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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.
11

FÄRGERS PÅVERKAN PÅ TIDSUPPLEVELSE : Kopplingen mellan designartefakter och användares upplevelse av tid utifrån ett UXperspektiv. / THE EFFECT OF COLORS ON TIME EXPERIENCE : The connection between design artifacts and users experience of time from a UX perspective.

Karlberg, Pontus January 2019 (has links)
Enligt tidigare forskning upplever människor att tiden går fortare i lugna trygga miljöer och går långsamt i påfrestande situationer. Något som skapar lugna trygga känslor hos människor är färgen blå medans färgen gul som har ett ständigt tröttande ljus upplevs som påfrestande. Vilket i teorin ska innebära att människor som tittar på något blått upplever att tiden går snabbare än de som betraktar något gult. I föreliggande studie har detta undersökts med två experiment, i första experimentet fick deltagarna slå multiplikationstal på kalkylatorn på en dator medan det var en blå eller gul bakgrund. I det andra experimentet fick deltagarna se en snurra på en gul eller blå bakgrund. I inget av experimenten upptäcktes någon signifikant skillnad. I experimentet var det dessutom fler som svarade att de ville använda den blåa bakgrunden om den fick tiden att upplevas gå fortare än den gula.
12

Ljud som sammankopplar oss : Ett utforskande av Augmented Audio Reality för att hitta interaktioner som kopplar oss samman

Lindstedt, Simon, Derler, Hannes January 2018 (has links)
Syftet med detta arbete är att undersöka interaktivt ljud ställt i relation till Augmented Reality. Vi vill undersöka begreppet genom ett fokus på ljud, och därigenom bredda uppfattningen om vad Augmented Reality potentiellt kan innebära. Vi har undersökt Sonification, Audio Spatial Awareness och Augmented Reality för att producera en gestaltning baserad på en kombination av dessa teoribildningar. Dels för att undersöka hur Sonification kan göra vissa aspekter av verkligheten tydligare för människor, samt för att använda denna information för att försöka påverka människors inställning till och uppfattning av varandra. Gestaltningens syfte är att undersöka hur mänskligt samspel kan påverkas genom ljud baserat på rumslig data, och är ett resultat av den forskning som lagt den teoretiska grunden och den primära metod som vi valt för att utveckla den genom. Performative Experience Design ämnas till att undersöka och främja interaktivitet utifrån ett performativt perspektiv, då den uppmanar till ett öppet och nyfiket förhållningssätt till mänskligt samspel. Resultat av detta är ett system med stor potential för vidareutveckling, men också en påbörjad diskussion om vad Augmented Reality kan innebära. / The purpose of this work is to investigate interactive sound in relation to Augmented Reality. We want to explore the concept by focusing on sound, thereby broadening the perception of what Augmented Reality potentially could mean. We have investigated Sonication, Audio Spatial Awareness and Augmented Reality to produce an artefact based on a combination of these theories. Our focus is to investigate how Sonification can make certain aspects of reality clearer to people, as well as to use this information to try to influence people's perception of each other. We aim to investigate how human interaction can be influenced by sound based on spatial data, and is directly influenced by the research which laid the theoretical foundation combined with the primary method we chose. Performative Experience Design aims to investigate and generate interaction based on a performance perspective, as it calls for an open and curious approach to human interaction. The result of this is a system with great potential for further development, but also a beginning to an initial discussion of what constitutes Augmented reality.
13

Vad tände lampan? : En studie om idégenerering och kreativitet / Lighting the bulb : A study of ideation and creativity

