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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.
91

A Human-Centered Approach to Designing an Invasive Species Eradication Program

Santo, Anna Ruth 22 May 2015 (has links)
The increasing scope and speed of biological invasions around the world is a major concern of the modern environmental conservation movement. Although many ecological impacts of biological invasions are still not well understood, there is a general consensus that exotic, invasive species are a primary driver of extinctions globally. By altering ecosystem structure and function, invasive species also affect human quality of life; however, not all impacts lead to negative outcomes. Given that invasive species have diverse impacts on society, their management in human-dominated landscapes is a wicked problem wherein the resolution is as much an issue of social value as technical capacity. The purpose of my research was to understand the propensity for engaging private landowners in an effort to eradicate an invasive species on an inhabited island. Specifically, I investigated private landowner perspectives on eradicating the North American beaver (Castor canadensis) from the Tierra del Fuego (TDF) island archipelago in Argentina and Chile. The beaver was introduced in 1946 and has since become a central conservation issue due to its long-lasting changes to local hydrology, nutrient cycling, riparian vegetation, food webs, and aquatic and terrestrial species assemblages. Because eradication requires near complete cooperation from stakeholders and no research had been conducted to understand the perspectives or willingness of private landowners to cooperate, my objectives were to: 1) characterize the links private landowners make between the presence of beavers and impacts to the ecosystem services in their riparian areas, and 2) explore the role of a market-based incentive program to increase landowner cooperation in eradication efforts. Through semi-structured interviews, I elicited landowner mental models of how beavers impact the ecosystem services they receive from their riparian lands. I found that TDF ranchers prioritized provisioning ecosystem services, and held diverse and idiosyncratic beliefs about how beavers influence these outcomes. TDF ranchers may not recognize the beaver as a highly salient problem because they do not connect them to reductions in ecosystem services that are important to them. Among those who do perceive beavers affecting important ecosystem services, there is no clear, unified understanding of how the beavers disturb the ecosystem and key ecosystem services. Additionally, in a broadly administered survey, I used a factorial vignettes to examine the role of program structure and other program-related factors on landowners' willingness to participate in a voluntary eradication program. Overall, landowners were willing to cooperate in an incentive program to eradicate beavers. They were positively motivated by greater financial compensation, an increased expectation that the program would be successful, and the program assuming full responsibility for its implementation. Other factors returned mixed results indicating that further research may be required. In diverse, human-inhabited, and privately-owned landscapes, conservation requires collective action—i.e., the high threshold of participation needed for eradication to be achieved. Understanding the knowledge systems that cause landowners to perceive value or risk serves as a first step in understanding behaviors, and can also serve as a framework for crafting more effective outreach, as current communication about the beaver and the proposed eradication may not resonate with private landowners. Further, barriers to inaction can be overcome by understanding landowner needs and how program-related factors influence the potential for cooperation. In sum, by putting human needs at the forefront of program design, conservation planners can better understand stakeholder perspectives, reduce barriers to participation, and ultimately increase cooperation and improve conservation outcomes. / Master of Science
92

Developing Consoles for Transporting Transformers by Rail

Miiro, Theodor, Persson, Daniel January 2024 (has links)
Hitachi Energy, one of the largest transformer manufacturers in the world, has a factory based in the small town of Ludvika, Sweden. Here, all of the production is carried out, from order to delivery, and the key to reaching the rest of the world lies within the Swedish railway network. Utilizing specialized railway wagons, Hitachi Energy transports the transformers to the industrial ports for further export to the rest of the world. To ensure safe transportation, with loads exceeding 400 tons, transportation consoles made for this exact purpose are used to carry the transformer's weight and keep them in place during transportation. However, with their current solution having stayed the same for many years, they now aspire to a new solution for the transportation consoles to fulfill both the physical and human-centered demands better. In this master's thesis, in industrial design engineering, a new solution for transportation consoles is being developed. To ensure the quality of the project, a design process with four stages - a learning phase, an ideation phase, a development phase, and a delivery phase - has been used. Three research questions have been in focus during the project:  What are the needs and requirements for the new transportation console? How can we identify both user needs and product requirements for the new transportation consoles through an industrial design engineering approach? How would a completely new solution for transportation consoles be designed and used in detail?  Several industrial design methods have been utilized in these phases to gain a broad knowledge of the problem and generate ideas. A product cycle analysis was conducted based on interviews and observations to better understand the product. When the knowledge was gathered, several brainstorming methods, scamper, and virtual prototyping were used to generate several new solutions and ideas. To test and develop the concepts in detail, computer-aided engineering has been used, with computer-aided design to virtually prototype the concepts and finite element analysis to verify them. The learning phase showed the need for a more user-friendly solution and how a slimmer console profile could improve the workers' overall experience. Multiple concepts of solving these problems in different ways were found in the ideation phase. After design reviews with the stakeholders and consultation with the supervisors, a final concept, Arc, for a new transportation console was chosen to continue with into the two later stages of the process. Arc's foundation lies within a human-centered design and the people interacting with it weekly. It has several advantages compared to the previous design, with its adjustability and slim design facilitating the workload and enabling easier transportation. Analyses of its durability against external accelerations have been conducted, leaning towards a promising outcome. However, further testing and verifications are needed to ensure its durability before use.
93

