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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.
1

Produktdesign mot ohållbar fimpning : Hur kan produktdesign bidra till ett mer hållbart samhälle genom en wearable som uppmuntrar till goda fimp-praktiker? / Product Design Against Unsustainable Cigarette Littering : How Product Design Can Contribute to a More Sustainable Society Through a Wearable That Encourages Good Cigarette Butt Management?

Hinderot-Flogin, Tindra January 2023 (has links)
Projektet har utforskat hur produktdesign i form av en wearable kan bidra till en hållbar utveckling genom att uppmuntra till ordentligt avfallshantering av fimpar så att de inte hamnar löst i naturen. Studien grundar sig i designteorierna hållbar utveckling, design for sustainable behavior och nudging. Med hjälp av kvalitativ kontextutforskning såsom probes och observation har data samlats in och analyserats. Studien presenterar ett eget vald tillvägagångssätt utifrån teorin för att bäst besvara frågeställningen. Till följd har en idégenereringsprocess utformats och metoderna brainstorming, morfologisk matris och moodboard har utförts. Metoderna skiss och prototyp har finaliserat det valda konceptet, projektets slutdesign. Slutdesignen utgör även studiens designbidrag. Genom att göra slutkonceptet till en form av funktionell wearable i slitstarkt och utsmyckat material har produkten enligt användarna setts som en attraktiv sådan. Slutkonceptets attraktion är tänkt att synas, spridas vidare samt skapa en  attraktion för korrekt avfallshantering av fimpar. / The project has explored how product design can contribute to sustainable development by providing an alternative to cigarette butt littering and instead encouraging correct waste disposal . The study is based on the design theories sustainable development, design for sustainable behavior and nudging. Using qualitative context exploration methods such as probes and observation, data has been collected and analyzed. The study presents a self-selected approach based on theory to best answer the research question. As a result, an idea generation process has been designed and a brainstorming, morphological chart and modboard was carried out. The methods sketch and prototype have finalized the selected concept, resulting in the project's final design. The final design also constitutes the study's design contribution. By making the final concept into a form of functional wearable in durable and embellished material, the product has been seen as attractive according to the users. The attraction of the final concept is meant to be seen, spread further and in turn act as an attraction for a sustainable behavior regarding cigarettebutts wastemanagement.
2

Agera hållbart : Hur en påverkar vuxna gamers konsumentbeteenden genom design / Act sustainable : How to affect adult gamers consumer behaviors through design

Pennerup Nilsson, Alexander January 2021 (has links)
Studien undersöker hur design kan främja positiva beteendeförändringar för vuxna gamers, med fokus på hållbarhet. Gaming är den snabbast växande nöjesindustrin och med det ökar omsättningen av tillbehören gamers använder. Elektroniskt avfall är ett snabbt växande problem där användarna inte ser hur sin roll som konsumenter kan göra skillnad, samtidigt som de pressar tillverkarna till att agera mer hållbart. En designprocess påvisar hur motivation från normativ och social press kan facilitera interaktioner till att forma användarens beteenden positivt. Genom en identifierad ovilja om att förändras från både nuvarande tillverkare och konsumenter av gamingrelaterade tillbehör, påvisar studiens resultat att det inte räcker med att fokusera på hållbara alternativ för att facilitera ett hållbart beteende. Ur designprocessen framställs ett designbidrag, Kolla klockan, som exemplifierar hur en designer kan arbeta med användarbeteenden som verktyg för hållbar utveckling, istället för mer traditionella metoder som vanligtvis föreslås i en sådan process. / This study examines how design can promote positive behavioral change for adult gamers, focusing on sustainable behaviors. Gaming is the fastest growing segment within the entertainment industry and the growth is contributing to a raised number of accessories gamers consume. Electronic waste is a growing concern where the user doesn’t see themselves as a part of the problem, but at the same time pressure the manufacturers to act sustainable. A design process shows how motivation from norms and social pressure can facilitate interactions that shapes the user behavior in a positive way. By identifying an unwillingness to change from both the manufacturers and consumers of gaming accessories, the study shows that it is not enough to develop sustainable alternatives if one aims to facilitate a sustainable behavior. From the design process the study creates a design proposal, Kolla klockan, that exemplifies how a designer can work with sustainable development from the use of behavioral change as a tool to do so, instead of the more traditional methods more commonly promoted within the field of design.
3

Sustainability by Design : A Descriptive Model of Interaction and a Prescriptive Framework for Intervention