Karlsson, Björn January 2021 (has links)
Att generera idéer är någonting som pågår i många olika branscher. För att kunna generera idéer kan vissa sorters idégenereringstekniker användas, och dessa tekniker kan involvera olika sociala sammanhang. Vissa tekniker kräver att deltagaren genererar idéer på egen hand medan andra tekniker kräver att det är en grupp som samarbetar. De olika tekniker som kan användas har det forskats mycket om, och det finns en god akademisk grund. Däremot har det inte forskats mycket om hur det är att blanda dessa tekniker. För att skapa en ökad förståelse kring användningen av en eller flera tekniker under samma idégenereringssession har intervjuer med yrkespersoner som är involverade med kreativitet och idégenerering genomförts, samt en litteraturstudie. Detta har lett till en bredare förståelse av idégenerering. / Generating ideas is something that is done in a lot of different industries. To be able to generate ideas, some techniques can be used, and these techniques may involve different kinds of social settings. Some techniques demand that the participant generates ideas on an individual basis, whilst other demand a group. There is research about the different kinds of techniques that can be used so there is a good academic foundation, but there has not been a lot of research on the effects of mixing these techniques. To create a greater basis for knowledge about the usage of one or multiple techniques during one ideation session have interviews been held with different kinds of professionals involved with creativity and ideation as well as a literature review. This, in turn, has led to a greater knowledge about ideation.
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Perspektiv och erfarenheter kring spelifiering bland User Experience Designers - En kvalitativ studie / Perspectives and experiences of gamification among User Experience Designers - A qualitative study

Björkman, Viktoria January 2022 (has links)
Spelifiering är ett koncept i relation till beteendepåverkande design, vilken har gagnat stor popularitet under de senaste åren. I den vetenskapliga litteraturen beskrivs spelifiering som en metod där spelmekaniker används i andra interaktiva kontexter än spelsystem, och anses därmed innebära implementation av bland annat poängsystem och topplistor i system med syftet att uppnå vissa mål. Det anses att det finns begränsat med forskning kring spelifiering, trots att det är ett hastigt ökande fenomen, och att effekterna kring det är förhållandevis okända. Spelifiering har implementerats i designer i relation till områden som hälsovård, utbildning och arbetsplatser, vilka har en stor impakt gällande folkhälsa. På grund av dessa faktorer har spelifiering blivit ämne för etiska debatter där mycket starka åsikter yttrats. Därmed anses det vara av stor vikt att bedriva forskning inom området. Hittills saknas det rapporter kring insikter som skulle kunna leda till att mer exakta forskningsområden uppdagas, därför ligger fokuset i denna studie på att undersöka existensen av sådana potentiella erfarenheter, vilka skulle kunna ligga till framtida grund för potentiella forskningsområden och regelverk. User Experience Design är något som har en stark koppling till interaktionsdesign, vilket låg till grund till att designers inom denna yrkesgrupp var de som valdes ut som fokusgrupp för denna studie. Studien utgår från en bred frågeställning för att ha en öppen ingång utan förväntningar, med anledning att även outforskade aspekter på detta vis kunde uppdagas. För att samla in analyserbar data granskades vetenskaplig litteratur kring ämnet, samt att en digital enkät genomfördes och kompletterades med fördjupande intervjuer med ett antal utvalda enkätdeltagare. Resultatet av studien visade på indikationer till att det förekommer tendenser till ett kunskapsgap kring spelifiering inom yrkesgruppen. En stor majoritet av de som deltog i studien antydde förekomsten av en utbredd neutralitet kring spelifiering, angående de etiska aspekterna, bland User Experience Designers. Slutligen cirkulerade ett starkt tema kring designens kontext. / Gamification is a concept in relation to behavioral design, which has gained great popularity in recent years. In the scientific literature, gamification is described as a method where game mechanics are used in interactive contexts other than game systems, and is thus considered to involve the implementation of, among other things, point systems and leaderboards in systems with the aim of achieving certain goals. It is considered that there is a lack of research regarding gamification, despite the fact that it is a rapidly increasing phenomenon, and that the caused effects are relatively unknown. Gamification has been implemented in designs related to areas such as health care, education and workplaces, which have a major impact on societal health. Due to these factors, gamification has become the subject of ethical debates where strong opinions have been expressed. Thus, it is considered of great importance to conduct research in the field. To date, there are no reports of insights that could lead to more accurate research areas being discovered, the focus of this study is therefore examining the existence of such potential experiences, which could form the future basis for potential research areas and regulations. User Experience Design is considered having a strong connection to interaction design, which was the basis for designers in this professional group being the ones selected as the focus group for this study. The study is based on a formulated question with an open-ended nature with the purpose of having an open entrance without expectations, due to the fact that unexplored aspects were thought to be discovered more easily. In order to collect analyzable data, scientific literature on the subject was reviewed, and a digital survey was conducted and supplemented with in-depth interviews with a number of selected survey participants. The results of the study showed indications that there are tendencies towards knowledge gaps regarding gamification in the User Experience Design community. A large majority of those who participated in the study indicated the existence of widespread neutrality around gamification regarding the ethical views among User Experience Designers. Finally, a strong theme circulated around the context in which the design is created.
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[en] ANALYSIS OF THE DISCOURSE THAT PRIVILEGES EXPERIENCE AND EMOTION IN ITS CONCERNS ABOUT THE DESIGN PROJECT PROCESS / [pt] ANÁLISE DE DISCURSO QUE PRIVILEGIA A EMOÇÃO E A EXPERIÊNCIA EM SUAS CONSIDERAÇÕES SOBRE O PROCESSO PROJETUAL DE DESIGN

