• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 6
  • 3
  • 1
  • 1
  • 1
  • Tagged with
  • 12
  • 12
  • 4
  • 4
  • 4
  • 4
  • 3
  • 3
  • 3
  • 3
  • 3
  • 3
  • 3
  • 3
  • 3
  • 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

PERSONLIGHET OCH FÖRMÅGOR I KARAKTÄRSDESIGN : Vikten av personlighetsdrag för förståelsen av fysiska förmågor / PERSONALITY AND ABILITIES IN CHARACTER DESIGN : The Importance of Personality for the Perception of Physical Abilities

Larsson, Anders January 2014 (has links)
Det här arbetet fokuserar på vikten av spelkaraktärers personlighet för förmedlingen av deras fysiska förmågor. Den teoretiska grunden till arbetet ligger i kognitiva och fysionomiska teorier om stereotyper. Det görs skillnad på mjuka och hårda karaktärsdrag, där mjuka karaktärsdrag avser personlighetsdrag och hårda karaktärsdrag avser fysiska egenskaper och förmågor. Arbetet undersöker om karaktärer som formges utan mjuka karaktärsdrag är fria från subjektiva värderingar utan att det förhindrar en korrekt uppfattning av karaktärens syfte.För att undersöka detta skapades åtta karaktärer som delades upp i två karaktärsgrupper. Den första gruppen innehöll både mjuka och hårda karaktärsdrag och den andra gruppen innehöll endast hårda karaktärsdrag. Karaktärerna användes sedan i kvalitativa intervjuer med 12-åringar, vilket var spelets målgrupp.Intervjuernas resultat visade att inkluderandet av mjuka karaktärsdrag hade signifikans för informanterna, då de lade störst vikt vid dessa karaktärers personlighet. För de karaktärer som saknade mjuka karaktärsdrag lade informanterna störst vikt vid fysiska förmågor.
2

Skeuomorphic vs flat design : A comparison of preferences of design techniques between two generations

GIllbo, Maja, Ahlkvist, Linda January 2019 (has links)
Purpose: The purpose of the study was to compare two visually opposite design techniques: skeuomorphic design, recognizable for its realistic presentation, and flat design, an abstract design option that has gained popularity in the last years. The two designs were compared using two generations of Internet users to find out what the preferences were for each generation. A knowledge gap was found in which design that would be the most beneficial to use for each generation. Methodology: To fulfill the purpose of the study, two methods were used; a literature study and an empirical study. The empirical study included experiments, interviews and questionnaires. The participants were contacted personally or via social media. All participants were in the age of 20-30 or 65+. Findings: Based on the collected literature and empirical evidence, it was concluded that the older generation of users might tend to prefer the skeuomorphic, realistic design online. Bright colors and a pedagogical style creates a good visual for elderly eyes and inexpert of using internet. The younger generation might tend to prefer the flat and abstract way of design online. A modern appeal with less clutter compared to the skeuomorphic style is considered beneficial. This opens up for further investigation. Implications: The empirical study included 20 people, who all participated in the experiment, interviews and answered questionnaires. The study groups consisted of 10 persons at the age span 20-30 years and 10 persons at the age span of 65+ years. Limitations: The study was only focused on two specific age groups with a small population found through convenient sampling. This means that in the future, the research could be conducted in a broader matter including more age groups and a larger population with a more specific sampling. The study's extent was affected by the time period in which it was executed. A longer period of time could have contributed to a more extensive study, perhaps with additional age groups and more participants in each group.
3

Flat design: panorama dessa estética sob a ótica da internet brasileira

Abreu, Diogo Costa Cavalcante 04 February 2016 (has links)
Made available in DSpace on 2016-04-29T14:23:42Z (GMT). No. of bitstreams: 1 Diogo Costa Cavalcante Abreu.pdf: 1802127 bytes, checksum: 0d8171e3cee52c515efe082c86f8a1a8 (MD5) Previous issue date: 2016-02-04 / The flat design is the biggest tendency of the graphic design on the beginning of this century, but it s concepts and characteristics are not completely consolidated. Thinking about that fact, this research looks to find the creation of a landscape about this esthetic utilizing the perception of the major websites of Brazil, in the light of the great design portals of the internet and Google and Youtube research tools. This paper lead us to an understanding that flat design receives a large acceptance and major arguments on the internet, but it also brings the image of an esthetic that still in development, with variations and largely misunderstood on its conceptual foundations, that brings to a straight analysis of its symbolic roots and social impact / O flat design é a maior tendência no design gráfico do começo deste século, mas seus conceitos e características ainda não estão completamente consolidados. Pensando nisso, buscamos traçar um panorama sobre essa estética segundo a percepção dos principais websites na internet brasileira. Para tal, utilizamos como base de dados os maiores sites com conteúdo majoritariamente voltado para o design gráfico e as ferramentas de busca do Google e Youtube. A pesquisa nos levou a entender que o flat design possui larga aceitação e amplo debate na internet, mas nos trouxe a imagem de uma estética ainda em desenvolvimento, com variações e más interpretações por parte de seus alicerces conceituais, o que carece de uma análise mais concisa sobre sua raiz simbólica e seu impacto social
4

Signifiers i flat designs : Hur kommer användaren fram till vad som är klickbart? / Signifiers in flat design : How does the user figure out what is clickable?