Waterworks - Domestic water filtration empowered by acoustics. / Waterworks - Akustisk vattenfiltrering för hemmet.

Viitasara, Jukka January 2024 (has links)
Waterworks typically refer to a system or facility for supplying, storing, and treating water. It encompasses the infrastructure and machinery used to collect, purify, and 
distribute water to homes, businesses, and other users. The term can also mean starting to cry, especially to gain sympathy or attention. Additionally, it can refer to the organs of the body through which urine is passed. The climate crisis presents significant challenges to water filtration. Extreme weather events can contaminate sources. Harmful algal blooms, saltwater intrusion and toxins further complicate filtration. We might have to rethink how we take clean tap water for granted. This home water filtration unit that via acoustics filters the water, reimagines our relationship to drinking water and the habits around it, and the new behaviors and rituals that would emerge from this new normal. / Waterworks avser vanligtvis ett system eller en anläggning för att tillhandahålla, lagra och behandla vatten. Det omfattar infrastrukturen och tekniken som används för att samla in, rena och distribuera vatten till hem, företag och andra användare. Termen kan också betyda att börja gråta, särskilt för att få sympati eller uppmärksamhet. Dessutom kan det referera till kroppens organ genom vilka urin passerar. Klimatkrisen innebär betydande utmaningar för vattenfiltrering. Extrema väderhändelser kan förorena dricksvattentäkter. Skadlig algblomning, saltvattenintrång och gifter försvårar filtreringen ytterligare. Vi kanske måste tänka om kring hur vi idag tar rent kranvatten för givet. Denna filtreringsenhet, som via akustik filtrerar vattnet, belyser vårt förhållande till dricksvatten och de nya beteenden och ritualer som skulle uppstå ur en ny klimatmässig normalsituation.
94

Darśan - Dance for Kriśna

Pilania, Harshal 25 June 2024 (has links)
Darśana is an an interactive, multi-channel installation offering participants an artistic, somatic immersion in Hindu mythology. The exhibit interprets the Hindu concept of 'darśana'—a practice involving the experience and observance of a deity—through a contemporary lens. At the heart of the installation is Lord Kṛṣṇa, the beloved flutist deity celebrated for his wisdom and charm. Participants are immersed in a digital rendition of his native forested land, Vṛndāvana. Here, they are encouraged to move, dance, and interact with their surroundings. By presenting ancient stories through new media technologies, "Darśana" explores the potential of modern technology to reinterpret and revitalize traditional practices and beliefs for contemporary audiences, drawing their attention to their cultural heritage. / Master of Fine Arts / Darśana is an an interactive, multi-channel installation offering participants an artistic, somatic immersion in Hindu mythology. The exhibit interprets the Hindu concept of 'darśana'—a practice involving the experience and observance of a deity—through a contemporary lens. At the heart of the installation is Lord Kṛṣṇa, the beloved flutist deity celebrated for his wisdom and charm. Participants are immersed in a digital rendition of his native forested land, Vṛndāvana. Here, they are encouraged to move, dance, and interact with their surroundings. By presenting ancient stories through new media technologies, "Darśana" explores the potential of modern technology to reinterpret and revitalize traditional practices and beliefs for contemporary audiences, drawing their attention to their cultural heritage.
95

Interaktiva läsupplevelser : Förbättring av läsglädje för personer med läsnedsättningar

