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Keeping Students in the Green: Examining Social Media as a Tool to Improve Communication with University StudentsAbell, AnneMarie 28 September 2009 (has links)
No description available.
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Micro-Modeling: A Visual Design Framework for Collaborative Tools in Complex Service OrganizationsBolinger, Joe William 16 December 2011 (has links)
No description available.
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Implementing Service Design Methodology Towards the Student Help-Seeking Journey for Mental Health ChallengesJenkins, Maya R. January 2021 (has links)
No description available.
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80-20 : En visualisering av flygvanor på KTH / 80-20 : A Visualization of Flying Habits at KTHHellsten, Jackie, Oldenburg, Saga January 2022 (has links)
För att samhället ska nå målet om att hålla den globala uppvärmningen väl under 2 °C behövs att åtgärder inom alla sektorer av samhället vidtas för att minska klimatpåverkan. Flygresor släpper idag ut stora mängder koldioxid, och i forskarvärlden är det en norm att resa över världen för att bygga ut kontaktnät och sprida sin forskning. Detta är något som inte går i linje med försöken att minska utsläppen i världen. För att bryta denna flygnorm måste diskussioner föras om hur universitet ska gå tillväga för att minska flygandet. På KTH står idag 20% av forskarna för 80% av de flygrelaterade utsläppen. Syftet med detta arbete var att undersöka frågan “Om man vill skapa reflektion och väcka diskussion om den ojämna fördelningen av Saga Oldenburg KTH Royal Institute of Technology EECS Skolan för Elektroteknik och Datavetenskap sagao@kth.se koldioxidutsläpp från forskares flygande, hur kan man då utforma en interaktiv installation för att uppnå det?”, och mer specifikt använde vi data över forskare på KTH. Metoden i arbetet är grundad i teorier inom Research Through Design och kritisk design, och för att testa hur framgångsrikt installationen framkallar diskussion hölls intervjuer med anställda på olika universitet i Sverige. Resultatet av installationen blev ett interaktivt gränssnitt där användaren först fick gissa hur fördelningen av flygrelaterade utsläpp ser ut på KTH, för att sedan få den faktiska fördelningen visualiserad med dramatiska effekter i syfte att framkalla reflektion genom provokativa element. Intervjuerna visade att installationen skulle vara framgångsrik i att framkalla diskussion och reflektion kring fördelningen av flygrelaterade utsläpp om den ställdes ut på en publik plats på universitetet. / If society is to reach the goal of keeping global warming well below 2 °C, measures need to be taken in all sectors to decrease climate impact. Aviation today releases large amounts of carbon dioxide into the atmosphere, and in the academic world it is the norm to travel around the world to network and spread one’s research. This does not align with the global attempts to lower emissions. In order to break the norm of flying, discussions need to be held as to how universities should lower their emissions from aviation. At KTH today, 20% of the scientists contribute to 80% of flight related emissions. The aim of this article was to investigate the following question: “In order to evoke reflection and discussion regarding the uneven distribution of carbon dioxide emissions from aviation amongst scientists, how can an interactive installation be designed to achieve this?”, and more specifically we looked at data of scientists at KTH. The method is based on theories of Research Through Design as well as critical design. To test how effective the installation was in evoking discussion multiple interviews were held with employees at different universities in Sweden. The result of the installation was an interactive interface where the user was to guess how aviation related emissions are distributed amongst employees at KTH, to then have the actual distribution visualized with dramatic effects with the aim of invoking reflection through provocative elements. The interviews showed that the installation would be successful in evoking discussion and reflection regarding the distribution of aviation related emissions if it were to be placed at a public place at the university.
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Game probes: design space exploration in the area of multilingual family communicationShkirando, Elizaveta January 2014 (has links)
The focus of this thesis project is exploration of the design space of the area of multilingual family communication. The project elaborates and adds to the concepts of design space and design openings and applies these concepts to the research area. In a common design process the focus at design space predominates at the early stage of design development, when problems and solutions are not found yet and the goal is to create a handful of design openings. Those design openings are leading the designer in different directions of the development of the design proposals. Some design openings and proposals are introduced in this project as illustrations of the design space exploration.The idea of game probes is discovered in this work as a tool of design space exploration. Multilingual children have been attracting my attention as an interaction designer during the last few years. Playful interaction is one of the basic communication channels between a parent and a child of the pre-school and early school age. Artefacts are powerful elements of design research, moreover tangible, visual and embodied experiences enable creativity, exploration and re-thinking of given ideas. All these key concepts are widely discovered through such methods as cultural and technology probes and critical design. The notion of game probes was established in this project through finding connections between its goals and practices of probing methods, playful activities and critical game design.
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Broadcastr - What happens when we show to our surroundings what we do on our smartphones?Fogh, Jesper Hyldahl January 2017 (has links)
Smartphones are capable of a multitude of things, yet it is still common to hear about the smartphone as a whole as being harmful to humans. In order to challenge the perception of smartphones as harmful, a concept was manifested in the form of seven iterations of prototypes. The concept, called Broadcastr, revolved around broadcasting to one's immediate surroundings what one was doing on one's smartphone. While continuously developing the prototypes, the concept was evaluated by the researcher. Evaluation occurred both in the process of prototyping itself as well as by exposing it to other people. The final design consisted of a Raspberry Pi Zero W, which was connected to an Android app via Bluetooth. The Android app ran in the background and monitored whether a new app was activated by the smartphone user. When this happened, a message was sent to the Raspberry Pi, which would display an icon on a 0.9" 128x64 OLED display, which corresponded to the category of the app being activated. It was found that the prototype showed an indication of being capable of challenging perceptions of the smartphone as being harmful, and that it became a useful tool for others to know what the smartphone user was doing. Finally, two possible future research projects were presented. One project would focus on another type of device's activity being broadcasted, while the other would introduce the broadcasting device to a high school class to study its effects.