Nilsson, Linda January 2018 (has links)
En uppgift för en digital designer är att skapa användbara visuella gränssnitt, det som går att se som t.ex. text och grafik. Det skapas ett reellt problem när designern använder den populära stilen flat design i visuella gränssnitt när senare forskning pekar mot att stilen saknar tydliga signaler (signifiers) som berättar vad som är klickbart då skuggor är borttagna. Forskning säger att det är svårt att upptäcka vad som är klickbart när klickbara element inte ”poppar fram” som i teorin om preattentive processing; vilket gör stilen mindre användbar. Men det finns motsättningar i senare forskning vilket gör att jag vill öka förståelsen för hur användaren kommer fram till vad som är klickbart i flat design.Genom en kvalitativ fallstudie bestående av ett experiment, metoderna observation och intervju undersökte jag flat designs signifiers med hjälp av 5 informanter och 3 webbsidors startsidor. Jag kom fram till att det som får användaren att förstå att element är klickbara beror på komposition mellan detaljer och helhet. Gestaltningslagar har betydelse. Konventioner har betydelse och teorin om preattentive processing. Informanterna har ett inlärt beteende men de lär sig också medans de surfar och det finns element som ”poppar fram” trots avsaknad av skuggor. / A task for a digital designer is to create useful visual interfaces, which can be seen as, for example, text and graphics. It creates a real problem when the designer uses the popular style flat design in visual interfaces when later research indicates that the style lacks clear signals (signifiers) that tells what is clickable due to the lack of shadows. Research says that it is difficult to detect what is clickable when clickable elements do not "pop out" as in the theory of preattentive processing; which makes the style less useful. But there are contradictions in recent research which means that I want to increase understanding of how the user figure out what is clickable in flat design.Through a qualitative case study consisting of an experiment, the observation and interview methods, I examined flat design signifiers using 5 informants and 3 web pages. I found that what makes the user figure out if elements are clickable depends on the composition between the details and the whole. design laws are important. Conventions are important and the theory of preattentive processing. The informants have an inferior behavior, but they also learn as they browse and there are elements that “pop out” despite the absence of shadows.
5

Apprentship : En rapport om en kreativ designprocess av en webbaserad tjänst / Apprentship : A report of a creative design process of a web application service

Sörlin, Anton January 2015 (has links)
Denna rapport redovisar utvecklingen av en tjänst för att lättare kunna söka praktikplats och praktikanter. Tjänsten utvecklades som ett eget projekt att senare kunna visas upp som ett förslag för intressenter av verktyg som detta. Utvecklingen har följt dagens principer för användbarhetsdesign och upplevelsedesign. Målet har under hela utvecklingsperioden varit att skapa något som speglar denna tids trender och applikationer för möten. Resultatet av detta projekt har landat i en hifi prototyp, grafisk profil samt konceptbeskrivning för hur tjänsten ska fungera och användas. Denna prototyp kommer senare att utvecklas och skapas som en webbapplikation. / This report accounts the development of a service to make it easier for students to get an internship. The web application is a self-developed project meant to be later be presented for companies interested in similar areas as this. The development follows the principles of usability and experience design. The goal during the process has the hole time been to create a something that follow this eras trends for meeting applications. The result ended in a wellstructured hifi prototype, a graphic profile guide as well as a concept for further development of the service. The prototype will in the next step be developed into a real web application.
6

Textformaterings och knappformens påverkan på knappars användbarhet : Detaljstudie av en ettordsknapp / Effects of button shape and text format on usability : An in-detail study of a one-word button

Malmborg, Joakim January 2018 (has links)
Webbsystem används flitigt och även för internt bruk gäller det att vara användbar, funktionell, tydlig och ha en god navigation. Människor läser inte text utan letar efter en text som uppfyller deras mål. En undersökning på företaget Stamford AB utförs med deras interna webbapplikation som ska uppdateras och fokusen i denna rapport ligger på designval av knappar och dess läsbarhet. Användbarhetstest har utförts med hi-fi prototyper där testpersoner fick utföra olika uppgifter där flera designförslag testades för hur knappar kan se ut enligt olika designprinciper så som flat design, raised design och rounded corners. Testpersonerna ombads att tänka högt under prototyptestet och intervjuas efteråt för att samla in nödvändig data för att kunna dra slutsatser av undersökningen. Testet visade att en läsbar knapp ska ha normal eller lite mer mellanrum och ha en textstil som är normal eller fet för högsta läsbarhet. Samtliga knappar hade mouseover effekt (highlight) men ingen animation när man trycker ner knappen. Flat design ansågs vara lättare för ögonen.
7

“They don't look real; they are not nice.” : Skeuomorphic vs. Flat Design Icons – Ease of use, Recognition and Preference of Children Aged 7-9