Zinger, Daniel January 2024 (has links)
The international study Progress in International Reading Literacy Study (PIRLS) revealed that reading proficiency has deteriorated among Swedish students between 2001 and 2021, and this has therefore become a priority area for the Swedish government (Regeringskansliet, 2023). There are various explanations for this change, but one aspect that has not been sufficiently considered is the effect of reading joy. Therefore, this study has chosen to focus on reading joy and individuals with reading disabilities. The focus of this study is accessibility and reading joy. These concepts are used to understand the problems that individuals with reading disabilities experience and how their reading joy is affected by these disabilities. In this project, a digital book adapted for individuals with reading disabilities was developed. A HumanCentered Design (HCD) process was followed, placing the participant's needs at the center with a focus on satisfying these needs through the design (Arvola, 2020, s. 12–13). Methods such as interviews and usability tests were used to gain insights from the users. The final design of the digital book included various elements to improve the reading experience. Colors, images, and an audiobook with ambient sounds were used to enhance immersion. Moving images within the text were also tested to reinforce the story and increase reading joy. In summary, an interactive and sensory reading experience was created to make reading more accessible and enjoyable for individuals with reading disabilities. The results of the entire project indicate that it is important to satisfy the needs of individuals with reading disabilities to create reading joy for them. The results also showed that increased modalities provide an enhanced experience that increases reading joy, and that reading joy is important for better understanding of the text. / Genom den internationella studien Progress in International Reading Literacy Study (PIRLS) framkom det att läsförmågan har förvärrats hos svenska elever mellan 2001 och 2021, och detta är därför nu ett prioriterat område för den svenska regeringen (Regeringskansliet, 2023). Det finns olika förklaringar till denna förändring, men en aspekt som inte har beaktats tillräckligt är effekten av läsglädjen. Därför har denna studie valt att fokusera på läsglädje och personer med läsnedsättningar. Fokus för denna studie är tillgänglighet och läsglädje. Dessa begrepp används för att skapa förståelse för de problem som personer med läsnedsättningar upplever och hur deras läsglädje påverkas av dessa nedsättningar. I detta projekt utvecklades en digital bok anpassad för personer med läsnedsättningar. En Human-Centered Design (HCD) process följdes, där deltagarens behov lades i centrum med fokus på att tillfredsställa dessa behov genom designen (Arvola, 2020, s. 12–13). För att få insikter från användarna användes metoder som intervjuer och användbarhetstester. Den färdiga gestaltningen av den digitala boken inkluderade olika element för att förbättra läsupplevelsen. Färger, bilder och en ljudbok med omgivande ljud användes för att öka inlevelsen. Rörliga bilder inom texten testades också för att förstärka berättelsen och öka läsglädjen. Sammanfattningsvis skapades en interaktiv och sensorisk läsupplevelse som syftar till att göra läsning mer tillgänglig och njutbar för personer med läsnedsättningar. Resultaten av hela projektet visar att det är viktigt att tillfredsställa behoven hos personer med läsnedsättningar för att skapa läsglädje för dem. Resultaten visade också att ökade modaliteter ger en förstärkt upplevelse som ökar läsglädjen och att läsglädje är viktigt för att få en bättre förståelse av texten.
96

Jämförelse av Game User Experience Satisfaction i VR och på skärm / Comparison of Game User Experience Satisfaction in VR and on monitor

