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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.
21

A design proposal for reducing online consumption and providing knowledge about sustainability using critical design and a user-centric design approach

Muftic, Amina January 2018 (has links)
Overconsumption is one of the reasons why our natural resources are running out faster thanever. However, the word overconsumption can be interpreted in different ways. Thus, it thecore meaning is, the excessive consumption of redundant belongings. The purpose of thisthesis is to research how people consume today, and what can be done to reduce thoseneedless purchases. It will specifically focus on the clothes since that is one of the things thatnot only affects the environment but it can be ethically immoral for the people whomanufacture the clothes.Through research and findings, a prototype will be created in order to study if that can be asolution for people’s excessive consumptions. It will investigate if a digital interactivesolution can impact people to consume less or at least make them rethink about sustainableand ethically made items.
22

The Citizen Lab : A collaborative design exploration of citizenship / The Citizen Lab : A collaborative design exploration of citizenship

Mehta, Tanu January 2023 (has links)
In this thesis I explore how design makes and unmakes citizenship through a collaborative independent project together with design student Théo Löfgren. I start out by looking at how the Swedish administrative levels of governance unmake citizenship by designing the Swedish citizens into customers. This has consequences since costumers have no obligations towards the collective, thus affecting sustainability on all levels (social, cultural, economical and ecological). Through my collaborative independent project I wanted to use design to critique that citizens are being designed into customers, as well as to create a design that promotes a citizenship of rights and obligations by co-creation. The result is a prototype of an interactive space called the Citizen Lab in which we (me and Théo Löfgren) use provotypes to create a discussion about the ‘customer citizen’ and the approach of participatory design to engage citizens in co-creation. The Citizen Lab was staged at the city library of Malmö (‘Malmö Stadsbibliotek’). In collaboration with the library and The Enforcement Authority (‘Kronofogden’) participants of the lab got to speculate about the future connected to problems and possibilities suggested by the collaborators. In the end the Citizen Lab proved to be a space in which participants could engage in co-creation as well as a place for us to try out our design and methods which were iterated on during the staging.
23

Design Activism Challenging the Speciesist Upbringing of Children

Wallén, Matilda January 2022 (has links)
The arguments for advancing the interests of other animals are overwhelming. Human's exploitation of other animals is deeply intertwined with the modern crisis. The reality for the nonhuman animals we consume is a blind spot in our children's education. Not only are they withheld certain information, but they are also lied to. This thesis explores a reflective approach to animal rights activism targeting children and parents in a try to intervene in the social construction of speciesism. This was done through the design activity of making provotypes, situated in the urban space. While this approach did not lead to the desired commitment, it resulted in some valuable insights on how parents think about consumption of other animals and how they talk, or not talk, about it with their children. It also opened up for ideas on how to proceed this exploration of how to cultivate children's empathy for other animals instead of teaching them to be speciesist. / <p>Examensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet</p>
24

Corporatization and Smart Cities: Creating a debate about economic interests in future urban infrastructure

Bücker, Dennis January 2016 (has links)
Smart cities are seen as the answer for specific problems, that we will face in the future: overpopulation, shortage of resources, demographic change, etc. At the same time more people than ever will live in cities. This creates huge difficulties for governmental institutions on the one side, but also profit promising opportunities for companies on the other. This thesis will have a close look at this tension and unpack the vision of the smart cities, as they are created with the help of integrators and service companies. Through the lens of Critical Design, it will result in a fictional artifact to trigger the imagination and a debate about a possible future in which corporate interests changed the relationship between the city and its citizens.
25

Designing interactions for data obfuscation in IoT

Rodriguez Perdomo, Carlos Mario January 2016 (has links)
This project explores the internet of things (IoT) at home, especially the aspects related to the quantity and the quality of the of data collected by the smart devices and the violation of the users’ privacy this situation represents, since with the help of machine learning algorithms, these devices are capable of storing and analysing information related to the daily routine of each user at home. Therefore, this research enquires new ways to raise the user's’ awareness about the flow of the data within the IoT at home in order to empower them and give them back the status of administrators of this context by designing devices that are capable of obfuscating the data before it leaves the home.During this process, several methods were used together in order to reach the outcomes. From the use of annotated portfolios to evaluate the state of the art related with the field, to video sketching as a useful and quick tool to embrace the user’s perspective in parallel with the use of cultural probes in order to test some conceptual scenarios and find new ways to explore this project based on the experiences of the participants.As a result, this project’s outcome is based on the use of the materialization of the data as the proper way to bring the abstract process that happens in the background closer to the user's reality in order to display how this data is actually flowing through the environment and at the end generate a call­to­action to guide the user into the execution of the obfuscation of the data.This project opens up the discussion within the interaction design field about the way we are communicating with the technology and if it is the proper way to do it when this technology coexist with the user at home. Additionally, it questions the way in which the interfaces should be designed in order to create a transparent dialogue between the users, the objects and the vendors.
26

