just at the IT level. Delivery of services needs concentration on the business needs first. As people are the most important factors in defining business requirements, processes and making business decisions, their active involvement in SOA adoption is essential. SOA adoption is evolutionary rather than revolutionary; it is not possible to be accomplished without cooperation of stakeholders who have effect on the system. Many organizations fail to deliver SOA since they underestimate the role of key business people in SOA development. In order to evolve SOA successfully from business perspective, stakeholder involvement should be conducted from early phases of SOA when important decisions are made and business processes are defined. Service identification is one of the important and main activities in SOA development. This study therefore focuses on service identification of SOA from a business view and regard to stakeholders. Text analysis and interviews are the method components used in this research. Some aspects covering the importance of service identification in SOA development, role of stakeholders in service identification and role of scenarios in stakeholder involvement have been identified through text analysis. And three interviews with experts within the area have verified the identified aspects. The result shows that co-design is an appropriate strategy for conducting service identification regard to stakeholders in an effective way. Different ideas can be visualized, explored and examined through this perspective and a realistic appropriate solution can be found. The challenges of co-design in addressing SOA benefits are also studied through theoretical and empirical parts of the study, and the result is summarized in a table which shows the strengths and weaknesses of co-design strategy in service identification process in addressing SOA goals. The results are categorized to two forms of service identification, consultant driven service identification and internal staff driven service identification. The result of the study can be a contribution in determining the employment of co-design in service identification considering different situations. / Program: Magisterutbildning i informatik
42

Trollscouts : Det visuella samarbetet

Billemyr Moström, Simon, Månsson, Philip January 2015 (has links)
Detta arbete handlar om att undersöka hur vi kan använda oss av det visuella i ett spel för att motivera till samarbete och locka till gemenskap. Vårt intresse låg i att undersöka kring tanken med att inte tänka sig ett spel som enbart en passiv flykt från verkligheten, utan som ett verktyg som kan användas till att motivera till samarbete. Det spel som vi valt att utveckla var bestämt att vara anpassat för barn runt 10-års ålder. Vi valde att använda oss av en metod som heter Layered Elaboration för att lära känna vår målgrupp tydligare, samt få idéer och inspiration till hur vi kan anpassa ett spel för denna målgrupp. Efter att vi haft en workshop tillsammans med barnen på en skola, där vi lät barnen rita vad de kom att tänka på kring olika teman de fått, utvecklade vi en spelbar prototyp som vi sedan lät barnen på samma skola testa för att få en utvärdering. Efter genomfört speltest fick vi reda på att grafiken i vårt spel måste vara tydlig nog för att man ska veta vad målet är, men samtidigt ändå ha en viss otydlighet, inom en viss gräns, för att tvinga spelare till att samarbeta med varandra för att de ska förstå hur de ska gå tillväga för att nå målet. / This work is about how we can make use of the visuals in a game to motivate cooperation and attract community. Our interest was to explore around the idea of not imagining a game only as a passive escape from reality, but as a tool that can be used to motivate cooperation. The game that we have chosen to develop was determined to be suitable for children around the age of 10. We chose to use a method called Layered Elaboration as a way to learn about our target audience more clearly, and also as a tool to get ideas and inspiration on how we can adapt a game for this target group. After we had a workshop with the children at a school, where we let the children draw what they came to think of about different themes they received, we developed a playable prototype we then let the children in the same school test to get an evaluation. After the gaming test was over we found out that the graphics in our game must be clear enough that you should know what the goal is, yet still have a certain ambiguity, within certain limits, to force players to cooperate with each other in order to understand how to proceed in order to reach the goal.
43

Involvering av äldre vuxna i utvecklingen av digitala tjänster

Wahlström, Erik, Gustafsson, Martin January 2017 (has links)
Engaging older adults in the development of digital services is an important aspect.Although previous studies have identified challenges associated with involving this targetgroup, more research is required on how technologies in participating design can be usedto address these challenges. To investigate how older adults can be involved indevelopment, we have investigated the question at issue:"How can older adults be involved in the development of digital services?"In our study, we have identified challenges associated with the involvement of olderadults in the development of digital services, and selected three participating designtechniques for the purpose of managing these challenges. Each technique represents apart of a development process. This study is driven by a qualitative research approach,where data collection has been conducted by observations, focus groups interviews andworkshops. The main contribution of the study is guidelines that describe how challengesassociated with the involvement of older adults can be managed using selectedtechniques.
44