Devadula, Suman January 2015 (has links) (PDF)
Introduction: Sustainability is humanity’s collective ability to sustain development that meets the needs of the present without compromising the ability of the future generations to meet their own needs. Preceding closely to the World Commission on Environment and Development (WCED) Report of 1987, the General Assembly has adopted the UN Declaration, in 1986 [GA RES. 41/128] and has re-emphasized its importance in the UN Millennium Declaration, 2000. Given this anthropocentric rights basis of sustainability it becomes necessary to understand what this ability and development are with respect to the individual human. Problems of relevance, whose resolution benefits more people in general, are often intractable to the methods of rigorous problem-solving (1). Systemic problems of development score high on relevance, low on being amenable to rigor (1) and are considered wicked in nature (2). Consequently, the concern for sustaining human development is wicked and hence calls for taking a design approach as design is considered good at resolving wicked problems(3). This suggests that the collective ability for sustainability with respect to the individual is design ability i.e. to specify solutions that satisfy requirements arising from having to meet self-determined individual (human) developmental needs. However, literature connecting design, sustainability and human development systemically is found lacking and calls for conducting integrative trans-disciplinary research. Prevention and remedial of consequences of technology to the habitability of earth requires the identification, understanding and control of interactions between humans and between humans and the earth systems. These interactions need to be identified generally and understood systemically in the context of being able to sustain human development. However, despite this need for research in interactions and an integrative framework for informing interventions (4) to prevent or remedy unsustainable situations literature that addresses this need is found inadequate. Research Objective: To develop a descriptive model of interaction to be able to identify and describe interactions and understand interactions at human-scale. To develop a prescriptive framework within which to situate the prevention and remedial of problems related to un sustainability by design and prescribe conditions that ensure coherence of design interventions to principles. Research Method: As is the nature of problems of relevance, the proposed research by nature spans multiple disciplines. Descriptive inquiry into widespread literature spanning conservation, development, systems theory and design is conducted before synthesizing a descriptive model of interaction that situates design cycle as a natural cycle based on interpretation of entropy and Gestalt theory of human perception. A manual discourse analysis of a section of the WCED report is undertaken to inquire into the conceptual system (worldview) behind sustainable development to understand human interactions based on worldview. Addressing the need for choosing alternative goals of development for sustainability, Sen’s capability approach to human development is adopted after critically reviewing literature in this area and synthesizing an appropriate integration of design ability, tools, (cognitive) extension and design capability for human development. Models based on theories spanning design expertise, psychology and systems thinking are reviewed and synthesized into a prescriptive framework and two intervention scenarios based on it. The framework, intervention scenarios and the model are illustrated with evidence from qualitative bibliographic analysis of several cases related to sustaining human development in principle. Results: Sustainability is proposed as a human ability; this human ability is proposed to be design ability to sustain human development. A descriptive model of interaction that situates anthropogenic action as a design cycle is proposed. Based on this model, identifying entities and interactions is demonstrated with examples. It is proposed that humans interact, designing, due to and based on their worldview. Expansion of capabilities as stated in capability approach to lead to human development is ‘extension’ of design ability to design capability mediated by tools. Personal and interpersonal interactions at human scale are described through tool-use categories. A prescriptive framework for sustainability by design that holds human needs as central to interventions for sustainability is proposed. Based on this framework, pro-active and reactive scenarios of design intervention for prevention and remedial of un sustainability are constructed and demonstrated using several cases. Summary: Problems of relevance like sustaining human development are wicked in nature and require knowledge and action mutually informing each other. Addressing the inter-disciplinary nature of the problem requires a design approach as design is known to integrate knowledge from several disciplines to resolve wicked problems. The imperative to be able to sustain human development provides the widest profile of requirements to be met and design is shown to be central to meeting these requirements at the various scales that they surface. Sustainability is defined as humanity’s collective ability to develop meeting needs of the present without compromising the ability of the future generations for meeting their own needs. This collective ability translates to the individual’s design ability to specify solutions that satisfy requirements arising out of having to meet self-determined developmental needs. The process of ‘expansion’ -- of capabilities that free people choose and value – that realizes human development is the process of tools affording the extension of design ability to design capability necessary for progressively satisfying requirements arising out of self-determined needs of increasing complexity. It is proposed that humans interact, designing based on and due to their worldview. Personal and interpersonal interactions at human scale are described through tool-use categories. A prescriptive framework for sustainability by design is developed stating conditions to guide systemic design interventions for preventing and remedying unsustainability within pro-active and reactive scenarios respectively. A descriptive model of interaction is developed to situate and enable understanding of interactions. The framework, scenarios and the model are illustrated using several cases related to sustaining human development.

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