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En ny stigDehlvin, Anna January 2024 (has links)
No description available.
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SNOW Kit - Cake Bike : A snowmobile conceptBergström, Viggo January 2024 (has links)
This paper covers the process of designing the SNOW Kit, an addition designed to fit Cake bikes model Ösa. The aim of the project is to explore the advantages of light weight electric bikes in winter conditions. This is done by proposing a concept vehicle designed for use in snow. To enable driving in on-rode and off-rode terrain in rural areas. The design proposal suggests an additional kit that transforms the electrical bike into a snow mobile. The design is adjusted to fit the design language of the company as well as creating a functional and comfortable vehicle.
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Abordagens participativas para o design: metodologias e plataformas sociotécnicas como suporte ao design interdisciplinar e aberto a participaçãoSilva, Nivaldo Aureo Nascimento da 03 May 2012 (has links)
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Previous issue date: 2012-05-03 / There is no area of contemporary life where design is not a significant factor in
shaping human experience. Such power demands design to move beyond its
traditional disciplines, assuming responsibility for larger issues, at the system
level, that comes from the very massive use of its products.
To meet these challenges, design stretches towards other areas of knowledge,
exploring its integrative discipline potential to promote creativity and innovation
among interdisciplinary groups.
This dissertation results of a research over the possible shapes of integration
between design and non designers, based on authors Clay Spinuzzi and Elizabeth
Sanders, that present us participatory design, John Chris Jones, Tim Brown and
Richard Buchanan, from design thinking, and a case study that investigates how
such collaboration takes place when supported by networked IT.
The research revealed that collaboration can happen in two ways. One brings the
non designer to participate in design projects which they are to be beneficiaries.
The other delivers design ways of thinking and working to be applied in other
areas as a tool for creativity and innovation. Both can benefit from using digital
media to amplify collaboration, provided there is a process aware management
directing contributions.
One way or another, design grows as integrative discipline and tool for
innovation. And designers learn a new role, as facilitator of interdisciplinary
projects of any kind / Não há área na vida contemporânea em que o design não seja fator significante
na formação da experiência humana. Tal poder exige que o design vá além de
suas disciplinas tradicionais, assumindo responsabilidade sobre questões maiores,
sistêmicas, que surgem da própria aplicação massiva de seus produtos.
Para responder a tais desafios o design se estende em direção a outras áreas de
conhecimento e atuação, explorando seu potencial como disciplina integrativa
para promover a criatividade e inovação em grupos interdisciplinares.
Esta dissertação é resultado de uma pesquisa sobre as possíveis formas de
integração entre o design e não designers, com base nos autores Clay Spinuzzi e
Elizabeth Sanders, que nos apresentam o design participativo, John Chris Jones,
Tim Brown e Richard Buchanan, do design thinking, e ainda um estudo de caso
que investiga como tal colaboração acontece quando mediada por tecnologias da
informação e comunicação em rede.
A pesquisa revelou que a colaboração pode acontecer em duas vias. Uma traz o
não designer para participar ativamente em projetos de design do qual será
beneficiado. E outra leva os modos de pensar e trabalhar do design para serem
aplicados em outras áreas como ferramenta de criatividade e inovação. Ambas
podem se beneficiar do uso de meios digitais para ampliar a colaboração, desde
que haja uma gestão consciente do processo direcionando as contribuições.
Por uma via ou outra, o design ganha força como disciplina integrativa e
ferramenta para inovação. E os designers aprendem a desempenhar um novo
papel, o de facilitador em projetos interdisciplinares de qualquer natureza
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Design to empower the experience of living with chronic disease : Migraine as an exampleDai, Xianjing January 2022 (has links)
With dramatic lifestyle changes, chronic disease has become a significant problem for the health of modern people. The norm for many people is to live with chronic diseases, and migraine is one of the most common chronic diseases. This thesis aims to investigate whether design can be used as an intervention to empower the experience of living with chronic disease. In this thesis, migraine was taken as an example of chronic disease. The knowledge for this study was obtained from the field of cognitive behavioral therapy for migraine and gamification design as an intervention for cognitive behavioral therapy. A service design and a qualitative study were used as an approach to the study during the design process. During the qualitative research, user survey and user interviews were conducted to collect data. Tools such as thematic analysis, affinity analysis, empathy map and persona were used to analyze the data and describe the findings. The result is a mini-game service for the target group, presented by a concept plan, a system map, a service blueprint and a UI prototype. In this mini-game, the patients and the patients’ families and friends can participate together. Patients can learn more about their illness and adjust their mindset to cope with it, while their family and friends can learn about migraine and provide better support to the patient. The service concept will be later evaluated by the target group using the Technology Acceptance Model.
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Interior Design Of Hydro-Foiling Boat / Interiör Design av BärplansbåtNilsson, Anton January 2023 (has links)
Boats have a rich history, evolving in shape and purpose. From ancient logboats to modern superyachts, their design depends on their intended use. Among personal watercraft, such as yachts and motorboats, there are various types like fishing boats and day cruisers. Runabout boats are popular today for leisure. They are fast, agile, and versatile, originating in the 1920s with wooden bodies. Modern Runabout boats carry 4-8 people, lack a cabin, and are favored by casual boaters. One of the latest trends within boating is the usage of hydrofoils, a hydrofoil is a wing-like shape that lifts a boat out of the water, reducing drag on the boat. Flighter is a new company intending on creating a new concept for a hydro foiling boat that is meant for transportation. They want a boat that is agile and has some multifunctional aspects allowing it to be used by a wider user group. The following project is a design project focused on the conceptual interior design of Flighters new boat where the goal is to create an interior that fits with Flighters agenda. The concept developed through the project uses a rail system to create modular seating that allows the user to modify the boat to the current needs. There is also a multifunctional sofa in the back allowing for extra storage and seating if needed.