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Guidelines for Authentic Instruction in an Online Environment for Faculty in Higher Education: Design, Development, and Illustrative Module PrototypeHunger, Gail M. 15 April 2010 (has links)
This development design research dissertation used Richey and Klein's (1996) Type 2 model to create guidelines that inform instructional designers when designing authentic tasks in the online environment. Herrington and Oliver (2000) state that designing authentic tasks for online learning can be captured using nine characteristics. Bonk and Dennen's (2003) research empirically demonstrated a Framework for Online Instruction. Combining these two research frameworks, guidelines to inform the decisions to of instructional designers when for authentic in the online environment are designed, developed, and validated with expert reviewers in authentic learning. / Ed. D.
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Deployable Infrastructure in Support of Science and EducationKing, Jonathan Lee 05 December 2012 (has links)
P.L.U.G. is a prototypical solution to a highly specialized design problem that emerged in support of remote biological field research in the Mahale mountains of Western Tanzania. In collaboration with researchers from the Virginia Maryland Regional College of Veterinary Medicine's (VMRCVM) Bush to Base Bioinformatics(B2B) group a team of students and faculty from the Virginia Tech School of Architecture + Design designed, constructed, tested, and deployed the mobile field laboratory which houses up to four researchers and includes clean laboratory space, living accommodation, autonomous electricity generation, and a satellite-based communications network. P.L.U.G. consists of two primary elements, a rigid enclosed laboratory and fabric super structure that are constructed using a series of functionally-complex building components that are designed to be carried and assembled by two researchers, in one day, without the use of tools. (Kaur etal. 2007) The resulting system can be mass produced and utilized in the establishment of infrastructure in remote, environmentally sensitive, and unstable environments and has implication in disaster relief housing, human heath stations, remote research, mobile educational facilities, and any other environment or event that requires rapidly deployable, self-sufficient infrastructure.
The prototype laboratory was successfully deployed during the summer of 2007 and has been field tested by the Virginia Maryland College of Veterinary Medicine (VMRCVM) Bush-2-Base Bioinformatics (B2B) research group. Currently the laboratory program exists as part of a newly developed long-term research initiative surrounding Deployable Infrastructure in Support of Science and Education (DISSed Lab) initiated by the author in response to perceived demand for such accommodation. / Master of Science
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A decision support tool for preliminary system designTarnoff, David Lee 31 October 2009 (has links)
The development methodology for today’s computer systems is lacking in the area of preliminary design. Decisions that greatly influence the product’s life-cycle cost are made during this stage of the design with minimal knowledge. One of the key decisions made during preliminary design is the allocation of the system’s functions to hardware, software, or firmware implementations. This research investigates methods to automate the decision making process during preliminary design. These decisions include the hardware, software, and firmware allocation process and the reduction of the preliminary design space by ordering the design space and determining a cut-off point.
A general system model is presented based on the top-down design methodology. A decision process is applied to the lowest level functions of the system model to order the allocation design space. The methods explored to perform decisions are the general linear model and fuzzy logic membership functions. A computer based tool is developed that applies the decision methods to a system model. The output of the tool is a set of optimum hardware/software/firmware function allocations. The application of this tool greatly reduces the overall allocation design space which allows the human designer to make improved decisions during preliminary design. / Master of Science
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The effects of shoulder position on four sleeve/bodice structuresMullet, Kathy K. 01 February 2006 (has links)
Investigated in this research was the effect of different shoulder positions on different sleeve/bodice structures. Since a sleeve/bodice may have numerous variations and design details incorporated into the structure, this research concentrated on the set-in sleeve, kimono sleeve, raglan sleeve, and kimono sleeve with gusset. The variables used to determine the reaction of the different structures to different shoulder positions were garment slippage away from the wrist, the waist, the center back/waistline positions, and the angle formed by the center back/waistline intersection.
A Factorial ANOVA was used to test for significant differences between the sleeve/bodice structures and shoulder positions. A Tukey's pairwise comparison was used to determined the difference between the slippage at each shoulder position and each sleeve/bodice structure compared with each of the others. Regression equations were fit as linear, quadratic and their interactions with each sleeve/bodice structure.
Based on the theoretical framework, the amount and location of the slippage found in the statistical analyses was not necessarily those predicted. From the analyses, it was determined that when comparing the slippage at the wrist, waist, center back/waistline location and the center/back angle as a whole, general trends which occurred in the data were that the set-in sleeve consistently exhibited the greatest amount of slippage and the kimono sleeve exhibited the least. From the plots of the regression coefficients, the amount of slippage illustrated for the raglan sleeve was of similar slope to that of the set-in sleeve, whereas the kimono sleeve with gusset was more closely related to the slippage of the kimono sleeve.
The results of this study provide information that other clothing designers may find useful when developing sleeve/bodice structures based on specific shoulder positions. From known shoulder positions, a designer may determine which sleeve/bodice structure would exhibit the least or most garment slippage, or be able to predict the amount of garment slippage for a specific structure. / Ph. D.
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