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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.
191

University-Community Learning Spaces as Empathy Case Study: An Applied Analysis of Methods and Student Success

Fleck, Micah J. 05 1900 (has links)
Through both a theoretical analysis of the framework itself, as well as ethnographic research of one particular university-community engagement project underway in Provo, UT, this thesis explores both the process of training students for this type of community engagement as well as the malleability of the program format for potential application across other schools and communities. The research findings highlight how the program itself, taking the form of an offered undergraduate course at a liberal arts college in Provo, offers unique opportunities for undergraduate students to engage in applied anthropological work for a client, as well as how the local community center partnered with the university benefits from (and in some cases, resists) the findings of the community engagement made possible through the program.
192

Designing AI Software for Large Classroom Engagement / INTERACTIVE LEARNING AT SCALE: LEVERAGING GENERATIVE AI TO IMPROVE ENGAGEMENT AND PARTICIPATION IN LARGE CLASSROOM SETTINGS

Koehl, Stephanie January 2025 (has links)
This thesis presents the design of an educational tool that enhances student engagement and interaction during group presentations in large classroom settings. Specifically, the study aimed to create a tool that streamlines the management of questions and participation, making the process more efficient and equitable for students and instructors. The research explored three primary questions: (1) How can educational software be designed to increase engagement and participation during student presentations? (2) How can AI be used to assist in tasks traditionally performed by professors, such as managing Q&A sessions? (3) How does the application of design thinking, particularly the empathy stage, influence the development of effective educational tools? Students provided ample feedback on improving the course and detailed explanations for their preferences. Qualitative methods including reflexive thematic analysis were used to process this volume of feedback. Descriptive statistics, confusion matrices, and Kappa scores were used to ensure the integrity of the analysis. An open-source large language model, Meta’s LLaMA, was implemented to automate the selection and clustering of questions during student-led Q&A sessions, with these results compared against instructor-selected questions. AI-driven question selection matched the effectiveness of instructor selections and enhanced efficiency, significantly reducing the logistical burden on educators while sustaining student engagement. Additionally, the research gathered extensive data on students’ experiences within the university classroom, with particular attention to issues such as anxiety, group dynamics, and disengagement. A paper prototype was developed to address these challenges, leveraging AI to foster interaction and improve peer-to-peer communication. These results have broader implications for educational technology, showing how AI could foster deeper student involvement and provide instructors with tools to manage participation effortlessly at scale, improving the overall learning experience. / Thesis / Master of Computer Science (MCS)
193

USING DESIGN THINKING AND THE GAME MATRIX TO INCREASE ENGAGEMENT OF OLDER ADULTS WITH PREDIAGNOSTIC GAMES

Ghaffari Hadigheh, Habib January 2025 (has links)
\prefacesection{Abstract} In this thesis we apply Design Thinking (DT) to a real-world problem: the detction of Parkinson's Disease (PD). PD is a neurological disorder and ranks as the second most common neurodegenerative disorder worldwide. Timely detection can positively influence the type and dosage of medication prescribed, ultimately enhancing patients' quality of life. Typically, patients visit the clinic during their downtime, guided by their perception of symptom severity. Often, patients misinterpret the clinical evaluation process. Since early 2020, the number of clinical visits has decreased, particularly among older adults, who face a higher risk of COVID-19 infection. Consequently, implementing remote monitoring and symptom tracking for PD could improve daily living for patients while conserving valuable healthcare resources. Numerous research studies exist focusing on PD prediction and severity assessment through data-driven methods alongside many mobile applications designed for tracking PD symptoms remotely. However, most research tends to focus on a singular symptom, even though PD is complex and multifaceted. Additionally, the participant pools for these studies are often limited, and many mobile apps face challenges with user engagement and commitment. To tackle the challenges associated with data collection, we propose utilizing mobile games as a viable solution. To create those games, we adjusted the DT methodology by replacing the ideation phase with the Game Matrix (an alternative to Morphological charts) for a human-centered design. In addition to evaluating the resulting games, we evaluated the experiences of first-year students with Design Thinking, and specifically with the Game Matrix. We used a focus group of older adults to evaluate the games. Using a Grounded Theory to analyze the interview transcripts, we found a high level of engagement. Initially, they were attracted by the mission of the project and the possibility of helping themselves and other people. They continued using the games due to the games' supportive design. / Thesis / Master of Computer Science (MCS) / We propose using mobile games with a human-centered design to engage older adults and support long-term data collection for Parkinson's Disease.
194