Emin, Yad January 2020 (has links)
Syftet med denna masteruppsats var att undersöka skillnaden i Game User Experience Satisfaction (GUESS) vid användning av SimProv, både i VR (Oculus Rift) och på skärm. SimProv är en spelliknande klassrumssimulation. Studien avsåg även finna potentiella problem som användaren kunde stöta på under testsessionen. För att kunna undersöka och utvärdera detta behövde SimProv vidareutvecklas. Vidareutvecklingen utfördes genom att använda spelmotorn Unity med PlayMaker, som är ett visual scripting språk, tillsammans med att följa rekommendationer som finns för UI- och User experience-design för VR-spel. Inomgruppsdesign med 30 deltagare användes som testmetod. Hälften av deltagarna fick antingen börja med att spela på skärm eller i VR med Oculus Rift. Efter varje spelsession fick deltagarna fylla i den nya psykometrisk validerade skalan Game User Experience Satisfaction Scale (GUESS), som består av nio subskalor. Avslutningsvis kunde deltagarna fylla i två fritextfrågor genom ett digitalt formulär, om de potentiella problem de stött på vid respektive spelsession. Då GUESS är en ny skala har få studier av denna typ utförts. De få studier som har utförts pekar åt olika håll i frågan om spel bör utvecklas i VR eller inte. Resultaten från denna studie, som utfördes med tvåsidig hypotesprövning med t-test, visade inga signifikanta skillnader mellan VR och skärm. Endast en subskala, Play Engrossment, visade signifikant skillnad för VR. De textbaserade resultaten som analyserades med tematisk analys visade att majoriteten av deltagarna föredrog VR, men att alternativen i spelet upplevdes som begränsande. / The aim of this Master’s Thesis was to find out the difference in Game User Experience Satisfaction (GUESS) when using SimProv, both in VR (Oculus Rift) and on monitor. SimProv is a game-like classroom simulation. The purpose of this thesis was also to find potential problems that users may encounter during the test sessions. To assess and evaluate this, SimProv had to be furthered developed. This development was done using the game engine Unity and the visual scripting language PlayMaker in combination with following UI and UX design recommendations for VR games. A within subjects design with 30 participants was conducted. The users played either the monitor version or the VR version first, with no particular order. After each play session participants were asked to fill in the GUESS-scale, which is a newly developed and psychometrically validated scale that consists of 9 subscales. At the end of the play sessions participants could choose to answer two questions, through a digital form, about potential problems they may have encountered in both modalities. Since GUESS is a new scale few studies of evaluating VR versus monitor, using GUESS, have been conducted. The few studies that have been conducted showed no consensus in whether games should or should not be developed for VR. The inferential analysis with two-tailed paired samples t-tests in this study showed no significant difference between VR and monitor. The subscale Play Engrossment showed significant differences for VR. The text-based questions, that were analyzed with a thematic analysis, showed that the majority of the participants preferred VR. However, many participants felt that the answer options in the game where restricted.
97

BÄDDSOFFAN GENERATIONS : Produktutveckling för compact living

Birkehammar, Martina January 2021 (has links)
In Sweden, there are students who live in small student apartments. These apartments can be called compact living as a student apartment can be as small as 16 square meters. To take advantage of the place that is in small homes, it would be good if larger furniture could be combined into a piece of furniture. On behalf of Husmuttern AB, this work has been aimed at exploring furniture concepts with sleeping and their functions in a compact living environment for students. The issues being examined are: -          What functions are desirable in a multifunctional seating and sleeping furniture for students and people living in compact living environments? -          How can a multifunctional seating and sleeping furniture be designed, that is applied to students living in a compact-living environment? Human Centered Design was used as a method and thus a qualitative data collection was carried out in the form of observations. The respondents were in the primary target group and were observed in their everyday lives in their homes. A focus group was involved in generating ideas and concepts. Functional prototypes were built, and 3D models were created in SolidWorks. Digital testing of the concepts was carried out and the development of the Generation Sofa Bed was realized. There is a discussion about how reliable this study is, when the results became situational. However, the respondents were from a limited audience and had different views on what they wanted from a sofa bed, which provided rewarding information for the development of the furniture. The conclusion is that while the Generation Sofa Bed needs to be further developed through testing and evaluation of storage facilities, it has great potential to become a finished product. / I Sverige bor det studenter i små studentlägenheter. De lägenheterna kan kallas för compact living då en studentlägenhet kan vara så liten som 16 kvadratmeter. För att ta vara på den plats som finns i små hem vore det bra om större möbler kunde kombineras till en möbel. På uppdrag av Husmuttern AB har detta arbete haft som syfte att utforska möbelkoncept med sov- och sittfunktioner i en compact living miljö för studenter. De frågor som undersöks är: 1.      Vilka funktioner är önskvärda i en multifunktionell sitt- och sovmöbel för studenter och personer som bor i compact living miljö? 2.      Hur kan en multifunktionell sitt- och sovmöbel konstrueras, som är tillämpad för studenter som bor i compact-living miljö?  Human Centered Design användes som metod och därmed genomfördes en kvalitativ datainsamling i form av observationer. Respondenterna var med i den primära målgruppen och observerades i sin vardag i sina hem. En fokusgrupp var med och genererade idéer och koncept. Funktionsprototyper byggdes och 3D modeller skapades i SolidWorks. Digital testning av koncepten genomfördes och utvecklingen av Bäddsoffan Generations blev förverkligad. Det finns en diskussion om hur pålitlig denna studie är, då resultaten blev situationsbaserade. Dock var respondenterna från en begränsad målgrupp och hade olika syn på vad de ville ha av en bäddsoffa, vilket gav givande information till utvecklingen av möbeln. Slutsatsen är att medan Bäddsoffan Generations behöver vidareutvecklas genom testning och utvärdering om förvaringsmöjligheter, så har den stor potential att bli en färdig produkt.
98

