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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.
31

Robust Conservation Anarchy: Comparing Treaty Institutional Design for Evidence of Ostrom’s Design Principles, Fit, and Polycentricity

January 2020 (has links)
abstract: Institutions (rules, norms, and shared strategies) are social feedback systems that structure actors’ decision-making context. It is important to investigate institutional design to understand how rules interact and generate feedbacks that affect robustness, i.e., the ability to respond to change. This is particularly important when assessing sustainable use/conservation trade-offs that affect species’ long-term survival. My research utilized the institutional grammar (IG) and robust institutional design to investigate these linkages in the context of four international conservation treaties. First, the IG was used to code the regulatory formal treaty rules. The coded statements were then assessed to determine the rule linkages and dynamic interactions with a focus on monitoring and related reporting and enforcement mechanisms. Treaties with a regulatory structure included a greater number and more tightly linked rules related to these mechanisms than less regulatory instruments. A higher number of actors involved in these activities at multiple levels also seemed critical to a well-functioning monitoring system. Then, drawing on existing research, I built a set of constitutive rule typologies to supplement the IG and code the treaties’ constitutive rules. I determined the level of fit between the constitutive and regulatory rules by examining the monitoring mechanisms, as well as treaty opt-out processes. Treaties that relied on constitutive rules to guide actor decision-making generally exhibited gaps and poorer rule fit. Regimes which used constitutive rules to provide actors with information related to the aims, values, and context under which regulatory rules were being advanced tended to exhibit better fit, rule consistency, and completeness. The information generated in the prior studies, as well as expert interviews, and the analytical frameworks of Ostrom’s design principles, fit, and polycentricity, then aided the analysis of treaty robustness. While all four treaties were polycentric, regulatory regimes exhibited strong information processing feedbacks as evidenced by the presence of all design principles (in form and as perceived by experts) making them theoretically more robust to change than non-regulatory ones. Interestingly, treaties with contested decision-making seemed more robust to change indicating contestation facilitates robust decision-making or its effects are ameliorated by rule design. / Dissertation/Thesis / Doctoral Dissertation Environmental Social Science 2020
32

The rise of digital wellbeing : A qualitative content analysis of choice architectures within digital wellbeing applications

Lynch, Tara January 2021 (has links)
Digital wellbeing is a response to the current societal challenges of technology overuse and smartphone addiction. There is limited knowledge about designing for digital wellbeing, despite digital wellbeing tools becoming increasingly popular. This study looks beyond features and directs the research towards information architecture. This study examines choice architectures within contemporary digital wellbeing applications to better understand their design and structure. Specifically, it investigates how design influences decision-making processes and self-regulatory systems. Empirical data was gathered from six digital wellbeing applications and analysed abductively by adopting a qualitative content analysis approach. Despite all the applications having a high user rating, they are not designed to facilitate self-regulation. Instead of providing helpful tools to mitigate problematic smartphone use, the applications use strategies that emphasise overriding set time limits. Furthermore, digital wellbeing design principles can be considered ambiguous and lack sufficient understanding of information architecture and psychology. The results led to discussions about the motives behind digital wellbeing, contextual awareness, and how digital wellbeing challenges current views of ethics and design strategies.
33

The Application of Design Principles on Fast-Action Puzzle Games : A study on how the use of design principles affect how players perform in Fast-Action Puzzle Games

Hallink, Robert Willem January 2019 (has links)
This thesis studies a few established design principles which were implemented in a developed fast-action puzzle game prototype. The aim was to study how several design principles affected the performance of players. The prototype was described as a Time-Based Memory Mashup with six different ”presets” based on the established design principles in which small changes occur. All participants in the study played through all six presets. Gameplay data was gathered from the participating users and were automatically recorded into a database in order to determine which preset was the most successful. Participants also filled in a survey to answer questions regarding on how they would judge their own performance, engagement and enjoyment of each played preset. Collected gameplay data from the participants were compared and ranked to determine which presets and design principles were the most effective. Surveys, observations and interviews have been studied to see if it matched the statistical data. Participants had higher performances with a fixed or more forgiving timer, which participants preferred the most. Downgraded graphics and sound were enjoyed the least, however did not led to much worse performances. An increased difficulty had the most effect in lowering performances. Design principles such as Pacing, Difficulty, Feedback, Interface Design and Foreground had the most potential to lower performances among participants.
34