GABRIELA ESTER KALMAN 05 October 2007 (has links)
[pt] Este trabalho realiza uma análise do discurso que privilegia a emoção e a experiência em suas considerações sobre o processo projetual de design. Apresenta enunciados coletados nos contextos de branding, experience design e design & emoção que exemplificam o discurso apontado, recortado nas falas de teóricos e profissionais do design de mainstream e do marketing. O propósito do trabalho é investigar alguns aspectos desse discurso, em especial o modo como ele propõe considerar o sujeito no processo projetual do design, além de apontar algumas implicações do mesmo. / [en] This Analysis of the discourse that privileges experience and emotion in its concerns about the design project process presents some propositions from the branding, experience design and design & emotion contexts that exemplifies this discourse. The propositions were selected from texts from theorists and professionals of mainstream design and marketing. The dissertation aims to examine some aspects of this discourse, especially the way it suggests to consider the subject in the design project process as well as some of its implications.
16

Webb Couture : En studie om hur modedesign kan inspirera och förändra webbdesignprocessen för att utmana User Experience standarder / Web Couture : A study about how fashiondesign can inspire and change the web design process in order to challange User Experience standards

Carlfjord, Adam, Gustavsson, Henrik January 2015 (has links)
Webbdesign är ett hantverk med potential till oändlig variation och oräkneliga möjligheter, men det är även en process styrd av standarder och förhållningssätt för att optimera resultatet för slutanvändaren. Begrepp så som user experience och framför allt user experience design har i och med utvecklingen blivit allt viktigare aktörer inom webbdesign. Samtidigt som de underlättar i utvecklingsprocessen genom att diktera hur design bör utformas, skapar de inte också då begränsningar av potentialen för webbdesign? Antalet variationer och möjligheter minskar drastiskt när webbdesigners anpassar sig efter dessa standarder. Den här undersökningen syftar till att utveckla nya metoder och strategier för att främja innovativ webbdesign och undersöka hur modebranschens konstanta strävan efter innovation skulle kunna inspirera och kanske till och med förändra webbdesign utvecklingen. Genom att bryta ner, analysera och sammanfoga designprocesserna för haute couture och webbdesign skapas en designmetod som ger medvetenhet i designval och hjälper att ifrågasätta standarder samt att undersöka alternativa lösningar. Designmetoden kallar vi Webb couture och är ett resultat av undersökningens teoretiska efterforskningar kring user experience och haute couture, designmetoden tillämpas även praktiskt i gestaltningen av undersökningen. / Web design is a craft with unlimited potential for variations and possibilities, but it is also a process controlled by standards and guidelines to optimize results for the end-user. Concepts like User Experience and User Experience Design have through the development of the field become actors of great influence in web design. While they facilitate the development process by dictating how design should be designed, does it not also create limitations to the true potential of web design? The total number of variations and possibilities is reduced drastically when a web designer applies such standards. The goal of this study is to develop new methods and strategies to create innovative web design and to investigate how the fashion industry’s constant quest for innovation could be applied to transform web design. Through breaking down, analyzing and merging the design processes of haute couture and web design we created a design method that gives awareness to the design choices and helps to question the standards and explore alternative solutions. The design method is called Web couture which is a result of the study's theoretical research on user experience and haute couture, this design method is also applied in practice on a web production that is part of the study.
17