Design of a workstation for teleoperated forwarders : Exploring the future work within forestry

Persson, Tobias January 2020 (has links)
This thesis work has been the result of a five-year Industrial Design Engineering education at Luleå University of Technology. The project has investigated the possibilities of teleoperating forest machines using a human-centered design approach. The work has been conducted for Skogforsk, which is the Swedish institute for forestry. The project’s objective was to present ideas on how future teleoperation can improve the work as a forwarder operator. The aim was to identify the forwarder operators’ specific needs and explore how the development of a teleoperated workstation can address those needs. The project has been carried out using three phases; Inspiration, Ideation, and Impleentation. During the first phase, the project investigated how the work is carried out today and what needs a forwarder operator has. The operators’ needs can be summarised in three different areas; transporting the machine, loading and unloading, and planning. Two kinds of operators can be seen today, the ones who are motivated primarily by working in the forest, and the ones who are motivated by the production and self-competitiveness. During the Inspiration phase, the project also tested what problems exist today with operating a forwarder using teleoperation with the system implemented in the Truedsson Forestry Lab in Uppsala. It was identified that screens are an essential complement to using head-mounted displays such as VR-goggles while not offering the same amount of precision and presence in work as the goggles. It was also identified that the operators did not feel that the machine being an extension of them due to lost feedback of motion and sound. Perceived and actual control of the machine differed, and the operators did not identify the machines’ behavior during transportation. Apart from these issues, the current view did not offer a complete overview of the area around the machine. Neither did it offer visuals on the sides of the machine, and the logs sortings. Along with the identified issues, opportunities for improvement guided the explorational work through creative workshops to solutions presented and tested in either an operational test or in a video test. The ideas included the implementation of sound focusing on the gripper, which was appreciated by the operators. The precision using screens was improved by projecting the gripper’s position on the ground plane. For control of the transportation work, the project proposed solutions for indicators on tilt, roll, and the wheels of the machine. Nevertheless, it proposed an idea of projected tracks improving the work to become more proactive by highlighting obstacles and the near term position of the machine. The project also tested overview improving ideas such as drone views, and a 360 degrees view which may have potential in the future teleoperation work. Several other ideas were tested and can be seen in the Results chapter. For future work, the project proposes more tests of various ideas in a more reality-based setting. The project also proposes future work focusing on defining the future user better. For the individual operators reading this thesis work, I hope this paper can show the potentials of teleoperation, as well as prove that the development is aware of both the difficulties and the possibilities with teleoperating forest machines. For the forestry industry, I hope this paper can inspire future work to use the technology to favor the operators’ needs, and not only adapt the current cabin to work being carried out remotely. It is important to note that work in the cabin and work carried out remotely will have a significant difference in what advantages to offer. We will most definitely see operators working in the forest for many years ahead, and the future operators of teleoperation will probably not be the ones that are motivated by work in the forest today. This means