[en] CREATIVITY, DESIGN THINKING AND VISUAL THINKING AND ITS RELATION WITH THE UNIVERSE OF INFOGRAPHICS AND DATA VISUALIZATION / [pt] CRIATIVIDADE, DESIGN THINKING E VISUAL THINKING E SUA RELAÇÃO COM O UNIVERSO DA INFOGRAFIA E DA VISUALIZAÇÃO DE DADOS

CARLA CRISTINA DA COSTA TEIXEIRA 11 May 2015 (has links)
[pt] A tese discute a relação existente entre a criatividade e o design thinking e o universo da infografia e da visualização de dados, com destaque para a criação de um método de construção de infográficos a partir dos estudos empreendidos nas referidas áreas, baseados em bibliografia compatível e atual. Através principalmente da lógica do visual thinking, é elaborado um método de construção de infográficos. Além disso, o próprio infográfico aparece como possível ferramenta de pensamento visual dentro do design thinking, otimizando as possibilidades desse processo. A infografia e a visualização de dados disponibilizam um novo e vasto campo de trabalho para o designer em parceria com outros profissionais. No entanto, existe uma carência de métodos de construção e desenvolvimento de infográficos. O método de construção proposto pela tese para preencher essa lacuna identificada, até pela minha própria prática profissional de ensino, poderá ser aplicado tanto por designers já atuantes no mercado quanto ensinado a estudantes de Design ou Comunicação. / [en] The thesis discusses the relationship between creativity and design thinking and the universe of infographics and data visualization, proposing a method of construction of infographics from studies in these areas, based on current and compatible bibliography. The method of development of infographics follows the logic that belongs to visual thinking. In addition, the infographics itself appears as a possible tool for visual thinking within the design thinking, optimizing the possibilities of this process. Infographics and data visualization provide a vast new field of work for the designer in partnership with other professionals. However, there is a lack of methods for building and developing infographics. The method of construction proposed by the thesis to fill this gap identified, including my own experience as a professor in this area, can be applied both by designers who are already in the market as can be taught to students of Design and Communication.
195

Soutenir l'innovation par l'organisation d'actions collectives...ou comment nourrir les capacités d'agir entrepreneuriales de dirigeants d'entreprises : le cas des opérateurs de services à domicile en région PACA / Fostering innovation by carrying out collective actions... or how to nurture the entrepreneurial capabilities of business leaders : the case of the home-care services players in Region PACA

