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Modéliser l'expérience voyageur pour concevoir la mobilité urbaine / Designing for Urban Mobility - Modeling the traveler experienceAl maghraoui, Ouail 29 January 2019 (has links)
Cette thèse aborde le défi de la conception des systèmes de mobilité urbaine. Elle vise à développer un modèle d’expérience-voyageur pour faciliter, dans une démarche de conception, le diagnostic des problèmes de voyage et améliorer la pertinence des modèles de transport pour les voyageurs. En combinant les points de vue de la conception de l’expérience-utilisateur et du transport, elle contribue à approfondir la compréhension de comment les voyageurs vivent leur voyage et particulièrement des problèmes qu’ils rencontrent. Le premier axe d’investigation est lié à la modélisation de l’expérience-voyageur pour alimenter un diagnostic pertinent et riche des problèmes de voyage. Dans un deuxième axe, les voyageurs sont impliqués, par une démarche de théorie ancrée, pour identifier les problèmes qu’ils rencontrent lors de l’utilisation de systèmes de mobilité urbaine au moyen de stimuli appropriés.Un troisième axe introduit des attributs subjectifs de voyage dans des modèles de transport afin d’améliorer leur précisionCette recherche utilise la recherche-action comme méthodologie. Elle combine revue de littérature dans les disciplines de conception et de transport, quatre observations terrain, quinze interviews en profondeurs aves des voyageurs et experts en transport, cinq ateliers de problématisation, et deux expérimentations, dans une amélioration cyclique des résultats. Les différentes utilisations du modèle ont permis un diagnostic approfondi de trois systèmes de mobilité urbaine (train de banlieue, bus à la demande, navette sur voie dédiée) et la mise au point d'attributs centrés sur le voyageur pour un modèle d’optimisation et une simulation multi-agents qui ont été testé par une enquête de plus de 450 participants. / This thesis addresses the challenge of designing urban mobility systems. It aims at developing a traveler experience model to help diagnose travel problems in a design approach and improve the relevance of transportation models for travelers. By combining the views of user-experience design and transportation, it helps to deepen the understanding of how travelers experience their journey and especially the problems they face. The first axis of investigation is related to the modeling of the traveler experience to feed a relevant and rich diagnosis of travel problems. In the second axis, travelers are involved, through a grounded theory approach, to identify the problems they encounter when using urban mobility systems, using appropriate stimuli.The third axis introduces travel subjective attributes into transport models to improve their accuracy.This research used action research as a methodology. It combines literature review in design and transportation disciplines, four field observations, fifteen in-depth interviews with transport travelers and experts, five problem-solving workshops, and two experiments, in a cyclical improvement of results. The various uses of the model have led to an in-depth diagnosis of three urban mobility systems (suburban train, on-demand bus, dedicated shuttle) and the development of traveler-centric attributes for an optimization model and a multi-agent simulation that was tested by a survey of over 450 participants.
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Agile Project Management/Systems Engineering of an AV Interior PrototypeClepper, Erin Grace January 2018 (has links)
No description available.
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Facilitating Diversity: The Designer's Role in Supporting Cultural Representations Through Multi-Script Type Design and ResearchSnodgrass, Natalie, Snodgrass 07 December 2018 (has links)
No description available.