Double Hexagon: A Human-Centred Design Framework for Innovation

Motamer, Vajiheh Aida January 2021 (has links)
Healthcare systems need to adjust services and methods to accommodate the needs, desires, and capabilities of people. Experience-Based Co-Design (EBCD) is the state of the art in participatory service design within the UK National Health Service (NHS), that draws upon design tools and ways of thinking in order to bring healthcare staff and patients together to improve the quality of care. The Co-design process that is integral to the EBCD approach is powerful but also challenging, as it requires active collaboration among multidisciplinary teams, including organizational stakeholders (e.g., investors, managers, advocates, etc.), end-users (e.g., staff, patients, carers, etc.), designers/researchers, and developers. Over the last decade, given the evaluation of the EBCD approach, there has been a gap between theory and practice resulting in limited outcomes in healthcare service improvements. Systematic reviews suggest this low success results from the lack of a systematic elaboration of Co-Design methods, limited tools and insufficient guidance on the ideation process, the tendency to develop a solution without enough divergent thinking, and a poor structure of participation. In order to improve health care services and address the gaps mentioned, we propose a methodology called Double Hexagon, that includes principles of Co-Design, Human-Centred Design, and Design Thinking. This framework is a Human-Centred Design framework that seeks to assist designers and non-designers in moving from designing “product” categories to designing for “people” by providing a concrete and step-by-step realization for “Designing for People”. / Thesis / Master of Science (MSc)
45

Genom design öka medvetenheten kring, samt underlätta spårningen av menstruationscykelns känslomässiga påverkningar : För ökad kontroll över kvinnlig hälsa / Through Design, Increase Awareness, and Facilitate Tracking Of, the Emotional Effects of the Menstrual Cycle : To Increase Control Over Women’s Health

Alatalo Nordin, Lovisa January 2023 (has links)
Denna studie är en designbaserad forskning som utforskar frågeställningen: Hur kan en genom design öka medvetenheten kring och underlätta spårningen av menscykelns känslomässiga påverkningar? Tillsammans med underfrågan: Hur kan en produkts design bidra till minskat stigma kopplat till menstruation? Detta görs genom att belysa hur ett användarcentrerat tankesätt och co-design metoder kan användas i syfte att designa för tabubelagda ämnen. Projektets syfte var att undersöka hur produktdesign kan stötta kvinnor i att enklare spåra och förstå sig på sin hälsa ur ett helhetsperspektiv. Detta för att främja ökad kontroll, välbehag och hälsosammare liv för kvinnor; samt i längden bidra till design för social hållbarhet. För att undersöka forskningsfrågan har metoderna expertintervju, marknadsundersökning och co-design workshop använts. Co-design workshopens utformning är ett exempel på hur teorin Troubling design har influerat metodutförandet. Detta eftersom teorin problematiserar tillämpningen av användarcentrerad design i relation till kvinnlig hälsa samt menar att design för kroppsliga upplevelser behöver omprövas i form av att ändra från ett problemlösningsfokus till att fokusera på kvinnans erfarenheter och därmed ej se den menstruerande kroppen som ett problem som går att “lösa”. Utfallet av expertintervjuer, marknadsundersökning och co-design workshop analyserades och utifrån detta skapades en kravspecifikation som blev grunden för designprocessen. Resultatet av designprocessen och därmed även studiens slutgiltiga designförslag som besvarar forskningsfrågan blev en brädspelsinspirerad kalender med tillhörande känslospårare och cykelvisualisering. Slutsatsen blev även att stigma effektivast motverkas genom normalisering av spårning samt ökad kunskap hos icke menstruerande. / This study is a design-based research that explores the question: How can one, through design, increase awareness and facilitate tracking of the emotional effects of the menstrual cycle? Together with the sub-question: How can a product’s design contribute to reduced stigma linked to menstruation? This is done by highlighting how a user-centered mindset and co-design methods can be used in order to design for tabooed topics. The purpose of the project was to investigate how product design can support women to more easily track and understand their health from a holistic perspective. This to promote increased control, well-being, and healthier lives for women; and in the long run contribute to design for social sustainability. To examine the research question, the methods expert interview, market research and co-design workshop have been used. The design of the Co-design workshop is an example of how the theory Troubling design has influenced the method execution. This because the theory problematizes the application of user-centered design in relation to women’s health and emphasizes that design for bodily experiences needs to be reconsidered in the form of changing from a problem-solving focus to focusing on the woman’s experiences and thus not seeing the menstruating body as a problem that can be “solved”. The outcome of expert interviews, market research and co-design workshop was analysed and based on this a requirement specification was created which became a starting point for the design process. The result of the design process and the study’s final design proposal which answers the research question became a board game-inspired calendar with enclosed emotion tracker and cycle visualization. The conclusion was further that stigma is most effectively counteracted through the normalization of tracking and increased knowledge among non-menstruating people.
46