Ibrahim, Rym 05 December 2018 (has links)
Notre recherche vise à identifier pour notre partenaire socio-économique, le Pôle services à la personne PACA (PSP PACA), les manières possibles dont il peut soutenir l’activité d’innovation de ses adhérents et des acteurs du champ des services à domicile. Nous avons dans un premier temps, à l’aide de revues de littérature, bâti un modèle théorique d’analyse nous permettant de mettre en évidence l’ensemble des activités cognitives, politiques, constructives et productives, fondamentales dans la conduite de projet entrepreneuriaux visant à transformer ou à renforcer un champ. Nous nous sommes pour cela appuyés sur une littérature portant sur la perspective fondée sur le projet, et sur trois ensembles de littérature sur l’appropriation d’objets de conception. Nous avons ensuite mobilisé ce modèle d’analyse dans la lecture approfondie de deux cas de projets conduits par le PSP sous forme d’actions collectives. La mobilisation de ce modèle d’analyse nous a permis d’examiner les dispositifs (organisationnels, d’animation, d’accompagnement, …) mis en place par l’équipe du pôle au niveau des actions collectives, et leur incidence sur les activités qui s’y sont déroulées. Celle-ci nous a également permis d’identifier, en contexte, les éléments qui ont été par la suite appropriés ou adoptés par les opérateurs de services, durant la conduite de leurs propres projets. Nous avons alors mis en évidence un certain nombre de leviers d’ordre méthodologique, sur lesquels peut s’appuyer l’équipe du pôle pour optimiser l’organisation et l’animation de telles actions collectives. Ces résultats nous ont alors conduits à émettre trois principaux axes de discussion théorique / Our research aims to identify, for the PSP PACA our socio-economic partner, the possible ways to support the innovation activity of its members and the home-care services field players. Firstly, based on an expanded literature review, we built a theoretical model of analysis allowing us to highlight all the cognitive, political, constructive and productive fundamental activities in the implementation of entrepreneurial projects intended to transform or strengthen a field. Thus, we rely on a project-based view literature and on three sets of literature on the appropriation of human artefacts. Secondly, we mobilized this model of analysis in the in-depth reading of two cases of projects carried out by the PSP PACA, setting up collective actions. Mobilizing this analytical model allowed us to examine the different ways (organization, collective animation and individual support) by which the PSP team carried out theses collective actions, and their subsequent impact on the activities. It also allowed us to identify, in context, the elements that were appropriated or adopted by the participants while conducting their own projects. We then highlighted a certain number of methodological levers, on which the team of the cluster can rely to optimize - according to its aims and its orientations - the organization and the animation of such collective actions. We articulated these levers according to four different modalities in order to facilitate their mobilization by participants or project carriers. These results then led us to put forward three main axes of theoretical discussion
196

Thinking like a designer : Hur Design Thinking kan användas som strategiskt verktyg för affärsutveckling

Wernberg Andersson, Micaela, Håkansson, Nicolina January 2010 (has links)
<p>Design Thinking är ett spännande och fortfarande relativt outforskat område med rötter i Service Management. Med hjälp av designerns verktyg och metoder och en mångvetenskaplig grund med fokus på kundens behov kan Design Thinking bidra till att utveckla produkter och tjänster och genom detta öka lönsamheten för företag. Syftet är att göra en deskriptiv studie av området Design Thinking som metodiskt arbetssätt vid tjänsteutveckling. Detta appliceras sedan på verkligheten för att komparativt se hur tre svenska bolag arbetar med tjänstutveckling inom en av världens största tjänstebranscher utifrån områdena Service Management och Design Thinking. Uppsatsen beskriver utvecklingen från Service Management till Design Thinking och hur man har gått från att utveckla tjänster till att <em>designa</em> tjänster. Uppsatsen har använt en kvalitativ metod vid datainsamling. Detta har gjorts genom intervjuer med de tre valda försäkringsbolagen samt med en tjänstedesignbyrå som samarbetat med ett av bolagen. Teoriavsnittet inleds med en teoretisk bakgrund där en djupare förståelse skapas inom områden Service Management och Design Thinking. Detta för att underlätta tolkningen och analysen av teorierna. En teoretisk modell för tjänsteutveckling har valts ut för respektive område, samt en som tolkas dess skillnader och likheter. Samtliga teorier har sedan tolkats och analyserats utifrån den empiriska studien av försäkringsbolagen. Några slutsatser som uppsatsen har genererat är att de studerade försäkringsbolagen inklusive tjänstedesignföretaget arbetar utifrån kundens behov när det utvecklar tjänster. Däremot visar undersökningen att försäkringsbolagen inte interagerar med kunden i den utsträckning som teorin säger samt att försäkringsbolagen anlitar tjänstedesignföretaget i ett senare skede av tjänsteutvecklingen än vad som egentligen är syftet enligt teorin. Intresset för Design Thinking kommer främst från tjänstedesignföretaget och inte i första hand  från försäkringsbolagen. Utvecklingen från Service Management till Design Thinking visar även att designerns roll har förändrats då denne nu kommer in och är med genom hela processen istället för att som tidigare endast vara med i slutskedet.</p> / <p>Design Thinking is a relatively young and unexplored field with its roots in Service Management. By using the tools and methodology of designers, working in multidisciplinary teams and focusing on the consumers needs Design Thinking can contribute to the development of services and thereby increase the profitability for business. The objective of this paper is to construct a thorough description of the field Design Thinking and its methodology in service development. This is subsequently applied to the swedish insurance sector to comparatively describe how three insurance companies develop their services in one of the worlds greatest service industries. The paper initially describes and explores the development from Service Management to Design Thinking and how one has gone from merely developing services to <em>designing </em>services. Some conclusions that the paper has discovered are that the insurance companies we studied focus on consumer need. However, the study shows that the companies don't interact with the consumer to the extent that is described in the the theorethical models relevant for the paper. According to the study of Design Thinking, the designer is supposed to be involved throughout the entire process and not merely in the later fases as they are in Service Management. The analysis shows that the insurance companies choose to recruit designers only when they feel it to be neccesary, not involving them in the business development which is the next competitive advantage for companies today.</p>
197

