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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

Translating Vision into Action : A Design Toolkit for Facilitating Place Visioning Workshops in Placemaking

Tan, Ninghan January 2023 (has links)
This thesis addresses the need for a practical toolkit to facilitate community participation in place visioning workshops, aiding placemakers in driving change in placemaking. By integrating the place visioning pathway into the participatory backcasting framework, the proposed adapted framework for place visioning consists of four activities: (1) Orientation - Define the current challenge of the place, (2) Visioning - Develop a future vision, (3) Backcasting - Propose actions to actualise the vision, and (4) Elaboration - Choose feasible actions to create an action plan. An initial prototype toolkit was developed and tested with placemakers, leading to redesigning of the toolkit to address concerns of complexity, inclusivity, and playfulness. Lastly, the toolkit was iterated into a combination of tools and resources, of which four canvas tools are the main part, along with ideation cards for inspiration, and a handbook for guidance.  This research focused on the convergence of placemaking, visioning, and designerly tools, with the underlying aim of creating resources to support community-based participatory design. The actual implementation of the toolkit in a placemaking case was not realised throughout the process, but the resultant artefact, insights from research, and feedback gathered from its testing could provide a basis for future research of the concept.
2

Investigating a decision support tool for designing Internet of Things solutions

Lewandowski, Przemyslaw January 2021 (has links)
Despite the apparent benefits of IoT systems, designing them is challenging due to many technical aspects that need to be considered and their mutual interference. The aspects of latency, longevity, and interoperability influence the usability of the final product. Such design and implementation processes are even more challenging to those not experienced in the IoT field, such as beginning designers or product managers. Here, the author investigates a decision support tool – the IoT Solution Advisor, which aims to help IoT beginners to create a model of IoT system and help them to match its requirements with a compatible technology stack. This publication describes the IoT Solution Advisor’s design process by gathering insights via interviews and Research through Design approach. Except for the prototype, the outcome from the study is the list of features and characteristics necessary to make the tool utilitarian and learnable. The project was conducted in cooperation with Ericsson company. / Trots de uppenbara fördelarna med IoT-system (Internet of Things) är det svårt att utforma dem på grund av många tekniska aspekter som måste övervägas och deras ömsesidiga interferens. Aspekterna av latens, livslängd och interoperabilitet påverkar slutproduktens användbarhet. Sådana design- och implementeringsprocesser är ännu mer utmanande för dem som inte har erfarenhet av IoT-fältet, till exempel nybörjare eller produktchefer. Denna studie undersöker ett beslutsstödverktyg - IoT Solution Advisor, som syftar till att hjälpa IoT-nybörjare att skapa en modell av IoT-system och hjälpa dem att matcha dess krav med en kompatibel teknikstack. Denna publikation beskriver IoT-lösningsrådgivarens designprocess genom att samla insikter via intervjuer och forskning genom design. Resultatet från studien är en lista över funktioner och egenskaper som är nödvändiga för att göra verktyget nyttigt och lärbart.
3

Designing with water : exploring water as a design material for interactive experiences / Designa med vatten : utforska vatten som designmaterial för interaktiva upplevelser

Sigtryggsdóttir, Hallbjörg Embla January 2023 (has links)
This project explores water as a design material for interactive experiences. The project follows a Research Through Design approach, incorporating methods from both material driven design and the soma design methodology. Over a period of two months, I engaged in first person explorations where I engaged deeply with the design material. The explorations revealed three aesthetic qualities of being in and around water, with a potential to be utilized in interactive water experiences. These qualities are 1) how water reflects light, 2) touching and being touched by water, and 3) how water produces sound when it hits other surfaces. This was followed by material explorations, in which the three qualities were further explored. The material explorations informed the design of a toolkit that incorporates the three aesthetic qualities, and allows designers to explore and utilize them to design interactive water experiences. The toolkit was then used in a participatory design workshop, where 7 designers were tasked with using the toolkit to co-design interactive water experiences. Results from the workshop include three design concepts and four themes that highlight how the different aesthetic qualities might be utilized to create meaningful interactive water experiences. / Detta projekt utforskar vatten som ett designmaterial för interaktiva upplevelser. Projektet följer en Research Through Design-metod, som inkluderar metoder från både materialdriven design och soma designmetodologin. Under en period på två månader ägnade jag mig åt förstapersonsutforskningar där jag engagerade mig djupt med designmaterialet. Utforskningarna avslöjade tre estetiska egenskaper av att vara i och runt vatten, med potential att utnyttjas i interaktiva vattenupplevelser. Dessa egenskaper är 1) hur vatten reflekterar ljus, 2) att beröra eller att bli berörd av vattnet, och 3) hur vatten producerar ljud när det träffar andra ytor. Detta följdes av materialutforskningar, där de tre kvaliteterna utforskades ytterligare. Materialutforskningarna informerade utformningen av en verktygslåda som innehåller de tre estetiska egenskaperna. Verktygslådan låter designers utforska dessa kvaliteter och använda dem för att designa interaktiva vattenupplevelser. Verktygslådan användes sedan i en deltagande designworkshop där 7 designers fick i uppdrag att använda verktygslådan för att samdesigna interaktiva vattenupplevelser. Resultaten från workshopen inkluderar tre designkoncept och fyra teman som belyser hur de olika estetiska kvaliteterna kan användas för att skapa meningsfulla interaktiva vattenupplevelser.

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