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Multi-sensory DesignBui, Kim-Kim January 2022 (has links)
Packaging design has historically relied on visual properties to engage the customers and to communicate the product. However, such an approach is non-inclusive and vulnerable to data loss. The current paper supports the notion of a multi-sensory design that integrates multiple communicative properties (visual, auditory, tactual, olfactory and gustatory), in order to make the experience available to everyone, to redu-ce data loss and to contribute to happiness. A decade of studies has proven that a multi-sensory design (MSD) approach, can impact at a cognitive level by contributing to the mental well-being through senso-ry activation and product engagement. Thus, MSD has both an economic and an ecological value. As the United Nations are continuing their efforts to achieve the sustainable development goals, an MSD approach could help reach these goals; mainly Goal 3 Good health and well-being, Goal 12 Responsible consumptions and Goal 13 Climate actions. The purpose of the current study is to understand how sensory elements are applied, and in what way they are manifested in packaging design today. To achieve the objectives, the current study has applied a quantitative content analysis in order to understand how MSD is applied in packaging design. Moreover, the analysis aimed to understand how sensory properties are used for marketing communication, and to find possible correlations between the level of applied MSD, the product materials and the price. For the analysis, 13 chocolate products from different price ranges were selected; as chocolate consumption is associated with evoking emotions. The content analysis revealed that all sensory properties, with the exception of olfactory, were present on all packages. Although olfactory was found on the packages that used a combination of card-board and plastic materials, the result was non-conclusive. Additionally, the analysis found that visual properties were dominant in marketing communication and that plastic materials emitted most sound. Fur- thermore, the analysis did not find that the higher-price products had more sensory elements.
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Designed QR codes : An innovative way to invoke interactionHedvall, Liam January 2023 (has links)
This study approaches the question of how to use QR codes as a physical tool to attractconsumers to a digital platform. This is done by creating designs for three companies anddisplaying them publicly in different locations. In total, the designed QR codes were scanned15 times across all 11 locations and were affected by things such as location, design, andamount of displayed information. This was followed by a survey (N=51) which concluded thatthey rarely scan QR codes due to, as an example, lack of interest in the information. Despitethe low scan rates of the tested designs, the respondents of the survey view the tool assomething to make things accessible quickly and efficiently. Companies were also interviewed(N=5) and had a generally positive view on QR codes, some using them more than others.
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Cirkulär designGilberg Fryxell, Beatrice January 2019 (has links)
Syftet med denna undersökning är att undersöka hur cirkulär design kan bidra till en hållbar konsumtion inom förpackningsdesign. Frågorna var hur kan man skifta fokus från linjär till cirkulär design? Hur förhåller sig ett urval människor till hållbart konsumtion? Hur ser ett urval människors vardagliga konsumtion ut? Denna studie blev utformad kring tre metodistiska moment. Det första momentet gick ut på att se på design utifrån ett “design thinking”-metodiskt perspektiv. Denna följs sedan av två kompletterande metodansatser, det vill säga de kvalitativa samtalsintervjuerna och de kvalitativa etnografiska observationerna. För att kunna applicera design thinking metodiken på ett verklighetsbaserat exempel så används Jordans “Green Clean Toothbrush.”I samtalsintervjuerna så användes en intervjuguide för att strukturera upp intervjuerna. I de etnografiska observationsstudierna så användes bilder användes som visual research för att skildra hur ett urval respondenternas vardagliga konsumtion egentligen såg ut.
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Exploring the use of speculative design as a participatory approach to more inclusive policy-identification and development in MalaysiaTsekleves, E., Lee, C.A.L., Yong, Min Hooi, Lau, S.L. 23 June 2022 (has links)
Yes / This Case Study paper presents the first exploration of Speculative Design as a participatory democracy method for navigating the future of ageing in Malaysia. Speculative Design in the context of Global South is emerging, but without much data on how it is applied within different socio-economic conditions from the Global North countries. This Case Study considers the challenges and opportunities of employing Speculative Design as policy identification and development method from the context of Malaysia, a Global South country with its own unique characteristics. The paper concludes by suggesting that the novelty of Speculative Design as a policy-design approach in Global South countries, such as in Malaysia, requires the right selection of provocations and culturally familiar content to ease introduction of the methodology. Also, the efficacy of this approach as a participatory design application would require further enculturation within targeted communities, as well as sustained engagement through Champions. / This work was supported by the UKRI Arts and Humanities Research Council [grant number: AH/S005684/1].
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Redesigning CATME's Web Interface to Improve User ExperienceYoungeun Kang (6639878) 14 May 2019 (has links)
CATME (Comprehensive Assessment of Team Member Effectiveness) is a web-based platform that is intended to improve team experiences for students and faculty in higher education. The goal of this study is to redesign the user interface for CATME employing User-centered Design (UCD) framework. The design process consists of four phases: discover, define, develop, and validate. This study examines the current website to discover potential usability problems by conducting different methodology. Then it moves into robust user research to define the user’s pain points need to be addressed to improve user experience. In order to tackle the usability issues, design solutions are created and evaluated with real users. The result of the study is redesigned UI (user interface) for CATME’s three key pages, the homepage, activity wizard, and data dashboard.
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