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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

Portable Pillbox: An Empathic Design Approach to Medicine Adherence for Chronic Adolescent Illnesses

Gao, Hao 20 October 2016 (has links)
No description available.
2

Empathic Design Guidelines in Healthcare for Successful Product Development

Ruiz Costilla, Alfredo I. 07 July 2015 (has links)
No description available.
3

Exploring and Integrating Empathy in Engineering Community-Based Learning Contexts: A Qualitative Approach

Wang, Linjue 04 November 2022 (has links)
No description available.
4

Developing a persona-based user-centred design model in relation to idea generation that will both manage the product design processes and solve design problems

Nivala, Wen Cing-Yan January 2013 (has links)
User-Centred Design (UCD) was proposed in the 1980s and, since then, its philosophy has helped to solve design problems, regardless of the advances in technology over time. The standard ISO 9241:210 (2010), formerly ISO 13407, provides guidance in human-centred design principles and activities undertaken throughout the design lifecycle to further support UCD. In addition, since it was mentioned in ISO 9241:210, UCD has also utilised User Experience Design (UXD) in recent years. There are many approaches that support UCD to ensure it is more attainable when designing. In addition, large firms, such as HP, IBM and Microsoft, use anthropologists in their user research in order to make products more user-centred. However, the concept of UCD should, theoretically, be more widely used in all product design and it is intriguing as to why it is not as popular as it should be. As noticed in the real world, imperfect designs still frustrate us everywhere. The aims of this thesis were to investigate the difficulties of practicing a UCD approach in idea generation and to design solutions for idea generation that would encourage further practice of UCD/UXD. In the first part of the thesis, there is an exploration of the problems encountered when practicing UCD idea generation. When examining the process, a multitude of problems were found, with most blamed as being costly, time consuming and requiring complex skills. In addition, it was suggested that a systematic solution was required to overcome such difficulties. Therefore, later in this research, a systematic model is proposed and evaluated using participants (both designers and target users). Due to the fact that design practitioners are not usually researchers, further help to implement the model in the form of persona application software is needed. Hence, the concept of service design was employed to further assist with the use of the model. In the end, computer-aided development was introduced, together with the integration of the systematic UCD model. The UCD model and the software have been evaluated as effective from both the responses of product design practitioners and end-users. Future recommendations and the research limitations are also discussed in each chapter and the overall results are given in the last chapter. This thesis successfully provided the complete process during the exploration of the low usage problems of UCD, and solutions were presented to assist designers with their UCD/UXD in the future.
5

Does A deeper level of empathy help high school engineering students generate more innovative consumer products?

Garcia, Bobby Jo 03 February 2012 (has links)
Secondary level engineering education is a relatively new field of study. This report evaluates an activity in which high school students experience simulated disabilities as they interact with and redesign consumer products. These activities are also known as empathic experiences, in which the designer is challenged to place himself or herself in the position of a lead user who pushes a product to its extremes and experiences various customer needs sooner and more acutely than the typical user. The purpose of this study is to determine whether or not these types of empathic experiences help high school students develop more innovative product ideas in a concept generation activity. The results of this study are compared with similar studies that use college students for the subject pool. Differences between subject pools are examined to identify implications for secondary engineering education and assessment. / text
6

A Tool for Empathetic User Experience Design

January 2014 (has links)
abstract: Study in user experience design states that there is a considerable gap between users and designers. Collaborative design and empathetic design methods attempt to make a strong relationship between these two. In participatory design activities, projective `make tools' are required for users to show their thoughts. This research is designed to apply an empathetic way of using `make tools' in user experience design for websites clients, users, and designers. A magnetic wireframe tool has been used as a `make tool', and a sample project has been defined in order to see how the tool can create empathy among stakeholders. In this study fourth year graphic design students at Arizona State University (ASU), USA, are participating as users, faculty members have the role of clients, and Forty, Inc., a design firm in the Phoenix area, is the design team for the study. All of these three groups are cooperating on re-designing the homepage of the Design School in Herberger Institute for Design and Art (HIDA) at ASU. A method for applying the magnetic tool was designed and used for each group. Results of users and clients' activities were shared with the design team, and they designed a final prototype for the wireframe of the sample project. Observation and interviews were done to see how participants work with the tool. Also, follow up questionnaires were used in order to evaluate all groups' experiences with the magnetic wireframe. Lastly, as a part of questionnaires, a sentence completion method has been used in order to collect the participants' exact thoughts about the magnetic tool. Observations and results of data analysis in this research show that the tool was a helpful `make tool' for users and clients. They could talk about their ideas and also designers could learn more about people. The entire series of activities caused an empathetic relationship among stakeholders of the sample project. This method of using `make tools' in user experience design for web sites can be useful for collaborative UX design activities and further research in user experience design with empathy. / Dissertation/Thesis / Masters Thesis Design 2014
7

Supporting product development with a tangible platform for simulating user scenarios