Tomo - Materializing the implications of data gathering in a domestic setting

Højholdt, Nina Cecilie January 2017 (has links)
This project investigates the implications surrounding increased data collection in a domestic setting. Applying a research through design approach, the project uses sketching and prototyping as a way to materialize and explore the field. Topics such as privacy and Big Data are explored, and the complex relationship between people and data gathering is investigated. This relationship is embodied in the final prototype, an interactive creature named Tomo, which feeds on the data people produce in their homes. The design of Tomo seeks to communicate these issues applying theory on information visualization, facilitating attachment between humans and computational artefacts and expression of emotion in robotics.
27

Tänk om män såg ut som slampor? - Normkritisk karaktärsdesign / What if men looked like sluts?

Säfström Andersen, Oscar, Johansson, Linn January 2022 (has links)
Den manliga blicken är ett koncept/fenomen som skapades av film-teoretikern Laura Mulvey,och som nu finns inom en stor del av median, från reklam och film till serietidningar och spel.För att begränsa vårt arbete fokuserar vi på spel, specifikt genren: MMORPG, Fantasy ochAction. Genom vår undersökning kommer vi använda oss av fyra befintliga karaktärer frånolika spel, analysera deras design, varför den tillgodoser den manliga blicken och vad detbetyder. Efter det skapar vi en alternativ design, med vår metod reverse male gaze. En metodvi skapat utifrån arbetet och forskning utförd av Genusfotografen (2021) och Ehrnberger(2017). Vi dokumenterar vår process hur vi skapade vår gestaltning och hur den motsätter sigden manliga blicken med nya perspektiv. Slutligen så diskuterar vi vår process, våra val,vidare forskningsmöjligheter och hur väl vi svarade på forskningsfrågan vi ställde oss själva itexten / The male gaze phenomena, a theory coined by feminist film theorist Laura Mulvey, iscommon in todays media, it ranges from advertisements and films to comics and games. Thisstudy focuses on games and their character design. In this study, we analyzed and redesignedfour characters from four different games all from the same genres; Fantasy, Action, andMMORPG. After that, we create an alternative design, with our method reverse male gaze. Amethod we created based on the work and research carried out by Genusfotografen (2021) andEhrnberger (2017). We document our process, how we created our design and how it opposesthe male gaze with new perspectives. Finally, we discuss our process, our choices, furtherresearch opportunities and how well we answered the research question we asked ourselves inthe beginning
28

Kreativiteten och hållbarheten : Om materialkombinationer i slöjdundervisningen / Creativity and sustainability : On material combinations in sloyd education

Lundell, Maria January 2022 (has links)
Genom ramverk i en bearbetning av Papaneks funktionskomplex och Ingolds slöjdande som brevväxling undersöker den här studien hur man kan arbeta både kreativt undersökande och miljömässigt hållbart i slöjdundervisningen, genom att ställa frågorna hur fungerar Papaneks funktionskomplex för slöjdande i materialkombinationer, och vilka konsekvenser har arbetet med materialkombinationer för ett möjligt lärande. Resultatet indikerar att funktionskomplexet bidrar till ett hållbarhetsfokus i slöjdande och främjar kreativitet, men motivation inför materialen och tekniken spelar stor roll. Funktionskomplexet bidrar också till en reflektion kring estetik. Under arbetet identifierades både positiva och negativa konsekvenser för ett möjligt lärande. Om elever fritt får söka inspiration till produkter riskerar idéerna att bli för komplicerade, vilket kan leda till svåra handledningssituationer. Att hitta en lösning i materialen eller tekniken kan främja kreativiteten och utveckla en förmåga att uppfatta estetiska kvaliteter, medan utgångspunkt i livscykelslut kan träna förmågan att tänka abstrakt. Arbete i ovanliga material och tekniker kan frustrera och leda elever att ge upp; eller att lyckas förhandla sig vidare med materialen och stärkas i sin tilltro till sin förmåga att lösa problem. Tempot kan växla mellan (sviktande) entusiasm och ett meditationsliknande lugn. Bägge dessa motpoler kan ha konsekvenser för viljan att experimentera i material och för hur lång tid arbetet kan väntas ta. Att reflektera över produktens miljömässiga hållbarhet innebar ett faktasamlande som kan leda till insikter och en lust att förändra; eller en ovilja att skapa någonting alls.
29

Mevetenhet och förändringsvilja i vardagen : En studie om hur mobilapplikationer kan bidra till en mer hållbar livsstil / Awareness and will of change in the everyday life : A study on how mobile applications can contribute to a more sustainable lifestyle