Urban Park Co-Design: Empowering Future Female Retirees to Refocus Their Lives

Wu, Yifei 24 May 2023 (has links)
No description available.
47

Phone Free Study : Encouraging students to put away their phones

Setterberg, Emil January 2023 (has links)
Many of us have grown up or have been acquainted with individuals who have grown up with smartphones in educational settings. We are well aware of how disruptive they can be, and I myself am not an exception. There have been instances when I have become distracted by my smartphone while studying, whether it was due to a notification popping up or feeling overwhelmed by a challenging assignment or a lack of understanding. My classmates have faced similar challenges. This served as the motivation behind my thesis: Can I, through the application of design, mitigate students' smartphone usage while studying? I set a personal goal to design a physical concept rather than a digital one, as I believed that there are already numerous digital alternatives available in the form of mobile applications and existing functions within smartphone operating systems. The design process employed in this thesis follows the Double Diamond approach, which encompasses both divergent and convergent thinking. Initially, extensive exploration of the subject was conducted through a literature review and benchmarking. Subsequently, the problem was defined through methods such as interviews and surveys to determine the validity of the project's objectives. During the development phase, co-design played a pivotal role, incorporating techniques such as brainstorming and dot-voting to ensure the solution was designed by students, for students. Finally, the delivery phase focused on presenting a finalized concept, employing sketches, prototypes, and digital models. Ultimately, the final concept takes the form of an accessory for existing smartphones that simplifies their functionality. This accessory conceals all notifications on the screen, leaving only incoming calls visible and actionable. Functionally, the concept serves as a reminder to students to refrain from checking their phones while studying, effectively reducing their inclination to do so. It introduces a deliberate obstacle to unlocking the device using fingerprint or facial recognition. The intention is for students to experience a sense of calmness during their study sessions, enhanced by the Zen-inspired design, while also providing the reassurance that they can be reached in case of urgent matters simply by calling instead of messaging them. / Många av oss har vuxit upp eller kommit i kontakt med personer som har vuxit upp med telefoner i utbildningssammanhang. Vi är alla väl medvetna om hur störande de kan vara, och jag själv är inget undantag. Det har funnits tillfällen då jag har blivit distraherad av min telefon under studier, antingen på grund av att en notifikation dyker upp eller för att jag känner mig överväldigad av en utmanande uppgift eller brist på förståelse. Mina klasskamrater har stött på liknande utmaningar under sina studier. Detta var bakgrunden till min avhandling: Kan jag, genom tillämpning av design, minska studenters användning av telefoner under studier? Jag satte upp ett personligt mål att utforma ett fysisk koncept istället för en digital lösning, eftersom jag ansåg att det redan fanns talrika digitala alternativ i form av mobilapplikationer och befintliga funktioner i telefoners operativsystem. Designprocessen som användes i denna avhandling följer Double Diamond-processen, vilket innefattar både divergent och konvergent tänkande. Inledningsvis genomfördes en omfattande utforskning av ämnet genom en litteraturstudie och benchmarking. Därefter definierades problemet genom metoder som intervjuer och enkäter för att fastställa projektets mål och dess validitet. Under utvecklingsfasen spelade co-design en avgörande roll, genom att använda metoder som brainstorming och dot-voting för att säkerställa att lösningen utformades av studenter, för studenter. Slutligen fokuserade den sista fasen på att presentera ett slutgiltigt koncept, med hjälp av skisser, prototyper och digitala modeller. Det slutgiltiga konceptet tar formen av ett tillbehör till befintliga telefoner som förenklar deras funktion. Detta tillbehör döljer alla notifikationer på skärmen och visar endast inkommande samtal som kan besvaras. Funktionellt fungerar konceptet som en påminnelse till studenter att avstå från att kolla sina telefoner under studier och minskar effektivt deras benägenhet att göra det. Det introducerar ett medvetet hinder för att låsa upp enheten med fingeravtryck- eller ansiktsigenkänning. Avsikten är att studenter ska uppleva en känsla av lugn under sina studiepass, förstärkt av den zen-inspirerade designen, samtidigt som de kan vara trygga i vetskapen om att de fortfarande kan nås vid akuta ärenden genom att bli ringd, istället för att bli kontaktad via sms.
48