Kvinnors karriärval inom IT-branschen : En kvalitativ studie om kvinnors karriärval inom IT-branschen med fokus på User Experience Design

Sivén, Annie, Möllenhoff, Nichole January 2020 (has links)
Följande kandidatuppsats är en kvalitativ studie angående kvinnors yrkesval inom IT- branschen med fokus på User Experience Design. Syftet med studien är att undersöka varför kvinnor i allt större utsträckning söker sig till UX Design, då man inte ser denna utveckling i övriga professioner inom IT. Problemområdet blir därmed att studera om det finns någon problematik som kvinnor möter inom sin utbildning eller på sin arbetsplats. Flera företag har uppmärksammat kvinnors intresse för UX Design. Detta främst på grund av att de kvinnliga medarbetarna inom arbetsgrupper inriktade på UX Design vid flertalet fall är i majoritet, vilket inte hör till vanligheten inom IT-professioner. År 2016 stod kvinnor för majoriteten av konsultroller inom UX Design, samt av UX-talanger stod kvinnor för dryga 80 %. Statistik från UHR år 2019 tyder på att skillnaderna mellan män och kvinnor inom utbildningar inriktade på UX Design, inte var speciellt stora. I studien har sju intervjuer utförts, där tre av respondenterna är verksamma inom UX Design och resterande fyra deltagare studerar eller arbetar inom andra professioner i IT-branschen. Av respondenterna var det en blandning av män och kvinnor, varav tre är män samt fyra är kvinnor. Resultatet tyder på att det finns ett flertal aspekter till varför kvinnor söker sig till UX Design. En av dessa faktorer kan vara att den sociala miljön stimulerar kreativiteten. Det finns kvinnliga förebilder där vilket ger en trygghet som inte är lika given i en mansdominerad profession. Det kan även finnas en brist av manliga förebilder som stöttar vilket också kan vara en bidragande faktor, samt att kvinnor har en felaktig bild av vad IT som yrke omfattar. / The following bachelor thesis is a qualitative study on women's participation in the IT-industry which focuses on User Experience Design. The purpose of the study is to investigate how women find themselves looking for UX Design over other IT-professions. This is to see what obstacles women face in their education as well as in their workplace, and thus be able to obtain improvements to be made. Several companies have drawn attention to women's interest in UX Design. This is mainly due to the fact that the majority of female employees, within working groups focused on UX Design, are in the majority of cases, which is not a common practice in IT-professions. In 2016, women accounted for the majority of consulting roles within UX Design, and of UX talents, women accounted for just over 80 %. Statistics from UHR in 2019 show that the differences between men and women in education focused on UX Design, were not particularly large. In most cases, the men were even a minority. The study has done seven interviews where three of the participants have worked in UX Design and the remaining four work in other professions in the IT-industry. Out of the participants, there was a mix of men and women, where three were men and four were women. The results show that there are a number of factors why women are choosing a career in UX Design. It may be because it is a social environment that stimulates creativity, there are female role models which provides a security that is not as given in a male-dominated profession. It can also be due to a lack of male role models who support the women interested in the industry, and lastly that women have an incorrect image of what IT as a profession encompasses.
18

Improving the efficiency and sustainability of indoor climate commissioning : How user experience design can improve the commissioning process

