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The effects of design thinking on students' career self-efficacy in career guidance coursesSun, Zhongmiao 01 January 2019 (has links)
The present study focuses on integrating design thinking into career guidance courses to test whether students’ career self-efficacy is increased by comparing the experiment group (by using design thinking method) and the general group (by using traditional teacher-centered method). The basic theoretic framework is Bandura’s self-efficacy theory (Bandura, 1977). Students will achieve career self-efficacy after experiencing repeatedly success (Bandura, 1977) in the career activities through design thinking method. Then students will have more confidence to make more appropriate career choices in their employment environment.
This study used AMOS and path analysis to analyze a just-identified model. The model included five endogenous variables as well as six exogenous variables to control for age, sex and GPA. The data met all statistical assumptions of path modeling. In sum, all the five paths between design thinking and the other five endogenous variables were significant positive (p <.001), which indicates that using the design thinking method to teach students’ career courses can improve students’ goal selection, problem solving, occupational information, planning, and self-appraisal scores.
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Food Stories: A Design Method for Understanding Meaning Through Identity, Emotion, and ExperienceAguilera Alderete, Paulina 30 October 2018 (has links)
No description available.
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Applying Design Thinking to Coping with Social AnxietyYuan, Meng 15 June 2020 (has links)
No description available.
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Facilitating ideation and knowledge sharing in large organisations : Design of an innovation platform using gamification elementsPolychronis Lioliopoulos, Alexandros January 2019 (has links)
Stora organisationer låter ofta sin strävan efter innovation hållas inom dedikerade innivationsavdelningar. en snabbt föränderlig värld måste innovationsprocesser öppnas för bredare kretsar. Den här studien undersöker hur man med hjälp av dagens teknik och spelifiering (“gamification”) kan underlätta kunskapsdelning i större organisationer. Studien undersöker också effekten av spelifiering på användarnas upplevda engagemang. Studien har genomförts tillsammans med den nordiska banken Nordea där en innovationsplattform (dvs en virtuell plats där de anställda kan dela sina idéer) utvecklades på två olika sätt: en konventionell och en spelifierad design. Studien följer principerna för designtänkande, och började med en inledande användarundersökning (tio intervjuer) och fortsatte med en prototypdesign som slutligen testades med sju anställda. Den konventionella designen upplevdes som bra av majoriteten av studiens deltagare, som framför allt tyckte att den var enkel och användbar. Vissa av dem upplevde dock att den var tråkig och i stort lockades de inte av den. Den spelifierade designen hade en mer generell acceptans. Respondenterna påtalade att de skulle bli motiverade till att regelbundet använda plattformen på grund av inslagen av spelifiering. Mer specifikt uppskattade studiedeltagarna i hög grad poängsystemet, och även möjligheten att jämföra sig med andra och att tävla mot sina kollegor. I själva verket föredrog samtliga studiedeltagarna den spelifierade versionen när de blev frågade om vilka av de två versionerna av plattformen som de skulle föredra att använda dagligen. Ett av de kvantitativa mätvärden som användes, den subjektiva tidsuppfattningen, motsade emellertid resultaten från intervjuerna, vilket lämnar utrymme för ytterligare utredning. Sammantaget tyder resultaten från denna studie på att det i stora organisationer finns potential att öppna innovationsprocesserna och engagera fler medarbetare i dem. Att lägga till element av ’gamification’ i sådana försök kan visa sig vara en stor förbättring, eftersom det kan öka medarbetarnas engagemang och ansluta dem till innovationsslingan och ge flera fördelar för företaget. / Large organizations often constrain their innovation quests only inside the silos of dedicated departments. However, in the rapidly changing world, innovation processes needs to be opened to wider circles. This study investigates the facilitation of knowledge sharing in large organizations and the effect of gamification on the perceived engagement of users. The specific use case was the nordic bank Nordea, where an innovation platform (i.e., a virtual place where the employees can share their ideas) was designed in two variations; a conventional and a gamified one. The study followed the principles of design thinking, starting with some initial user research (10 interviews) and getting to a prototype design that was ultimately tested among 7 employees. The conventional design was experienced to be good by the majority of the study participants, who in particular found it simple and usable. However, some of them experienced it to be boring and in general, it did not excite them. The gamified design on the other hand, had a more universal acceptance. The respondents stressed that they would be motivated to use the platform on a regular basis because of the elements of gamification. More specifically, study participants appreciated the point-system a lot, and also the ability to compare themselves to peers and compete against their fellow colleagues. In fact, all participants of this study preferred the gamified version when asked about which of the two designs they would prefer to use daily. However, one of the quantitative metrics that were used, namely the Subjective Perception of Time, contradicted the findings from the interviews, leaving space for further investigation. All in all, the results of this study suggest that in large organizations, there is the potential of opening up the innovation processes and engaging employees in them. Adding elements of gamification on such attempts can prove to be a great enhancement, since it can increase the engagement of the employees and hook them in the innovation loop, bringing multiple benefits to the company.
