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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.
271

Industrial Symbiosis in Malmö: Transitioning into a collaborative network

Larsson, Emelie January 2020 (has links)
In collaboration with Afry, the focus of this thesis is to facilitate the transition from an Industrial park into an Eco-park using industrial symbiosis strategy, in the industrial harbor of Malmö. To transition into a collaboration where physical exchanges of energy, waste, materials and other by-products between different facilities takes place. Some of the keys to an industrial symbiosis are proximity, government planning and self-organization. The aim of the thesis is to create a digital platform that can facilitate the connectivity between facilities and organizations and to inspire a social transition. Therefore, this thesis uses transition design as an approach, touching upon topics such as organizational collaboration, industrial symbiosis strategy and knowledge sharing. Whilst using Research through design for designing a technology that can inspire collective transition into a more sustainable future. Design methodology from Service design and Interaction design, such as user researching, customer journey mapping and prototyping, is used when designing for a somewhat unexplored area in Sweden.
272

Maintaining Curiosity in the Midst of Ruins: The cultivation of entanglements within Earth's ecological community

DOHERTY, WILLIAM January 2019 (has links)
This thesis explores the dimensions of an emerging design space in the Anthropocene through a design process that embraces Probology as a method to integrate interdisciplinary research in exploring and implementing solutions to the dissociation of urbanites from Earth’s ecological community.
273

Kollaborativ navigation av en avatar i ett spel

Hassler, Mohini January 2018 (has links)
This thesis focuses on which kinds of aspects that would be extra important when two or more persons are collaboratively navigating a single character in a game world. With help of interaction design methods during this process, such as literature researches and usability tests, a low-fidelity and a mid-fidelity prototype were created to find these aspects. In the tests, I also used a high-fidelity game to compare my prototypes with. The conclusion and discussion in this thesis presents different sorts of new ideas and possibilities concerning the different aspects that could lead to developing new interesting games with collaborative navigation.
274

Designing for smartphone AR games

Mossum, Veronika January 2018 (has links)
Efter en tillfällig intresseminskning åren efter 2012, har AR nu nått en stadig takt av ökat intresse. Med smartphones som en ny plattform för AR applikationer, förflyttas forskningen till ett bredare fält och når en större användargrupp. Syftet med denna undersökningen är att bidra med kunskap i detta snabbväxande område, med fokus på interaktionsdesign för AR applikationer. Hur ser design strategierna ut i AR spel och om det finns några riktlinjer, hur används dem? En tvådelad innehållsanalys har genomförts som en del av denna uppsats. Första delen använder sig av ett kodsystem för att undersöka vilka av 16 utvalda designkategorier som finns i de testade spelen. 80 spel har analyserats, både på Android och iPhone. Den andra delen av innehållsanalysen är en djupanalys av tre spel med syfte att nå djupare kunskap. Pokemon GO, Stack it och Stack testades i denna delen och analyserades utifrån interaktionsdesignteorier. Denna uppsats har kommit till slutsatserna att likheter mellan de valda designstrategierna går att finna bland de testade spelen, småskaliga spel som använder SLAM har funnits vara det vanligaste och pekskärmen är det huvudsakliga interaktionssättet. De använda interaktionsdesignsteorierna som använts i andra testdelen har funnits vara användbara för att analysera mobila AR spel. / After a decline short after 2012, AR applications have now reached a steady pace of increasing interest. With smartphones as the new main platform for AR, the research moves in to a broader field and reaches a bigger user group. The aim for this thesis is to contribute knowledge in this fast-developing field. The focus is on the interaction design for AR applications. How does the design strategies look in AR games and if there are any guidelines, how are they used? Two parts of a content analysis has been performed in this thesis. The first part uses a code scheme to test which of 16 selected design categories are present in the tested games. 80 games were analyzed. The second part of the content analysis was a in depth content analysis of three games to get a deeper knowledge. Pokémon GO, Stack it and Stack were tested in this part and analyzed with the help of interaction design theories. The conclusion is that similarities can be seen in the design strategies, small scale games using SLAM are the most common and the touchscreen are the main interaction. The used interaction design theories are useful for analyzing AR games.
275

Interaction Design Meets Marine Sustainability – Mixed Reality Tour Near the Oresund Bridge