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DEMOCRATIZING WEARABLES FOR IDEATION, DESIGN, AND INTERACTIONLuis R Paredes Ayala (14241296) 09 December 2022 (has links)
<p>Rapid advancement in ubiquitous computing has been pushing toward making wearable technology mainstream. However, there is no standard process for developing wearables that are personalizable for every user. To democratize wearable design and accessibility for individuals with diverse backgrounds and levels of expertise, we created a three-level process to (1) extend access to the vast knowledge base, (2) simplify the design and fabrication of wearables, and (3) support the interaction modality exploration for wearables. To facilitate the accessibility of wearables' knowledge, we developed a taxonomy that helped us categorize resources and centralize them in a single interface. The taxonomy will reduce the language barrier for developers with multidisciplinary backgrounds and different knowledge levels while enabling a better grasp of the information. To extend the accessibility of the design and fabrication of wearables, we developed a system that assists inexperienced users in designing custom hand wearables and fabricating them using a simplified desktop manufacturing process in a short time. Finally, we propose a system that allows users to explore new forms of interaction modalities with emergent technologies that can inspire the creation of new wearables. Our preliminary results show how our systems enable developers and novice users to access new knowledge and fabrication methodologies and explore new forms of interaction.</p>
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Samskapande med AI i webbdesign : Utforskande av sätt att implementera människa-AI samarbete i en designprocess / Co-designing with AI in web designJaanson, Hampus, Harrvik, Markus January 2023 (has links)
De senaste årens utveckling av generativ AI har fått mycket uppmärksamhet i etablerade medier och generellt i samhället, vilket bland annat har handlat om bildgenereringsverktyg. Något som det saknas tidigare forskning kring är hur text-tillbild AI kan användas inom webbdesign. Den befintliga forskningen som finns på området tyder på att det behövs skapas nya designprocesser för människa-AI interaktion. I denna uppsats undersöks hur designers kan ta användning av AI och om det i sig kan ses som en samarbetspartner eller endast ett verktyg. Uppsatsens frågeställning är: På vilka sätt kan AI i en samskapande process implementeras inom området webbdesign? Arbetetgrundar sig i tidigare forskning inom AI som hjälpmedel i innovation, implementationen av generativ AI i en designprocess, AI inom UX-design samt kommunikation i en samskapande process. Dessutom utgår även studien från tidigare forskning inom MidJourney i en kreativt skapande process, samt de teoretiska perspektiven design thinking och människocentrerad design. Metoderna som används är ett användartest av MidJourney och intervjuer med professionella webbdesigners som deltagare. En majoritet av deltagarna ansåg att MidJourney hade svårt att följa designkriterier som främst handlade om användarvänlighet men var överlag fortsatt positiva till verktygets förmåga. Alla deltagare uttryckte att de hade kunnat fortsätta använda MidJourney i framtida arbeten och nämnde att den kunde implementeras i en designprocess när det kommer till att underlätta och effektivisera kommunikation med klienten för visuella idéer, som ersättning för traditionella inspirationskällor, men främst att den kan vara ett bra verktyg vid idégenerering. Samarbetet med verktyget hade enligt deltagarna kunnat fungera bättre om kommunikation som användes vid användandet var mer mänsklig. Slutsatsen blir att en AI i nuläget kan implementeras i flera steg i en designprocess, som en stöttning i kreativa processer och för att effektivisera mycket arbete. Det framkommer även att AI:n inte kan ses som en samarbetspartner utan endast som ett verktyg som kan användas inom flera områden i en designprocess. Men i framtiden kommer AI i större utsträckning upplevas som en samarbetspartner, genom utbilda designerns mer inom AI och utveckla kommunikation till mer människolik. Idag förblir designers roll viktig i och med AI:s svårigheter att förstå grundläggande design thinking och människocentrerad design. / In recent years development of generative AI has received a lot of attention in established media and generally in society, which among other things has been about image generation tools. One area where there is a lack of research in, is how text-to-image AI can be used in web design. Existing research suggests that new design processes for human-AI interaction needs to be created. This essay explores how designers can make use of AI and whether it can be seen as a collaborative partner or a tool. The research question for the essay is: In what ways can AI be implemented in a co-creation process in the web design field? The work is based on previous research on AI as a tool in innovation, implementation of generative AI in a design process, AI in UX design, and communication in a co-creation process. Additionally, the study is also based on previous research on MidJourney in a creative process and the theoretical perspectives of design thinking and human-centered design. The methods that are being used are interviews and a user test with professional web designers as participants. The majority of the participants felt that MidJourney had difficulty following design criterias that primarily concerned usability, but were still positive about the tool's ability. All participants expressed that they could continue to use MidJourney in future works and mentioned that it could be implemented in a design process to facilitate and improve efficiency in communication with the client for visual ideas, as a replacement for traditional inspiration sources, but primarily as a good tool for idea generation. According to the participants, the collaboration with the tool could have worked better if the communication used during its use was more human-like. The conclusion is that AI currently can be implemented in several steps in a design process, as a support in creative processes and to improve efficiency in a lot of work. It also emerges that AI cannot be seen as a collaborative partner, only as a tool that can be used in several areas. But in thefuture, AI will increasingly be perceived as a collaborative partner, by educating designers more in AI and developing communication to be more human-like. However, the designer's role remains important today due to AI:s difficulties in understanding basic design thinking and human-centered design.