Klerks, Josephine, Zetterman, Agnes January 2015 (has links)
Today smartphones and mobile applications are a part of our everyday life and information has become more accessible then ever before. The notion of sustainability was established in 1987 and is just as relevant now as then. Sustainable Interaction Design is still today a rather unexplored area, nonetheless important to examine. The purpose of this thesis is to study how mobile applications can help and encourage users toa more sustainable lifestyle. Further more we wanted to look into the awareness of people and their willingness to change their everyday life. By choosing two different mobile applications with a focus on environmental questions we have analyzed how users are allowed to be affected. The result is also based on one survey and one focus group. The resultis interpreted based on previous research by Jeffrey Bardzell and Shaowen Bardzell, Elina Eriksson and Daniel Pargman, Maria Normark and Jacob Tholander with theories around Critical Design, Vanilla Sustainability and Perfomative Design. Our conclusion is that mobile applications can help users to a more sustainable living. For users to be encouraged and affected we have defined som key factors. Pleasing aesthetics and structure are required, the information published should not be ambiguous, but clear and accurate, and the behaviour that is encouraged should benefit the user. In addition we have discovered a connection between awareness and the willingness to change. / Smarta telefoner och mobilapplikationer är idag en del av vår vardag och information harblivit mer lättillängligt än någonsin. Begreppet hållbarhet definierades år 1987 och är likaaktuellt då som nu. Hållbar interaktionsdesign är idag ett relativt outtforskat område och somär, möjligtvis just därför, viktigt att undersöka.Syftet med denna studie är att undersöka hur mobilapplikationer kan hjälpa och uppmuntraanvändare till en mer hållbar livsstil. Samtidigt ville vi undersöka medvetenheten och viljantill förändring hos människor i vardagen när det kommer till hållbara val.Vi har valt ut två applikationer med miljöfokus och med hjälp av dem har vi analyserat huranvändare blir påverkade av miljörelaterade frågor. Resultatet är även baserat på enenkätundersökning och en fokusgruppstudie. Vi har tolkat resultatet utifrån tidigare forskningav Jeffrey Bardzell och Shaowen Bardzell, Elina Eriksson och Daniel Pargman samt MariaNormark och Jacob Tholander med teorier kring kritisk design, vanillasustainability och perfomative design. Vi har kommit fram till att mobilapplikationer kanhjälpa användare till en mer hållbar livsstil. Vi har definierad några viktiga faktorer för attanvändare ska bli påverkade och uppmuntrade. En tilltalande estetik och struktur krävs,informationen som ges ut bör inte vara tvetydig utan klar och korrekt samt att denbeteendeförändring som uppmuntras gärna ska gynna användaren själv. Vi har även funnit enkoppling mellan medvetenhet och förändringsvilja.
30

Designing for Online Youth Counselling : Empowerment through Design and Participation

Lundmark, Sofia January 2016 (has links)
More and more people are using the internet to access various societal functions. In recent years, municipalities and private enterprises have increasingly begun to explore and develop internet-based services to support public health in general and to disseminate health information in particular. This compilation thesis consists of four articles that explore and provide different perspectives on the design and implementation of new online youth counselling services for public organisations and social services, working with counselling and health information for young people. Ethnographic methods, and materials from two empirical settings, have been used to investigate how aspects of design and participation can serve to empower both potential young users and counsellors as stakeholders in the design projects. An important secondary focus is how mechanisms of empowerment play out in the design of online counselling services targeting young people. The notion of empowerment is addressed in terms of empowerment through design, focusing on normative expectations regarding young people as users of online youth counselling, as well as how to work with norms and norm-critical perspectives in the design and development of user interfaces. Another aspect of empowerment concerns participation, here seeking an increased understanding of the processes, practices and shifting roles involved in engaging professionals and young users as participants in a design project. In order to address these interrelated areas of inquiry, an eclectic theoretical and methodological approach has been used to study design in practice. An ethnomethodological approach unpacks how the participants relate to and reflect upon the design projects under study, highlighting aspects of empowerment and user agency. In addition, a sociocultural perspective on communities of practice and participation is used to increase the understanding of what it means to be a participant in participatory design projects. The findings show how embedded social norms and values have implications for users’ identities as presented in the digital design of online youth counselling services. The findings also reveal ways in which user empowerment is facilitated but also restricted by the design of youth counselling e-services, including not only the designed multimodal features of such services, but also the norms that guide usage. The studies also address the outcomes of technological change and the implementation of sociotechnical systems and services for the professionals involved in design projects. Here the studies provide knowledge about the forms of practical reasoning the counsellors engage in when anticipating work-related issues associated with the new technology and how they might deal with potential challenges. Finally, the findings show how participation in a design project may enable the development of new forms of communities of practice in which the participants and their roles and participation status change as the organisation changes.

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