that a new kind of user will emerge supplementing the current users rather than replacing them. / Detta examensarbete är resultatet av en femårig civilingenjörsutbildning inom Teknisk Design på Luleå Tekniska Universitet. Projektet har utforskat möjligheter för fjärrstyrning av skogsmaskiner genom en användarcentrerad designprocess indelad i tre faser; Inspiration, Ideation, och Implementation. Arbetet har genomförts på uppdrag av Skogforsk som är det svenska forskningsinstitutet för utveckling av det svenska skogsbruket. Målet med projektet har varit att presentera idéer kring hur framtidens fjärrsyrning kan förbättra arbetet som skotarförare. Syftet med projektet har varit att identifiera skotarförarens behov och utforska hur utvecklingen av fjärrstyrning kan ta hänsyn till dessa behov. Under den första fasen undersöktes arbetet som det ser ut idag och skotarförarens behov fastställdes genom intervjuer och observationer. Behoven kan sammanfattas till tre huvudsakliga delar; transport av maskin, av och pålastning, samt planering av arbete. I dagsläget kan två olika användare ses, de vars största motivation är arbetet i skogen, och de som motiveras främst av hög produktion och egenutveckling. Under första fasen så undersöktes problem med fjärrstyrning genom test med en fjärrstyrd skotare i Truedsson Forestry Lab i Uppsala. Det identifierades att skärmar är ett nödvändigt komplement till VR-glasögon trots att de idag inte erbjuder samma precision och närhetskänsla. Det identifierades också att förare uppgav att de inte fick samma koppling till maskinen som ljud och vibrationer annars erbjuder i hytten. Uppfattad och verklig kontroll över maskinen skiftade mellan styrning i maskin, och på distans. Förarna uppmärksammade inte slirning, glid, eller lutningsförändringar vid fjärrstyrning. Förutom dessa problem så erbjöd det befintliga systemet inte kontinuerlig överblick runt om maskinen. Lastens uppbyggnad saknades och inte heller visuell blick av området nedanför lastutrymmet kunde erhållas. Med utgångspunkt ur identifierade problem med fjärrstyrning och möjligheter för utveckling av dagens arbete, utforskades idéer genom kreativa workshops under andra fasen. Under tredje fasen valdes idéer ut, utvecklades, och testades genom antingen ett fysiskt operatörstest, eller ett videotest. En av idéerna testade implementering av ljud med fokus på gripen vilket uppskattades av alla testförare. Skärmarnas precision förbättrades genom projicering av gripens position på horisontella ytor. För att förbättra kontroll av maskin utforskade projektet implementering av olika indikatorer kring lutning och hjulbeteende. En idé kring projicerande hjulspår med fokus på proaktivt uppmärksammande av maskinens position och potentiella hinder, utforskades i syfte att förbättra arbetet. Projektet undersökte även diverse vyer för överblick, som drönarvyer, och en 360 graders vy som kan ha potential för framtida fjärrstyrningsarbete. Andra idéer som testades kan ses i Resultat kapitlet. För framtida arbete rekommenderas fler, och mer verklighetsbaserade tester. Det rekommenderas även att framtidens användare definieras bättre för att styra utvecklingen i rätt riktning. För den individuella föraren som läser detta arbete hoppas jag denna examensrapport kan visa på potential för framtida fjärrstyrningsarbete. Jag hoppas även att rapporten kan visa på att utvecklingen är medveten om såväl svårigheter som möjligheter. För skogsindustrin hoppas jag denna rapport kan inspirera framtida arbete att fokusera på fördelar med fjärrstyrningstekniken med utgångspunkt i förarnas behov, och inte bara anpassa dagens arbete i hytten att ske på distans. Det är viktigt att märka på att arbete på distans och i hytten kommer erbjuda olika fördelar. Vi kommer antagligen se förare i skogen i många år framöver och det är troligt att framtidens operatörer inte är de som motiveras av arbete i skogen. Det innebär att en ny typ av användare kommer växa fram som kommer komplettera dagens förare snarare än att byta ut dem.
99