Ruvald, Ryan January 2017 (has links)
Motivation: Today’s sustainability challenges are increasingly being addressed by Product Service Systems to satisfy customers needs while lowering their overall environment impact. These systems are increasingly complex containing diverse artifacts and interactions. To provide a holistic solution centered on the human experience element, design of product-service systems are best driven by data gathered from design thinking methods.     Problem: When considering innovation challenges, such as the deployment of autonomous electric machines on future construction sites, data driven design can suffer from a lack of available tangible user feedback upon which to make design decisions.   Approach: In the case of this study, the development of a scaled down construction site structured around generally applicable operations was built as a prototype for involving various users in early phase development of a HMI for interacting with prototype machines built by Volvo CE called the HX01. Qualitative data acquisition methods were derived from Design Thinking approaches to needfinding including: a questionnaire, unstructured interviews and observations.   Results: The prototype scale site became a 5 meter x 5 meter semi-portable site with 1:11 scale ratio machines including: excavators, wheeled loaders and autonomous haulers. The product tested with the site was an augmented reality interface to provide a communication platform between workers and the autonomous haulers designed at building trust to enable collaboration. Test users and observers provided feedback confirming the effectiveness of the scale site scenario to convey the necessary context of a realistic interaction experience. Beyond HMI testing, the site served as a tangible artifact to instigate conversations across domain boundaries.   Conclusions: The tangible experiential scenario platform developed displayed the capability to go beyond one-way concept communication of concepts to customers, by including customers as integral participants in the testing of new products/services. For design teams, the site can facilitate deeper learnings and validation via a shared contextualization of user feedback. The further implications may also include: the ability to increase rationale at design decision gate’s assessment of risk in new products and enable the identification of emergent issues in complex future scenarios.
8

Is mental health a luxury? : Dissecting mental health preconceptions through co-designing jewelry for mental health needs

Tziogka, Anastasia January 2022 (has links)
This project aims to challenge preconceptions of mental health and attempts to conceptually dissect the popular phrase “mental health is a luxury”. The dissection is grounded on a theoretical background related to the inefficiencies of the health care system, advocacy movements of health care rights, material culture and luxury consumption, in order to conceptualize design strategies for sociocultural change.The concept challenges the perception of mental health care as luxury through the invitation of other mental health sufferers into a collaborative co-design space that generates information about their subjective lived experiences and needs, through participatory and empathic design methods. Jewelry has been selected as a design medium that combines possibilities of self-expression, involvement in co-crafting, similarities to other devices for self-regulation and preconceptions of status. The socioeconomic issues of the accessibility of mental health care reveals inequalities related to social status, and jewelry with its historical connotation as a social status symbol is used in this project as a critical tool to portray and question the correlation between socioeconomic privilege and mental health care. The collaborative process of co-designing and translating real people’s needs into customized jewelry works as an attempt to redefine jewelry as a manifestation of human needs and to cultivate mental health sufferers’ agency and power towards their own health.
9

<b>?A BEHAVIOR-ORIENTED, HOLISTIC INVESTIGATION OF TEAM LEARNING FOR SHARED EMPATHIC UNDERSTANDINGS THROUGH THE ANALYSIS OF DESIGN CONVERSATIONS</b>

Eunhye Kim (18105526) 05 March 2024 (has links)
<p dir="ltr">Empathic design involves two social practices – one is collaboration with users to elicit and make a meaning of user experiences, and another is intrateam collaboration to develop a mutually understood, agreed-upon interpretation of user experiences among team members. This study is focused on the latter phenomenon, conceptualizing this social practice as team learning for shared empathic understandings. Through this conceptualization, this study aimed to characterize a social mechanism underlying intrateam collaboration in empathic design in terms of how professionals interact with each other to develop and apply shared empathic understandings to design ideas within a team over a design process. For this objective, I conducted a conversation analysis to examine one professional design team’s conversations over a design journey from need-finding to initial ideation to prototyping and testing, exploring team members’ conversational behaviors revealed in conversational exchanges. More specifically, I investigated their conversational behaviors at both the team and individual levels: team learning behaviors (i.e., construction, co-construction, and constructive conflict) for team-level collective behaviors and interpersonal reactions (e.g., move, question, block, etc.) and empathy perspectives (i.e., the first, second, and third-person perspectives) for individual-level behaviors. Through this investigation, I found that a team’s design journey can be characterized by their travel among the team learning behaviors during design conversations and that each type of team learning behavior can be featured by frequently used interpersonal reactions and empathy perspective transitions at the individual level. Through this behavior-oriented, holistic view of team learning for shared empathic understandings, this study provides fresh insights into what conversational behaviors can be more used at the team and individual levels and how these behaviors can facilitate a team to arrive at team-level empathic understandings and design ideas. I discuss the research and educational implications of this study and future research ideas based on this study.</p>
10

My Snus Handbook : Rethinking the lifestyle related to nicotine pouches / Min Snushandbok : Reflektera över livsstilen kring vitt snus

Huhtala, Heikki January 2023 (has links)
The use of modern oral nicotine products (colloquially known as white snus or nicotine pouches) is increasing fast among youth and young women in Sweden. Due to aggressive marketing on social media, the colourful snus cans that contain nicotine pouches have become accessories that could be compared with lifestyle products (such as branded clothing, jewellery, or cosmetics). This collaborative design project aims to explore alternative approaches to education against modern nicotine products and to create a small-scale countermovement for the increasing white snus trend. During the project, we have used methods of human-centred design and visual communication in order to facilitate female snus users in reflecting on their own habits and rethinking the lifestyle around nicotine pouches. The project is done in collaboration with female university students who use white snus and two local tobacco control workers in the Region Kalmar län (Region Kalmar County).

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