The impact of Design Thinking in innovation : A case study at Scania IT

Housin, Mazin January 2021 (has links)
Innovation is the valuable outcome of new idea implementation. New technologies are disrupting industries, and innovative implementations bring competitive advantages. However, what is the perception of design and innovation in organizations such as Scania IT and how can design practices develop innovation? This thesis goal is to explore how Design Thinking methodologies are being used in innovation processes within the automobile industry and specifically SCANIA IT. How innovation is fostered and supported, which frameworks and processes are being used to generate, evaluate and develop new ideas and services. The research question that this thesis aims to examine is the following: What is the perception of design and innovation in their current work practices, and how can Design Thinking support Scania IT service design innovation processes? In the paper data and results of the on-premises study is presented. A total of nine interviews and two workshops with a total of 17 participants were conducted. The thematic analysis that follows reveals a matrix of topics and concepts. / Innovation är det värdefulla resultatet av implementering av nya idéer. Ny teknik stör industrier och innovativa implementeringar ger konkurrensfördelar. Men vad är uppfattningen om design och innovation i organisationer som Scania IT och hur kan designa praktiker utveckla innovation? Målet med detta examensarbete är att utforska hur Design Thinking-metoder används inom innovation processer inom bilindustrin och specifikt SCANIA DET. Hur innovation främjas och stöds, vilka ramar och processer som används för att generera, utvärdera och utveckla nya idéer och tjänster. Forskningsfrågan som denna avhandling syftar till att undersöka är följande: Hur ser uppfattningen ut om design och innovation i deras nuvarande arbetssätt och hur kan Design Thinking stödja innovationsprocesser för Scania IT-tjänstdesign? I papper presenteras data och resultat från den lokala studien. Totalt genomfördes nio intervjuer och två workshops med totalt 17 deltagare. Den tematiska analysen som följer avslöjar en matris av ämnen och begrepp.
35

Design principles to create an enabling game-based learning environment for the development of 21st century skills

Robberts, Anna Sophia January 2019 (has links)
Learning environments that intrigue the Generation Z learner while transferring communication, collaboration, creativity and critical thinking skills are what is needed to prepare this generation for the challenges that they are going to face in the 21st century. This research focuses on design principles that would help educators and students in designing (and co-designing) game-based learning environments conducive to not only transferring content knowledge, but also of the most applauded skills that new graduates are compelled to possess. Employers agree that the students do not have what it takes to be successful in the 21st century workplace. Especially in South African context, the focus of higher education institutions can therefore not only be on content delivery, but has to also be on the development of the 4Cs, communication, collaborations, creativity and critical thinking. The research was conducted at the University of Pretoria where an existing reality game, The Amazing Race, was adapted and re-conceptualised for educational purposes. The overarching search for design principles that could be beneficial in the implementation of a game-based learning environment was guided by an investigation of the elements of the game implemented, the characteristics of games and finally the opportunities afforded to develop the 4Cs. The freshman engineering students’ experiences are discussed using the students’ own voices, and the design principles that surfaced are discussed. It seems as if there are distinct principles that could ease the efforts of practitioners in the implementation of similar learning environments. Further research is needed to refine the principles to other learning environments. / Thesis (PhD)--University of Pretoria, 2019. / Science, Mathematics and Technology Education / PhD / Unrestricted
36

The iterative construction process of a spectator interface for Competitive Multiplayer Online Battle Arena (MOBA) Game : What to consider when designing a spectator interface