Hur utformar man framtidens transportsystem genom en användarcentrerad designprocess?

Gustafsson, Joakim January 2016 (has links)
Examensarbetet handlar om att utforska och utveckla det framtidsvisonära transportsystemet ”GTS Transportsystem” framtaget av GTS Stiftelsen. Detta med hjälp av frågeställningen: Hur ser framtidens GTS Transportsystem ut i ett användarcentrerat perspektiv? Inom en designprocess genomfördes ett omfattande researcharbete för att skapa en förståelse för vilka behov och krav som borde tillgodoses i det framtida transportsystemet. GTS studerades och analyserades för att få en djupare förståelse kring deras visioner, idéer, tekniska lösningar och hur väl genomtänkt de olika delarna var. Intervjuer med målgruppen människor med funktionsnedsättning, synliggjorde olika typer av problem som uppstår i dagens jämförbara transportsystem. Med hjälp av intervjudata och en analys kunde tre fiktiva personas skapas med tillhörande scenarier. En analys av ett framtida GTS scenario ledde till att problem kunde identifieras som sedan låg till grund för vidare arbete med framtagning av olika problemområden. Problemområdet som sedan valdes var stationer och hållplatser (i uppsatsen benämnd Terma). En idégenereringsfas ledde till nya idéer kring flöden, funktioner, gates och arkitektur. Det slutliga resultatet blev ett framtida Terma-koncept med en genomgående utformning för tillgänglighet, trygghet och innovation. I konceptet skapades en gate med fokus på säkerhet, en funktionell och öppen planlösning som förenklar resandet, samt en ny lösning kring kabinernas flöden runt och över byggnaden. Allt detta för att en framtida resa i GTS skall fungera säkert och smidigt. / The research was conducted in order to contribute to the general body of knowledge regarding the prospective transport system GTS Transport System developed by GTS Foundation. This dissertation will explore and further develop the GTS system. This was achieved with the research question: How does the future GTS Transport System look in a user-centered design perspective?   In a design process, a deep and comprehensive research laid the foundation in order to create an understanding of the needs and demands that would need to be fulfilled for the future transport system. The GTS Transport System was carefully studied and analyzed in order to reach a deeper understanding around its visions, ideas and technical solutions. Further it was studied in order to determine how well thought through the different feature where.   Interviews were conducted with a target group of people having a disability; this disclosed certain problems with today’s transport systems. With the support of the data gathered and an analysis, three fictive personas where created with associated scenarios.   An analysis of a future GTS scenario led to the discovery of certain problems and laid the foundation for further establishing areas in need of improvements. The areas that were chosen where stations and stopping places (in the dissertation called Terma).   An idea-generating phase led to new ideas about flow, functions, gates and architecture.   The results of the dissertation led to a concept about how the future transport Terma may be designed. With secure available and innovative gates, a well thought through layout that is available and safe for the people using the transport system. A new concept of flows where created which enabled the vessels to move around and over the building. This results in a smooth and safe travel experience.
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Northern Star & Exit: A board game design process : Ett examensarbete inom Teknisk Design

Tagesson, Pär January 2019 (has links)
This report describes an independent design-project with the purpose of designing a board game design process and as a result a re-design of anindependently developed board game named Northern Star, which under-gone development for three years prior to the project as a hobby-project (and may be subject to a Kickstarter at a later date).Northern Star was initially based on a competitive, strategic, card- and dice-based elements which evolved into a thematic, narrative and semi-cooperative game as a result of the project. Initially this game was developed outside the project in two prior courses (D0046A: Usability and D0051A: Context & Analysis) in which all results can be found in appendix 1). The target-group of the project were groups consisting of social circles with relatively long experience in regards to (mainly thematic) board games. The process used were mainly an agile project plan and weekly design sprints based around an iterative design process (much alike IDEOS (2015) three linear phases of inspiration, ideation and prototyping). However it was used in a non-linear way where the designer freely choose of which of the three phases that was to be used. During the inspiration-phase substantial amounts of data were recorded in a pre-study (see appendix 1) as well as user-needs (see appendix 2) were a benchmark led the designer to a design-specification (which also resulted in a new method in regards to board game design processes) were the projects core-values were defined guiding further development of Northern Star. This was followed by a cyclic process in which a concept were generated for Northern Star which led to rapid prototyping and the realization of a physical product, tested duringworkshops. Here the participants gave feedback in the form of discussions, surveys and video-footage for later analysis which added for additional inspiration in which the cyclic process began anew.This process lead to a re-design of Northern Star (briefly mentioned above) were an interactive board game box allowed for an organic game-play system evolving over time with a lot of focus given on player-interaction, meaningful choice, few components as well as immersion in the form of a graphically rich representation of the theme.A new design-process were developed and given the name: Exit: A board game design process in which a lot of focus was given human-centered and participatory design (supported by the theoretical framework and the project-results). This was realizedas a board game where the designers goal is to get from the beginning step - start (inspiration phase) to exit (end of the implementation phase) in which the designer was given choice of free movement between different phases through a field given the name “warp”. Lastly two questions were answered:•How can participatory and human-centered design (also in regard to research) as well as relevant theory contribute to a redesign for Northern Star as well as a better design-process for those involved in similar fields? •How can norms be identified and used in regards to making a more competitively successful product? Answers revolved around how human-centered design have a lot of similarities to board game design supported by exploration of different perspectivesand gave rise to opportunities for normative design(decreasing stigmatization around board games and resulting in unique solutions).

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