Thinking like a designer : Hur Design Thinking kan användas som strategiskt verktyg för affärsutveckling

Wernberg Andersson, Micaela, Håkansson, Nicolina January 2010 (has links)
Design Thinking är ett spännande och fortfarande relativt outforskat område med rötter i Service Management. Med hjälp av designerns verktyg och metoder och en mångvetenskaplig grund med fokus på kundens behov kan Design Thinking bidra till att utveckla produkter och tjänster och genom detta öka lönsamheten för företag. Syftet är att göra en deskriptiv studie av området Design Thinking som metodiskt arbetssätt vid tjänsteutveckling. Detta appliceras sedan på verkligheten för att komparativt se hur tre svenska bolag arbetar med tjänstutveckling inom en av världens största tjänstebranscher utifrån områdena Service Management och Design Thinking. Uppsatsen beskriver utvecklingen från Service Management till Design Thinking och hur man har gått från att utveckla tjänster till att designa tjänster. Uppsatsen har använt en kvalitativ metod vid datainsamling. Detta har gjorts genom intervjuer med de tre valda försäkringsbolagen samt med en tjänstedesignbyrå som samarbetat med ett av bolagen. Teoriavsnittet inleds med en teoretisk bakgrund där en djupare förståelse skapas inom områden Service Management och Design Thinking. Detta för att underlätta tolkningen och analysen av teorierna. En teoretisk modell för tjänsteutveckling har valts ut för respektive område, samt en som tolkas dess skillnader och likheter. Samtliga teorier har sedan tolkats och analyserats utifrån den empiriska studien av försäkringsbolagen. Några slutsatser som uppsatsen har genererat är att de studerade försäkringsbolagen inklusive tjänstedesignföretaget arbetar utifrån kundens behov när det utvecklar tjänster. Däremot visar undersökningen att försäkringsbolagen inte interagerar med kunden i den utsträckning som teorin säger samt att försäkringsbolagen anlitar tjänstedesignföretaget i ett senare skede av tjänsteutvecklingen än vad som egentligen är syftet enligt teorin. Intresset för Design Thinking kommer främst från tjänstedesignföretaget och inte i första hand  från försäkringsbolagen. Utvecklingen från Service Management till Design Thinking visar även att designerns roll har förändrats då denne nu kommer in och är med genom hela processen istället för att som tidigare endast vara med i slutskedet. / Design Thinking is a relatively young and unexplored field with its roots in Service Management. By using the tools and methodology of designers, working in multidisciplinary teams and focusing on the consumers needs Design Thinking can contribute to the development of services and thereby increase the profitability for business. The objective of this paper is to construct a thorough description of the field Design Thinking and its methodology in service development. This is subsequently applied to the swedish insurance sector to comparatively describe how three insurance companies develop their services in one of the worlds greatest service industries. The paper initially describes and explores the development from Service Management to Design Thinking and how one has gone from merely developing services to designing services. Some conclusions that the paper has discovered are that the insurance companies we studied focus on consumer need. However, the study shows that the companies don't interact with the consumer to the extent that is described in the the theorethical models relevant for the paper. According to the study of Design Thinking, the designer is supposed to be involved throughout the entire process and not merely in the later fases as they are in Service Management. The analysis shows that the insurance companies choose to recruit designers only when they feel it to be neccesary, not involving them in the business development which is the next competitive advantage for companies today.
198