Co-creating Futures for Integrating Generative AI into the Designers’ Workflow / Samskapa framtider för att integrera generativ AI i designers arbetsflöde

Popova, Victoria January 2023 (has links)
In recent years Generative AI tools have become increasingly ubiquitous and have given rise to much discussion concerning their impact on jobs, both in personal use and corporate settings. Despite Generative AI being a rapidly growing field, there is currently an existing research gap regarding the adoption of these tools across different domains. This study aims to fill this gap by contributing with knowledge on how designers might integrate Generative AI into their workflows. By adopting a Research through design (RtD) approach, three workshops were held where designers used generative AI tools to co-create design fictions envisioning how AI tools would permeate their future workflows. Thematic analysis of the workshop data revealed both desirable and undesirable futures from the designers’ perspectives situating AI at various stages of design – from assisting designers with mundane tasks to helping with ideation and testing. The futures brought up reflections on designers in control of the workflow, the dynamics of human-AI collaboration and the evolving role of the designer. The study contributes knowledge about different forms human-AI interactions could take in the near future, and highlights the importance of careful consideration when deploying these tools in a human-centric manner. / De senaste åren har generative AI-verktyg blivit alltmer vanliga, vilket har skapat många diskussioner angående deras påverkan på arbetet, både för personligt bruk och inom företagsmiljöer. Trots att generativ AI är ett snabbt växande fält, finns det en forskningslucka när det gäller anpassning av dessa verktyg inom olika domäner. Syftet med studien är att fylla detta gap genom att generera kunskap om hur designers kan integrera generativ AI i sina arbetsflöden. Genom att använda en forskning-genom-design (RtD) metod, hölls tre workshops där designers skulle använda generativa AIverktyg för att gemensamt skapa “designfiktioner” för att föreställa sig hur AI-verktyg skulle påverka deras arbetsflöden. Tematisk analys av workshopdata uppvisade både önskvärda och oönskade framtidsscenarier som placerade generativ AI i olika stadier av design — från att assistera designers med repetativa uppgifter till att hjälpa till med kreativitet och testning. Framtiderna inspirerade reflektioner över designers kontroll över processen, dynamiken i mänsklig-AIsamverkan och designers egna roller. Studien bidrar med kunskap om olika former av mänsklig-AI-interaktioner skulle kunna se ut i en nära framtid och belyser vikten av noggranna överväganden vid implementering av dessa verktyg på ett människocentrerat sätt.
49

Koll på kunden : Ökad kundorientering i kollektivtrafikplaneringen med service design och co-production