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Perspektiven auf die Gestaltung von Interaktionsarbeit: WhitepaperFriedrich, Julia, Gilbert, Kristin, Pietrzyk, Ulrike, Römer, Vanita, Steputat-Rätze, Anne, Zinke-Wehlmann, Christian 11 August 2021 (has links)
Im Whitepaper werden die Notwendigkeit und die Grundlagen einer systematischen Verknüpfung von Arbeitswissenschaften und Dienstleistungswissenschaften im Sinne der Gestaltung nachhaltig humaner Arbeit in Zeiten der Digitalisierung dargestellt.
Ein neuer Ansatz für die Gestaltung von Interaktionsarbeit wird vorgestellt: Das Social Service Engineering. Es integriert arbeitswissenschaftliche Gestaltungslösungen mit dem effizienzorientierten Ansatz des Service Engineering. Die Prinzipien des wissenschaftlich fundierten, praktisch erprobten und übertragbaren Social Service Engineering bilden die Grundlage für eine menschengerechte und wirtschaftliche Gestaltung von Interaktionsarbeit.:Inhalt
Über dieses Whitepaper
Motivation
- Herausforderungen bei der Gestaltung von Interaktionsarbeit
- Arbeits- und dienstleistungswissenschaftliche Sicht auf Interaktionsarbeit
- Gute Dienstleistungen bei guter Arbeit
Stand der Forschung von Arbeits- und Dienstleistungswissenschaft
- Selbstverständnis von Arbeitswissenschaft und Dienstleistungswissenschaft
- Interaktionsarbeit als Aspekt von Dienstleistungen
- Besonderheiten der Dienstleistungen Pflege und Kinderbetreuung
- Technik und Digitalisierung bei der Gestaltung von Dienstleistungen
Förderlandschaft Dienstleistungsgestaltung
Methoden zur Gestaltung von Interaktionsarbeit
- Expert:innenworkshop „Systematisch Human – Die Zukunft der Gestaltung von Interaktionsarbeit“
- Methodenzusammenstellung für Interaktionsarbeit
Prinzipien des Social Service Engineering
Ausblick für die Gestaltung von Interaktionsarbeit
Impressum
Literaturverzeichnis
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From gamer boy to gym boy : A design study on gamificationEstgren, Caroline January 2023 (has links)
A study investigating how gamification features can be designed within a gym application, how they affect the user’s situated motivation and user engagement, and how these features could increase user loyalty to the product.
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A new model for perspective: the role of point of observation in virtual and remote perspective-takingRoesler, Axel 02 December 2005 (has links)
No description available.
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Closer to the walker : Improving seniors’ mobility in an urban environmentHultman, Annelie January 2022 (has links)
Closer to the walker is a project exploring different needs connected to the walker. Based on a human-centered design approach it includes methods such as observation, embodied experiences, workshops, interviews with users and stakeholders. Within this project different aspects are touched upon, such as posture, visual appearance, vibration and breaks. Resulting in a redesign of a walker for outdoor use, situating the product in an urban setting, exploring methods of manufacturing and needs of the users in today’s society.
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Acculturation of New Asian International Students in the Digital Age: Challenges and StrategiesChenhe Zhao (18398262) 26 April 2024 (has links)
<p dir="ltr">Asian international students face various challenges and emotional issues during the process of acculturation, often finding it difficult to truly connect with the domestic culture. Current research often focuses on interactions and adaptation within the international student community, with little mention of how international students communicate with domestic students. Especially in the digital age, the ways people acquire information and communicate have evolved significantly from the past. This research takes into account the current era's context, seeks to understand the current status and needs of new Asian international students and propose further assistance guidelines. It employed interviews and co-design activities to delve into the issues from the perspective of Asian international students, encouraging them to integrate into the domestic culture. The findings suggest that new Asian students encounter similar challenges and utilize various strategies, with a view to fostering social connections with domestic students in future platforms.</p>
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