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The development of an acoustic insulation solution using mushroom mycelium as an alternative to synthetic foamsBrito Guerrero de Escalante, Adrián January 2023 (has links)
In the past decades, humanity is facing the consequences of the irresponsible production of plastics and the expansion of industries such as industrial agriculture, Therefore, the development of new sustainable alternative materials has become increasingly popular as a science field. That is the case of mycelium composites, a biodegradable material made out of agricultural and the thread-like roots of mushrooms called mycelium. The mycelium, when growing, binds all the particles of organic matter together, creating a stiff material that takes the shape of the mold where it was cultivated. The material is lightweight, fire resistant, provides acoustic and thermal insulation and has good behavior under compression efforts. So far, research has been conducted on testing the properties of the material, but there is a lack of knowledge on how to address this material from a design perspective. How to design with it, how to make it appealing to the users or how to value its intrinsic characteristics. For that, the design thinking methodology "Design thinking bootleg" was followed and theory and methods under the perspective of "Design for emotion" and the approach of "Material driven design" that facilitates design processes where the material is the main driver. An acoustic insulation solution was developed as a result, since it was concluded to be the most competitive application among the different possibilities of mycelium composites. The product aims for a certain emotional response in the users, seeking the development of an emotional connection and creating awareness about the role mushrooms play in nature and the use of sustainable materials. Eventually, the product succeeded in transmitting more than mere curiosity, especially after explaining the story behind it. Overall, the product is still far from competing against plastics in terms of scalability and speed of production. However, research on this topic is increasing exponentially and the material proves to have a lot of potential, so it is expected to be improved in the next few years.
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Designing a Digital Twin to Improve Adherence and CareKarlström, Marcus January 2023 (has links)
This study aims to create a design concept for a digital twin to understand how it could be used to increase the health adherence of users through risk communication. This was done while also looking at how such a system could counteract potential health anxiety. The massive digitization and available data has enabled better opportunities to accurately represent and affect a person’s health in the form of a digital twin. The primary way of conducting the study was by using the ’Design Thinking’ method which incorporates five steps: Empathizing with the users’ needs, defining the problems, ideating, creating prototypes, and finally testing these. A literature study, four user interviews as well as two interviews with healthcare professionals were conducted to get a better understanding of what problems needed to be solved. The findings from these together with a brainstorming session resulted in low fidelity (LoFi) and high fidelity (HiFi) versions of a mobile prototype. A single overview page of a desktop version for health professionals was also created. The mobile prototypes were user tested, and input was asked from stakeholders and healthcare professionals regarding the risk communication and visualization via walkthroughs of the prototypes. The usability results of the tests were positive with the HiFi version scoring 83.5 / 100 on the System Usability Scale which measures usability, and this score is deemed to be ’good’. The risk communication used received positive feedback, and the findings showed that a digital twin could potentially help with adherence and prevention by the use of summaries, visualization, as well as combining icons with the use of absolute risk and frequencies. To minimize the risk of health anxiety, a digital twin could reduce health information that is not very serious or important through a ”less-is-more” approach. Other effective means could be to show positive visualization and by being mindful of the ordering of risks and benefits, showing the user the positive aspects after the negative ones. Despite this, because of the lower sample size and hypothetical test scenario, further studies need to be conducted to verify the validity in more real-life scenarios. More isolated testing should be done to understand the effects better, both in terms of risk communication and usability. Additional things that could be beneficial to look at could be the implementation of gamification elements in the digital twin, further development of a desktop version for healthcare staff, as well as using more personalization options.