Tseng, Te Hua January 2021 (has links)
Electronic sport or esport is a trend that involves playing competitive video games professionally. Traditional sports and esport have been compared to each other because of their similarities. Esport has grown in terms of viewership. Every year more spectators get interested and the number rises. One popular genre played in esports is MOBA. It stands for Multiplayer Online Battle Arena. Two teams face each other, and the goal is to destroy the enemy’s base with the help of their selected character, in-game mechanics and objectives. There are several focus points to highlight for the spectator. Hence, a dedicated spectator interface in the esports scene helps understand the progression of the game while watching. Developers might want to market their MOBA game into the esports scene, but it is hard to know what spectators want within the interface. This study investigates the major factors to consider when designing a spectator interface for a gaming genre; multiplayer online battle arena games (MOBA) in a competitive setting. The methods used to achieve the results were literature studies that include spectatorship, cognitive theories, and game interface theories. Analysing a popular MOBA game spectator interface and redesigned the interface of a game named League of Legends. Redesigns will go through an iterative process with the help of feedback, using questionnaires and interviews on the target group. Results discovered factors that could provide the spectator with a better viewing experience and contributed to producing a guideline for designers. The study concluded the guideline could help future work or contribute to previously established guidelines for general competitive games. However, further investigations are required to explore and validate the proposed guidelines in practice. / Elektronisk sport eller esport är en trend som handlar om att spela tävlingsinriktade videospel professionellt. Traditionella sporter och esport har ofta jämförts med varandra på grund av likheterna. Esport har vuxit enormt när det gäller tittarskap. Varje år blir fler åskådare intresserade och antalet stiger. En populär genre som spelas i esports heter MOBA. Det står för Multiplayer Online Battle Arena. Två lag möter varandra och målet är att förstöra fiendens bas med hjälp av spelmekanik och spelmål. Det finns flera fokuspunkter som ska visas för åskådaren. Därför används ett dedikerat åskådargränssnitt i esport-scenen för att hjälpa förstå spelets utveckling medan åskådaren tittar på. Utvecklare vill möjligtvis marknadsföra sitt MOBA-spel i esport-scenen, men det kan vara svårt att veta vad åskådarna vill ha inom gränssnittet. Denna studie undersöker de viktigaste faktorerna som ska beaktas när man utformar ett åskådargränssnitt för en spelgenre; flerspelarspel online (MOBA) i en tävlingsinriktad miljö. Metoderna för att uppnå resultaten var litteraturstudier som inkluderar åskådarskap, kognitiva teorier och spelgränssnittsteorier. Analys av ett populärt MOBA-spel åskådargränssnitt och redesignade gränssnittet för spelet som heter League of Legends. Det omformade gränssnittet kommer att gå igenom en iterativ process med hjälp av feedback med hjälp av frågeformulär och intervjuer på målgruppen. Resultaten upptäckte faktorer som kunde ge åskådaren en bättre
37

Visualizing IoT systems and data with Augmented Reality

Nilsson, Ann-Helén January 2019 (has links)
Internet of Things (förkortat IoT) representerar den 4:e vågen av digitalisering och harsom fokus att koppla samman smarta enheter (eller Things). De flesta av dagens mobiltelefoner är utrustade med ett flertal sensorer och kamera. Augmented Reality har settutveckling inom industrin och hälsa de senaste åren. Ett återkommande problem för ubikdatateknik är dynamiska miljöer. I detta arbete tar vi dessa observationer i åtanke och medhjälp av Design Science Research Methodology utvecklar en prototyp som utnyttjar Augmented Reality för att visa information om enheter, eller Things, och utvärderar teknikensfördelar och nackdelar för detta syfte. Vi utforskar även Emergent Configurations sominspiration till design, samt design-principer som kan tillämpas i vår prototyp, genom enlitteraturstudie där vi utforskar tidigare studier. Vi finner att Augmented Reality kan användas för att visualisera IoT system och data och att det finns flera designprinciper och nackdelar att överväga. / Internet of Things (IoT for short) represents the 4th wave of digitization and focuses onconnecting smart devices (or Things). Most of today’s mobile phones are equipped withseveral sensors and a camera. Augmented reality has in recent years seen developmentwithin industry and health care. A recurrent problem for ubiquitous computing is thedynamic environment Things, services and applications are presented with. Taking theseobservations into mind and utilizing so called Design Science Research Methodology, wedevelop a prototype that use Augmented Reality to display information and data of devices,or Things, and evaluate the pros and cons of the technique for this purpose. We alsoexplore Emergent Configurations as an inspiration of design and explore design principlesthat could be applicable to our prototype by carrying out a literature study and evaluatingprevious work. We find that Augmented Reality can be used to visualize IoT systems anddata and that there are several design principles as well as drawbacks to consider.
38

The art of ebook cover design : An analysation of covers from Amazon kindle and a guideline to avoid the worst of them