Design thinking aplicado à educação

Fratin, Rogerio Lindo 05 August 2016 (has links)
Submitted by Marta Toyoda (1144061@mackenzie.br) on 2016-12-13T19:41:39Z No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Rogério Lindo Fratin.pdf: 31656561 bytes, checksum: 90d2f44ea892198c925da5dfb1eae31c (MD5) / Approved for entry into archive by Eliezer Santos (eliezer.santos@mackenzie.br) on 2016-12-19T17:09:43Z (GMT) No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Rogério Lindo Fratin.pdf: 31656561 bytes, checksum: 90d2f44ea892198c925da5dfb1eae31c (MD5) / Made available in DSpace on 2016-12-19T17:09:44Z (GMT). No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Rogério Lindo Fratin.pdf: 31656561 bytes, checksum: 90d2f44ea892198c925da5dfb1eae31c (MD5) Previous issue date: 2016-08-05 / This research presents the interface between Education and Design Thinking, which is a method that uses a wide range of knowledge to solve proposed challenges in different areas. In using this methodology to search for changes on the dynamics and relations at school, Education opens the possibility to rethink its characteristics and problems. The present work realizes a research on a second grade mid school’s classroom of a private school in São Paulo, in order to raise its problems and find solutions based on the tools of Design Thinking. For this purpose, analyses, along with the coordination, teachers, inspectors and the canteen’s owner, which obstacles they notice on the teaching-learning process of the school, asking the students, through a printed survey, the positive and negative aspects of this process and what they would like to be improved. The result of the research and its analysis was the creation of a specific Design Thinking tools kit for this school. / A presente pesquisa apresenta a interface entre Educação e Design Thinking, que se trata de um método que usa de conhecimentos variados para resolver desafios propostos em diferentes áreas. A Educação, ao utilizar essa metodologia para buscar mudanças nas relações e dinâmicas escolares, abre a possibilidade de repensar suas características e também seus problemas. Desse modo, este trabalho realiza uma pesquisa em uma sala de aula do segundo ano do ensino médio de uma escola privada de São Paulo a fim de levantar seus problemas e encontrar soluções para eles com base nas ferramentas do Design Thinking. Para isso, investiga, junto ao coordenador, aos professores, aos inspetores e à dona da cantina, quais são os obstáculos que percebem no processo de ensino-aprendizagem da escola em questão, e indaga os alunos, por meio de um questionário impresso e distribuído à turma, a respeito dos pontos positivos e negativos desse processo e do que gostariam que fosse melhorado. O resultado da pesquisa e de sua análise foi a criação de um kit de ferramentas de Design Thinking específico para essa escola.
199

Uma experiência de desenvolvimento aberto e colaborativo de ambientes virtuais de participação social na UNIRIO