Ustinova, Valentina January 2020 (has links)
This study investigates an Interaction Design approach as a tool to unfold complex topics. By making a bridge between IxD and AR/MR, it addresses a field of Marine Sustainability to find a way how IxD can contribute to it while coinciding with its values and goals. The design process results with the development of Mixed Reality tour where following the narrative, users move across three locations investigating past, present and possible futures of the Oresund strait. The final concept contributes to the discussion about the role of IxD in addressing experiential qualities of AR/MR and demonstrates how Interaction Design can contribute to Marine Sustainability in a way that is different from a technology-driven approach.
276

Vulnerable data interactions — augmenting agency

Carlsson, Nicole January 2018 (has links)
This thesis project opens up an interaction design space in the InfoSec domain concerning raising awareness of common vulnerabilities and facilitating counter practices through seamful design.This combination of raising awareness coupled with boosting possibilities for deliberate action (or non-action) together account for augmenting agency. This augmentation takes the form of bottom up micro-movements and daily gestures contributing to opportunities for greater agency in the increasingly fraught InfoSec domain.
277

Explorable Explanations: What are they? What do they explain? How do we work with them? Let's find out

Fogh, Jesper Hyldahl January 2018 (has links)
In this paper, the author examines the concept of explorable explanations. It has emerged as a genre of educational software within the last 7 years, yet descriptions of it are vague at best. The author works with the genre through a generic design approach that consists of an analysis of existing explorables and the design of three iterations of the author's own explorable explanation on the topic of neural networks. 22 examples, of which 9 are presented in-depth, are analyzed with educational theory and games research theory as tools. It is found that explorable explanations tend to be digital experiences with a high degree of interactivity that attempt to teach facts, concepts and procedures to the user. Furthermore, the author embarks on a design process of creating explorable explanations of their own to understand what can be relevant when designing and evaluating an explorable explanation. The paper is concluded with reflections on the employed method in the project. Future work is also briefly outlined about what impact the analysis and design work can have on the practice of other designers seeking to work with the genre, as well as to other researchers.
278

THE EXPERIENTIAL QUALITIES OF KINAESTHETIC PROGRAMMING

George Swamy, Lenard January 2019 (has links)
Moving the body in physical space with both a conscious and a subconscious awareness on the position of the limbs is in itself an engaging experience. This element of engagement has been one of the core reasons for turning to movement based technologies and interactions in the field of education. Using these technologies kids learn complex topics of maths and science at an improved rate of understand. However, one such activity or a subject where there is an absence of these movement based tools is Programming. Kids still use traditional interface tools such as a mouse and a computer to learn and write code.This is a detailed case study of a 10 week design process developing and studying the interactions with a programming environment based on whole body movement for children. Through a Research through design approach, this study borrows key elements from existing visual and tangible programming tools, concepts of Kinesthetic interactions and child centric design. The investigation is further guided by the methodologies primarily influenced by the principles of Kid Centered Design and the design by movement approach. The design process is characterized by progressive cycles of conceptual design, supported by prototyping and testing. The conceptual design is further evaluated through user studied where I identify key experiential qualities that are inherent to the kinesthetic approach to programming. The aim of this these is to provide these experiential qualities as starting points for further development of tools and technologies inspired by body movements
279

COMPUTATIONAL THINKING FOR ADULTS- DESIGNING AN IMMERSIVE MULTI-MODAL LEARNING EXPERIENCE USING MIXED REALITY

George, Lenard January 2018 (has links)
No description available.
280

Exploring interactive features in auto-generated articles through article visualization

Abdel-Rehim, Ali January 2019 (has links)
News articles generated by artificial intelligence rather than human reporters are referred to as automated journalism. This thesis explores how to create a trustworthy representation of news articles that mainly are generated by algorithmic decisions. The hypothesis of this thesis takes the background (characteristics of the underlying system design) and the foreground (millennials news consumption behaviour) contexts into consideration in order to provide an optimal approach for trustworthy representation of auto-generated articles. A theory about algorithmic transparency in the news media has been investigated to reveal information about the systems selection processes. The principles of glanceability and the heuristic principles are applied to proposed design solutions (interactive features). The outcomes show that newsreaders are positive towards a system that is trying to encourage them to fact-check the articles. Additionally, the outcomes also contributed to the understanding of how newsreaders can consume auto-generated news.

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