Palm, Julia January 2020 (has links)
Today’s society is becoming more digitalised. Moving traditional printing to screen is becoming the new normal. Since the selection of ebooks is becoming larger and larger the publishers and authors must start thinking about their design to have better prerequisites than their competitors. The focus of this study will be an analysation of the best and worst covers of Amazon Kindle ebook cover design. Today, many self-published authors do not want to spend money on an ebook when they can design it by themselves for free and therefore they lose the impact that a good ebook cover have on the selling. The purpose of this study is to deduct which kind of design principles are more desirable, and how these design principles are presented. The study will contribute with knowledge to designers, both professional and unprofessional, what aspects of a book cover is important to consider to effectively compete for the consumers attention in the market. The research objective is to create a guideline for the creation of an ebook cover, which will create a more desirable product and add to the work flow efficiency. The most valuable currency people have today is time and money, and a design guideline will help those areas and make the process as quick and effortless as possible. Consequently, the purpose of this study will show concrete design principles for popular ebook covers which will help the designer to make wise decisions. To be able to fulfil the purpose, it has been phrased into one main question. What design elements are important to take into consideration when designing an ebook cover? To answer the research question eleven different appropriate applicable design principles have been chosen for analysation. Alignment, archetypes, colour, hierarchy, Horror Vacui, legibility, Ockham’s Razor, Picture Superiority Effect, proximity, Rule of Thirds and similarity. The thesis is based on the worldview constructivism. The term worldview meaning “a basic set of beliefs to guide action”. The constructivist worldview implies a belief where people seek understanding in a world where they live and work. They develop subjective meanings of their experiences which can be directed to certain objects. The thesis uses exploratory sequential mixed method, where the researcher begins with a qualitative research phase and explores the views of the participant. Mixed method is chosen based on the assumption that collecting diverse types of data provides a more complete understanding of the research problem than either quantitative or qualitative data alone. In conclusion, an analysation of covers from Amazon kindle have been made together with a guideline to avoid the worst of them. The guideline uses words and visuals to explain and point out important principles to consider when designing an ebook cover. It has a simplistic clear approach and the purpose of designing the guideline this way was to provide understanding to designers and non-designers alike. Since the sampling of ebooks have been broad, expanding over several genres, the guideline can be applied to ebook covers in general. This study contributes to the existing studies by providing insight into how design principles are applied to ebook covers and which principles are most important to take into consideration when designing an ebook cover.
39

Conservation of Limited Resources: Design Principles for Security and Usability on Mobile Devices

Horcher, Ann-Marie 01 January 2018 (has links)
Mobile devices have evolved from an accessory to the primary computing device for an increasing portion of the general population. Not only is mobile the primary device, consumers on average have multiple Internet-connected devices. The trend towards mobile has resulted in a shift to “mobile-first” strategies for delivering information and services in business organizations, universities, and government agencies. Though principles for good security design exist, those principles were formulated based upon the traditional workstation configuration instead of the mobile platform. Security design needs to follow the shift to a “mobile-first” emphasis to ensure the usability of the security interface. The mobile platform has constraints on resources that can adversely impact the usability of security. This research sought to identify design principles for usable security for mobile devices that address the constraints of the mobile platform. Security and usability have been seen as mutually exclusive. To accurately identify design principles, the relationship between principles for good security design and usability design must be understood. The constraints for the mobile environment must also be identified, and then evaluated for their impact on the interaction of a consumer with a security interface. To understand how the application of the proposed mobile security design principles is perceived by users, an artifact was built to instantiate the principles. Through a series of guided interactions, the importance of proposed design principles was measured in a simulation, in human-computer interaction, and in user perception. The measures showed a resounding difference between the usability of the same security design delivered on mobile vs. workstation platform. It also reveals that acknowledging the constraints of an environment and compensating for the constraints yields mobile security that is both usable and secure. Finally, the hidden cost of security design choices that distract the user from the surrounding environment were examined from both the security perspective and public safety perspective.
40

Sustainable Web Design : How much can environmental friendly design principles improve a website's carbon footprint?

Fahlström, Emmie, Persson, Frida January 2023 (has links)
This study investigates the impact of sustainable design practices on the visual elements of websites, with a focus on their potential to mitigate environmental harm. The principal area of interest is efficiency - designing web pages to minimize energy usage.  In pursuit of sustainable design principles, websites from companies and organizations that advocate for the environment were analyzed. This was done to determine whether these websites are implementing sustainable design principles within their visual elements. Two custom React web pages were subsequently developed: one implementing design principles from the analyzed websites and the other integrating sustainable design principles. Standardized tools and metrics, including Ecograder, Google Lighthouse, and Google PageSpeed Insights, were used to assess the performance and energy efficiency of these pages in order to measure any discrepancies. From previous research, the results identified five most common design principles as principal considerations in website design. Interestingly, many of the companies/organizations were found to partially or completely disregard these sustainable design principles in their web pages. Additionally, the React web page that incorporated sustainable design principles demonstrated a significantly lighter page weight compared to its modern design counterpart, resulting in less energy usage. Further research is needed though to corroborate these results due to the limitations of the measurements in this study.

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