Kubincová, Magdaléna, Ingesson, Eveline January 2021 (has links)
Icons are an important part of the user interface design. By representing objects and actions, they can quickly and efficiently convey information as well as make an interface more aesthetically pleasing for the user. Nowadays, the flat design is used as the industry standard while skeuomorphic icons fade away. In this study, we aimed to examine the value of both icon styles for a segment of users aged 7-9 years old. We tested the ease of use, recognition, and preference for skeuomorphic and flat design icons with twenty pupils from a Swedish primary school (N=20), using three experiments to measure these parameters. In the first experiment, participants completed simple tasks in an educational application prototype. The second experiment involved selecting icons with certain meaning from a grid. Lastly, the participants were presented with five pairs of icons and asked to choose which one they liked better. Although our results did not find a statistically significant difference in the ease of use or recognition for this age group, we found that the children had a strong preference towards the skeuomorphic design. Therefore, we suggest that skeuomorphic icons should be used in interfaces specifically designed for children, as they are more aesthetically pleasing for the users and do not affect the ease of use or recognition in a negative way.
8

Language Learning without the Feeling of Predatory Monetization using Flat Design : Gamification of Language Learning

Svensson, Kristian January 2022 (has links)
This paper aims to explore how different design choicesaffect players perceived feelings of purposeful limitations andpredatory monetization in educational gamified software. Thisstudy, along with two others, is part of an initiative by the EUto explore teaching of a second language, in this case Russian,through gamification. Using Design Science it is the goal of thiscase study to determine whether it is possible to teach Russianwith the help of gamified software, with a progression model thatdoes not invoke feelings of predatory monetization game conceptsas seen in similar software on the market.
9

Typografie web designu / Typography of web design

Uhlířová, Martina January 2016 (has links)
Typography is one of the most important elements of web design and marketing. Good typography makes web design more appealing, which is important for readers in evaluating titles and the quality of text. The aim of this thesis is to provide a characterization of good and bad typography. I will use this characterization to identify modern typographical trends in a digital background. In the theoretical part, I will describe the basic features of typography. In the practical part, I will distinguish appealing typography and visual smog, and find specific examples demonstrating typographical trends in web design.
10

Hur platt kan det vara? : En studie om seniorers förståelse av skeumorfism och platt design inom e-hälsa / How flat can it be? : A study on seniors’ understanding of skeuomorphic and flat design in e-health

Alm, Ia, Lundström, Nicole January 2018 (has links)
Digitaliseringens framfart skapar problem för seniorer som har svårt att hänga med i den moderna teknikens utveckling. Samtidigt har Sveriges regering satt som mål att år 2025 ha digitaliserat hälsovården. I samband med trenden att använda sig av platt design i digitala plattformar försvåras seniorers situation ytterligare och kan ha en negativ effekt i hänseende att utöka den digitala klyftan. Tidigare forskning visar att den platta designens formspråk är svårare att förstå än den traditionella, skeumorfa design som tidigare använts, då platt design saknar affordanser. Detta examensarbete har haft för avsikt att undersöka huruvida platt design är svårare för seniorer att förstå jämfört med traditionell, skeumorf design, samt se hur designprincipen affordans skulle kunna avhjälpa problemet med förståelsen av platt design. Examensarbetet har vägletts av frågeställningen: Hur påverkas seniorers förståelse av platt design i jämförelse med traditionell design i kontexten av webbplatser och vilken betydelse har affordans för att stödja deras förståelse? För att besvara frågeställningen har en kvantitativ enkätundersökning samt en kvalitativ observationsstudie utförts i syfte att utreda frågeställningens variabler utifrån tidigare teorier. Resultatet visar att affordans inte tycks ha någon betydelse för hur seniorer förstår ett designgränssnitt. Däremot syns indikationer för att designprinciper som visuella ledtrådar, eller signifiers, är av stor vikt att ta hänsyn till vid framtagande av design för en senior målgrupp. / The vast progress of digitization creates problems for the seniors who find it hard to keep up with modern technology development. At the same time, the Swedish government has set itself the goal of digitizing health care by 2025. In connection with the trend of using flat design in digital platforms, the situation of seniors is further complicated and may have a negative effect in expanding the digital divide. Previous research shows that the style of the flat design is more difficult to understand than the traditional, skeuomorphic design previously used, as flat design lacks affordances. The aim of this thesis has been to investigate whether flat design is more difficult for seniors to understand than traditional skeuomorphic design, as well as how the design principle affordance could solve the problem of understanding flat design. The thesis has been guided by the question: How are seniors' understanding of flat design compared to traditional design in the context of websites and what significance does affordance have to support their understanding? To answer the question, a quantitative questionnaire survey and a qualitative observation study have been conducted to investigate the variables of the question based on previous theories. The result shows that affordance does not seem to affect how seniors understand a design interface. On the other hand, indications suggest that design principles such as visual clues, or signifiers, are important to consider when designing for a senior audience design.

Page generated in 0.0606 seconds