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Aligning Functional Analysis Processes with Designers' Natural Cognitive FlowReeling, Hunter Scott 20 July 2023 (has links)
No description available.
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project: spARCH: Igniting Design Thinking Through Architecture How the Architectural Design Process can Inspire Social EntrepreneurshipMierke, David S. January 2012 (has links)
No description available.
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Standardization of interfaces for electrical cabinets : How to optimize time saving and cost efficiency for electrical cabinets in submarinesAbdalameir, Hussein, Daher, Maher January 2022 (has links)
Background: In general, it is very complicated to build submarines. There are many parts and equipment that must be in place, and there are tight spaces on the boat. As submarine development progresses and new modern concepts take shape, the installation of new equipment on board becomes more complex, placing higher demands on well-defined interfaces, both geometrically and logically. The approach to electrical cabinets today is to run the cables from the bottom or top through a cable transit system, and only after the cabinet is installed on the submarine can the cables be installed in the proper terminals. This means that the installation takes a lot of time and combined with the fact that there are so many cables sticking out of the cable grommet, the work becomes even more superficial as installers are also constrained by the tight space. Sometimes workers also must move around to make room for others to pass through other parts of the submarine. This means that workers must leave their jobs and move before resuming their work. The following can happen several times a day, which means more time is needed to install electrical cabinets on the submarine. Purpose: The purpose of this work is to develop and design a solution that is a standardized interface for equipment in the form of electrical cabinets that are present and used in submarines. In this way, the solution must be able to satisfy the different interfaces of the devices that the different subcontractors provide to the company. The created proposals must be illustrated with a CAD software to visualize the concept. Methodology: The research methodology used in this project is a combination of Participatory Action Research (PAR) and Design Thinking (DT). Result: The result presents a solution (ISO-box) that shows that it is possible to reduce and optimize the time to install the cabinet once the cabinet is permanently mounted on the submarine. The solution is presented in the form of a CAD model. The model is set up so that all the cables coming from the cable transit system have an adapter at the end, which has a counterpart in a box to the cabinet that is installed on the submarine. Then when the cabinet is assembled, all that must be done is to plug the right connector into the right place in this box. The box has colors for the connectors and numbering that makes it easier for the installer to know which adapter to use. Conclusions: The work shows that it is quite possible to change the current solution so that less time is needed in the final assembly of the cabinets. It will be easier to just connect the contacts and then leave room for others to pass in the confined spaces. It will also be easier to maintain, as the installer can replace broken contacts as the solution is modular, and there is the possibility of installing new equipment with ISO-box if necessary.
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The AR E-Commerce Experience : A Qualitative Case Study on the UXD of IKEA PlaceBeqiri, Jona January 2022 (has links)
The development of new technologies is changing the world as we know it. Augmented reality (AR) is one of many new technological innovations that have been dominating the tech industry and, as a result, our everyday lives. AR takes the digital user experience to a whole other level, while more and more e-commerce marketers are adopting the technology within their platforms. Considering the many different gadgets and digital devices that most individuals use on a daily basis, it is of utmost importance for product designers to craft effective yet user-centered digital experiences. Hassenzahl's model of user experience formed the theoretical framework of this qualitative case study, while the design thinking methodology was adopted as this study’s aim is to examine the user experience design of IKEA Place from a user perspective. In order to empathize with the end users, a user experience (UX) research was conducted through semi-structured interviews, where IKEA Place users gave their insights in regards to their experience with the AR product. The empirical results of this case study showed that the interviewed users found the purpose of the app along with its interface to be very appealing, and despite the fact that various limitations, some having higher impact than others, were spotted by all users in connection to the pragmatic attributes of IKEA Place, their individual experience did vary. The users who had been exposed to similar products or other technologies had a better experience with the AR app compared to the users who are less tech savvy, as the latter found utilizing the app to be difficult. In addition, the lack of interconnectedness between IKEA Place and the main IKEA app was not mentioned as a prominent limitation by the users. With the user needs having been defined, the ideation, prototyping, and testing phases followed for the redesigned features to be finally crafted. Lastly, this case study has limitations addressed as suggestions for future research, including more data collection practices being used simultaneously along with a larger sample size for UX research and prototype testing purposes.
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