Ziai, Milad, Polli Ghedin, Silvio, Lindstrand, Sofie January 2022 (has links)
Buildings consume a significant portion of the world's overall electricity consumptionand it is critical for people's well-being and performance to have a good indoor climate. This is projected to rise as living conditions improve and climate change occurs. This means that energy-efficient interior climate systems are critical, and it is a worthwhile topic to research. This Master Thesis is focused on the topic of indoor climate and how user experience design can improve efficiency and sustainability in the commissioning process. In addition to being a topic that is not much explored, the longer it takes to install wireless systems, the more expensive and more harmful it is to construction sites. The aim of this study was to identify challenges that users face during the commissioning process. Another aim of this research was to investigate what are the improvement opportunities in the indoor climate commissioning process. The final aim of this study is an artifact that has been created with suggested actions that address the identified challenges that users encounter during the commissioning process. The methods chosen for this research will be a combination of qualitative and quantitative research, known as a mixed-method approach. This approach will be used to obtain answers to the study's research questions. The outcome of the survey and interviews with employees who have participated in the commissioning processsomehow will enable us to answer the research questions. The project includes, for example, user studies, technical studies, and the development of new concepts.
19

WOODWIZ - A CROSS-PLATFORM SOLUTION FOR FOREST MANAGEMENT

Zhuona (19201579) 27 July 2024 (has links)
<p dir="ltr">Managing a forest presents many challenges for tree farmers, especially when relying on traditional manual methods. Previous research highlights the wide range of tasks involved in forest management, from planting and nurturing trees to harvesting and selling timber. These conventional approaches often result in inefficiencies and unexpected difficulties at various stages. However, advances in technology, specifically through the use of LiDAR-based reconstruction and differential geometry, have made it feasible to accurately measure tree sizes and identify species with a single capture.</p><p dir="ltr">To help tree farmers overcome these challenges, this thesis proposes the development of a cross-platform solution named WoodWiz. WoodWiz comprises two synergistic components: a mobile application for real-time, on-site tree measurements, and a web-based platform for comprehensive forest management. The measurement feature in mobile app streamlines the data collection process, reducing time and labor, while MyForest offers a detailed view of the forest's status, facilitating efficient management and planning. Additionally, WoodWiz includes a Library feature, providing a repository of forestry resources and best practices, and a community platform to foster collaboration and knowledge sharing among forestry professionals. This integrated system simplifies the wide range of tasks involved in forest management—from planting and nurturing to harvesting and selling timber—thereby reducing inefficiencies and addressing the unexpected difficulties typically associated with traditional methods.</p><p dir="ltr">The development of WoodWiz involved extensive research, design, and evaluation, culminating in a robust tool that not only streamlines forest management tasks but also provides tree farmers with actionable insights for decision-making. By automating critical measurements and facilitating data access, WoodWiz improves the accuracy of forest inventory and health assessments, leading to more informed and strategic management practices. The potential impacts of this solution on the forestry industry include increased productivity, improved sustainability of forest resources, and enhanced profitability for tree farmers. This thesis details the iterative process of WoodWiz's development, highlights its key features, and evaluates its effectiveness in transforming forest management practices.</p>
20

Triggering a gift economy

Hoof, Pomme van January 2013 (has links)
What would happen if, the systems we deal with everyday, and the situations we find ourselves in, could trigger us to give something to someone else? This work started by exploring the theme of  money systems and social structures and the ambition to find alternatives for our current economic system, which has failed in several ways. People all over the world are already coming up with alternatives that can supplement and stabilize our money-monoculture and that give new meaning to currency.This research investigates a particular alternative economic system called the gift economy, which has great potential to build meaningful relations and re-establish a sense of  community. Since the gift economy has been mainly researched by anthropologists and ethnographers in the last century, my focus is on implementing its principles in society today. Through literature review, case studies and a series of  design projects, this thesis articulates possible ways of  triggering a gift economy. With a special coin, a concept for a bar and by linking the local bakery to Konstfack, we may start to understand what giving really means, how it can benefit us, in what way it can build more meaningful relationships and how it can offer an alternative way of  thinking than what currently drives our economic system

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