Sandevärn, Johan January 2016 (has links)
Att fånga kundens behov och förväntningar är nyckeln till stärkt konkurrensförmåga och ökad lönsamhet. Trots detta är offentliga verksamheter dåliga på att ta till vara på kunden och dennes erfarenheter och kunskap som en resurs i kvalitetsförbättringsarbetet. I januari 2012 trädde den nya kollektivtrafiklagen i kraft i Sverige. En tydlig målsättning med den nya kollektivtrafiklagen är att resenärsperspektivet i större utsträckning ska vara en del av kollektivtrafikplaneringen. Syftet med denna uppsats är att utveckla kunskap om hur offentliga verksamheter med ansvar för kollektivtrafik kan uppnå ökad kundorientering med hjälp av co-production, co-design och service design. Undersökningsdesignen innebär en fallstudie av Uddevalla kommun och bytespunkten Uddevalla C. I undersökningen tillämpades service design-metoderna direktobservationer, servicesafari, kundresor genom samtalsintervjuer, mobiletnografi, persona och storyboards för att undersöka och visualisera arbetspendlares upplevelse av Uddevalla C som bytespunkt. Resultatet visar att tillämpning av service design-metoder kan användas i kollektivtrafikplaneringen för att skaffa värdefull kunskap om kundernas behov och förväntningar. Uppsatsen och dess resultat bidrar till att visa hur offentliga verksamheter med ansvar för kollektivtrafik kan uppnå ökad kundorientering genom tillämpning av service design där co-production och co-design spelar en avgörande roll. / Capturing the needs and expectations of the customers is key to an enhanced competitiveness and increased profitability. Despite this, the public activities of the poor to take advantage of the customer and his experience and knowledge as a resource in quality improvement efforts. In January 2012, a new Public Transport Act came in to force in Sweden. A clear goal of the new law was to enhance the travelers’ perspective as an important part of the public transport planning process. The purpose of this paper is to develop knowledge on how public agencies responsible for public transport planning can achieve greater customer orientation with the use of co-production, co-design and service design. A case study of the Uddevalla Municipality and Uddevalla Central Station as transfer node was conducted. The service design methods direct observations, service safaris, customer journey mapping through in-depth interviews, mobile ethnographies, persona and story boards were applied to examine and visualize commuters’ experience of Uddevalla Central Station as the transfer node. The result show that the application of service design methods can be used in public transport planning in order to gain valuable information about customers' needs and expectations. The thesis and its results will help to demonstrate how public organizations responsible for public transport planning can achieve greater customer orientation through the use of service design where the co-production and co-design play a crucial role.
50

Un Environnement Virtuel Interactif et Immersif pour Faciliter la Créativité Collective des Citoyens dans les Projets de Design Urbain / An interactive virtual environment to foster citizen participation and collective creativity in urban design

Faliu, Barnabé 02 July 2019 (has links)
La participation citoyenne (PC) est aujourd’hui au cœur de nombreux discours mais peine à s’imposer dans les institutions publiques. Dans le cas du design urbain (DU), des initiatives encourageantes peuvent être observées. Néanmoins, les observations amènent aussi à remarquer que les méthodologies actuellement utilisées reposent majoritairement sur des outils artisanaux. Cette thèse se concentre sur l’intégration d’outils numériques dans le processus de participation citoyenne dans l’aménagement des espaces publics. Plus particulièrement, les travaux sont centrés sur un mode de concertation collaboratif appliquant les concepts du co-design, qui vise à rassembler citoyens et professionnels du design urbain dans un même lieu, pour bâtir un langage commun et une vision partagée. Au travers d’une méthodologie de recherche basée sur la design science, cette recherche transdisciplinaire considère à la fois le contexte d’application, et les théories dans le domaine de la PC numérique et du co-design. En effet, il est mis en avant que les travaux de recherche existants soient soit trop théoriques dans le domaine de la PC et ne proposent pas l’instanciation et l’évaluation d’un artefact à travers un prototype, soit trop centrés sur la technologie en laissant de côté le contexte d’application. De plus, afin de combler un manque dans l’état de l’art actuel, un accent particulier est mis sur l’amélioration des capacités d’expression créative des citoyens par le co-design, et la réalisation d’une interface intuitive dédiée aux amateurs. / Citizen participation (CP) is today at the heart of many speeches but struggles to impose itself in public institutions. In the case of urban design (DU), encouraging initiatives can be observed. Nevertheless, observations also point out that the methodologies currently used are mainly based on artisanal tools. This thesis focuses on the integration of digital tools in the process of citizen participation in the development of public spaces. More specifically, the work focuses on a collaborative approach that applies the concepts of co-design, which aims to bring citizens and urban design professionals together in one place, to build a common language and a shared vision. Through a research methodology based on design science, this transdisciplinary research considers both the context of application, and theories in the field of digital CP and co-design. It is emphasized that the existing research work is either too theoretical in the field of PC and do not propose the instantiation and the evaluation of an artifact through a prototype, or too centered on the technology, leaving aside the context of application. In addition, in order to fill a gap in the current state of the art, a special emphasis is placed on improving citizens' creative expression abilities through co-design, and the realization of an intuitive interface dedicated to amateurs.

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