Silva, Jonas da 27 September 2017 (has links)
Submitted by Daniely Januário (daniely.januario@gmail.com) on 2018-03-02T14:47:24Z No. of bitstreams: 1 jonasdasilva.pdf: 8078229 bytes, checksum: 87448415353e50b393a972734bd021e7 (MD5) / Approved for entry into archive by Adriana Oliveira (adriana.oliveira@ufjf.edu.br) on 2018-03-14T18:28:16Z (GMT) No. of bitstreams: 1 jonasdasilva.pdf: 8078229 bytes, checksum: 87448415353e50b393a972734bd021e7 (MD5) / Made available in DSpace on 2018-03-14T18:28:16Z (GMT). No. of bitstreams: 1 jonasdasilva.pdf: 8078229 bytes, checksum: 87448415353e50b393a972734bd021e7 (MD5) Previous issue date: 2017-09-27 / PROQUALI (UFJF) / A sociedade brasileira e a própria Administração Pública anseiam por profundas transformações na gestão da coisa pública, que a torne mais eficaz e proba. Neste sentido, as práticas governamentais relacionadas à participação social sustentada por Tecnologias da Informação e Comunicação (TIC) são vistas como uma alternativa para tornar as instituições públicas mais democráticas, eficazes e responsivas às demandas da sociedade. Embora diversas iniciativas de participação social com o uso de sistemas de informação (SI), também chamados de Ambientes Virtuais de Participação Social (AVPS), estejam sendo concebidas e experimentadas, a participação social no contexto de diversas instituições públicas, ainda é reduzida ou mesmo inexistente. O desafio está em como expandir esta prática, transformando a cultura institucional em relação à participação social. A UNIRIO, como uma Instituição Federal de Ensino Superior (IFES), à princípio um espaço que se espera ser democrático e participativo, é um exemplo onde a participação social, sobretudo com o uso de tecnologias, é pouco ou praticamente não explorada na vivência de sua comunidade. O objetivo deste trabalho foi conduzir uma pesquisa-ação no âmbito da UNIRIO, visando ampliar a participação social da comunidade universitária com o uso de AVPS. A pesquisa-ação foi conduzida no contexto de um projeto voltado à inovação institucional e compreendeu a realização de um evento de desenvolvimento aberto e colaborativo - o primeiro Hackathon da UNIRIO - para o desenvolvimento de AVPS institucionais e a promoção da prática participativa interna. Esta pesquisa possibilitou: a compreensão de quais etapas e atividades devem ser desenvolvidas ao longo de um projeto de Hackathon no contexto de uma IFES para promover a participação social e construir AVPS, como ocorre o engajamento dos membros da instituição e membros externos a ela, o que os motiva, e quais foram os efeitos causados pela realização do evento na UNIRIO. / The Brazilian society and the Brazilian Public Administration look for deep transformations in the management of public affairs, to make it more effective and realiable. Government practices related to social participation supported by Information and Communication Technologies (ICT) are seen as an alternative to make public institutions more democratic, effective and responsive to the demands of society. Although several initiatives of social participation with the use of Information Systems (IS), also called Social Participation Virtual Environments (SPVE), are being conceived and tried, social participation in the context of several public institutions is still reduced or even nonexistent. The challenge is how to expand this practice, transforming organizational culture in relation to social participation. UNIRIO, as a public university is expected to be a democratic and participative space. However, it is an example where social participation, especially with the use of technologies is little or practically unexplored in its community experience. The aim of this work was to conduct an action research within UNIRIO, aiming to broaden the social participation within the university community with the use of SPVE. The action research was conducted in the context of a organization innovation project and comprised an open and collaborative development event - the first UNIRIO Hackathon - aimed at the development of institutional SPVE and the promotion of internal participatory practice. This research made possible the understanding of which steps and activities should be developed during a Hackathon project in the context of an Federal University to promote social participation and build SPVE, such as the engagement of members of the institution and members outside it, which motivates them, and what were the effects caused by the event at UNIRIO.
200

Tidningen Maskinentreprenören blir digital : En möjlighet till normkreativt tänkande i en digitaliseringsprocess / The magazine Maskinentreprenören becomes digital : An opportunity for nom creative thinking in a digitization process

Poikolainen Rosén, Anton January 2016 (has links)
Denna rapport beskriver ett examensarbete som gått ut på att skapa en ny hemsida till den tryckta tidningen Maskinentreprenören. Projektet resulterade i detaljerade skisser för en webbtidning anpassad för desktop, surfplattor och mobiler. Teoretiska ingångar till projektet är begreppen användbarhet, användarupplevelse, designprinciper, teorier om flerkanalspublicering samt normkritisk design. Stor vikt har lagts på en process enligt modellen Design Thinking, där metoder som enkät, intervju, användartest och personas använts för att skapa förståelse för användarna och tjänsten som skall utformas. Dessa metoder har även kopplats till en normkreativ praktik. Syftet med detta har varit att förstå de nuvarande användarna, men även förstå de potentiella användare som tidigare eventuellt uteslutits. / This report describes a practical exam work on creating a new website for the printed magazine Maskinentreprenören. The project resulted in detailed sketches for an online magazine designed for desktop, tablet and mobile. Theoretical frame work in the project are the concepts of usability, User Experience, design principles, theories of multi-channel publishing and norm critical design. A Design Thinking process has been applied during the project, where methods such as survey, interview, user test and personas were used to create an understanding of the users and the service to be developed. These methods have also been linked to a ”norm creative” practice. The purpose of this has been to understand the current users, but also understand the potential users that previously might have been excluded.

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