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Digital Beröring : Utforskande av en haptik handkontrollMiller, André January 2017 (has links)
No description available.
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Subjective nature : Designing situations for nature and human to be emotionally intertwinedCho, Kyung-Jin January 2017 (has links)
This project originated from my experience of an earthquake in September 2016, in Seoul, South Korea. It was an opportunity to re-think my disconnected relationship to nature. The sense of consciousness in nature and the symbiosis between humans and nature has been taken over by nature objectification. The question ´what if we change the perspective toward nature from objective to subjective?´ came to my mind. Subjective Nature means that humanity is emotionally intertwined with nature. In this project, I propose a sound installation that I named ‘Swing Jam’. The intention is to translate the natural movement of pendulums into a sound experience. This could be poetically interpreted as ‘giving a voice to nature’. By experiencing sound, I wish to evoke an emotional connection between nature and human. By empowering nature and individual experiences through designing situations, I wish to open up the emotional dialogue between human and nature. In this project, I’d like to awaken the importance of individual and emotional experience that is the core of being in an ecosystem. Furthermore, this is an accessible dialogue between nature and human.
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Fusion : Persontransport för en hållbar framtidCopparstad, Emme January 2012 (has links)
No description available.
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Såld på dina skor : The Becker ProjectFryklund, Martin January 2018 (has links)
Världen står inför utmaningen att tackla den tilltagande miljökrisen. Våra naturresurser har sedan industrialiseringen använts mer och mer oansvarsfullt på grund av ett kortsiktigt tänk och iver efter mer. Vi producerar er och er saker som dessutom många gånger har kort livslängd och snart måste ersättas. Antingen på grund av dålig kvalitet, att de upplevs omoderna eller helt enkelt för att konsumenten vill göra ett nytt inköp. Överkonsumtionär troligtvis en av de största faktorerna till miljökrisen, och det är därför jag valt att belysa detta område.Designers och marknadsförare har haft en central roll i den här företeelsen. Det är de som lyckats göra företags produkter attraktiva hos konsumenterna och som många gånger lett ”merköp”. Med bra kännedom om hur folk konsumerar reklam, vad de har för drivkrafter och vad det är som lockar dem har de tillsammans med företag kunnat bidra till ett överkonsumtionsbeteende.Jag tror att med samma förmåga att påverka människors konsumtionsbeteende kan des- giners också använda för styra människors beteende i en annan riktning. Det handlar inte enbart om att köpa ”gröna” produkter eller utveckla teknik som effektiviserar produktionen eller resursanvändningen. Vi måste förändra vårt beteende grundligt och konsumera produkter i mindre utsträckning.Enligt WWF skulle vi behöva 3,7 jordklot för att kunna försörja hela världen med naturre- surser om alla levde som vi i Sverige (wwf.se, 2013). Överkonsumtion och resursförbruk- ning måste minskas, något måste göras för att stoppa trenden. Jag vill undersöka vad design kan göra för att dämpa konsumtionsbeteende och leda mot en mer hållbar livsstil.
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Elastic Interactions & Performing Objects : Methods for Embedding Technology Playfulness into Interactive ObjectsBewley, Harvey January 2016 (has links)
This thesis seeks to outline methods that explore interaction when the material object takes the role as playful provocateur. The process describes how simple, classic toys provide the guiding inspiration for prototypes. Combining the qualities of elastic freedom and surprising movement with simple mechanical input for expressive transformative form. The performative aspects of this movement are explored and described in workshops with contemporary circus artists and industrial designers, with the aim of understanding how expressive and playful behaviour can inspire the design of an interactive playful object. Finally, a series of provocative and animated latex objects use elastic movement and ambiguous bodily aesthetic to engage an audience in a playful and dialogue between human and machine. Ultimately, this thesis defines some basic principles and methods for making expressive, and robust moving objects, capable of provoking new interactive experiences. The research concludes with the suggestion that designers should look to the performing arts as a context that allows provocative new interactive experiences and a space for them to be tested on the their merits of expression.
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A Collection of RimsNyström, Victor January 2017 (has links)
The interest of cars as a hobby has been increasing over a long period of time and is continously growing stronger. There is also professional business garages that offer help to enthusiasts. This even though modern cars is getting more and more complicated to work at and give a personal touch. But one thing that still is as easy to change now, as it was 80 years ago, is to replace the wheels. Furthermore, the vast majority of car enthusiast agree to that "the weels makes the car". That means a great deal of the car´s feeling lies in the rims. The car scene is, as many other interests, depending on fashion and constantly demanding news because the customers always strive to be unique.
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More is MoreLamminen Hagerfors, Siri January 2017 (has links)
No description available.
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Observation : A prosocial video game on the way of social integrationBahari, Hanif January 2017 (has links)
The vision of this project is to prevent prejudice which comes from wrong stereotypes. The goal is to design a pro-social video game by which people are informed through observation, hence stereotypes will be eliminated. Questionnaire was made and published on social media. The test game with same character was made and published in iTunes and after receiving feedbacks, technical problems were fixed.
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My friend is always with me : The emotional connection between human and plantsAmjadian, Sanna January 2017 (has links)
The vision of this project is to change peoples life style by improving their daily connection with plants. The goal of this project is to design a physical product that makes a strong everyday connection between human being and nature. A piece of nature is going to be carried in this product. The user study will be designed as an online questionnaire for different group of society and observation in the lab and in an ordinary room. Primary modles were made by acrylic and cartoon and tested by users in tow different stages. Participants were collected among different age, gender, with and without disabilities. Both plant lovers and non-plant lovers participated in this user study.
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Percieved IsolationAslam, Muzammil January 2017 (has links)
The concept of isolation has been used throughout history and has a negative connotation for humans. Isolation was often used for years, exemplified by tuberculosis sanitariums and leper colonies which ment social stigmatization. Humans are social animals whose behavior is determined by their needs and reactions to other people. This social aspect of huma existence is nowhere more evident than when he or she is isolated from others.
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