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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.
301

Värdet av sentimentalitet: Att reda ut kopplingen mellan människa och objekt

Friberg, Beatrice, Wahlstein, Elsa January 2023 (has links)
I denna rapport kommer ämnet sentimentalitet och ensoulment att undersökas. Sentimentalitet är något väldigt personligt och svårdefinierat, och att koppla det till en designprocess är utmanande. Det engelska begreppet ensoulment, som även kommer diskuteras i arbetet, syftar på det värde som en design tar in och hur designen kan förmedla en viss känsla. Dessa två begrepp kopplat till design kan beskriva hur en användare värdesätter artefakter. Det finns ett antal artiklar som diskuterar sentimentalitet i design och hur viktigt det är att inkorporera det i en designprocess, men väldigt få har applicerat det och producerat prototyper eller produkter. Att jobba med ett begrepp kopplat till känslor och egna minnen gör att det är svårt att få ett generellt tillvägagångssätt i en designprocess. Den frågeställning som detta arbete har jobbat med ifrågasätter på vilket sätt det går att uppnå sentimentalitet i design genom att arbeta med fyra termer, engagemang, historia, förstärkning och upplevd hållbarhet. De metoder som valdes att tillämpas i detta arbete är forskning genom design, fokusgrupp, tematisk analys och en look & feel prototyp. Dessa metoder valdes för att de ansågs lämpliga för att kunna besvara frågeställningen. Två fokusgrupper utfördes med grund i detta där deltagarna uppmuntrades att diskutera deras egen syn på sentimentalitet och hur samt vad de värdesätter i objekt de håller kärt. Resultatet av studien visar att det inte aktivt går att skapa en produkt som förmedlar sentimentalitet, utan det går att trigga en sentimental känsla hos användare genom att använda sig av kopplingar till känslor och minnen. Resultatet visar att ensoulment dock är något som bättre kan inkorporeras i en designprocess för att skapa värde hos användaren. Slutsatsen som drogs är att det inte går att skapa ett sentimentalt värde i en ny produkt, men det går att trigga sentimentalitet med hjälp av olika sinnen. Att använda sig av de fyra termerna kommer att leda till att en design har större chans att bli ensouled från start. / In this paper, the topic of sentimentality and ensoulment will be explored. Sentimentality is something very personal and difficult to define and linking it to a design process is challenging. The English term ensoulment, which will also be discussed in the work, refers to the value that a design takes in and how the design can convey a certain feeling. These two concepts related to design can describe how a user values an artefact. There are several articles discussing sentimentality in design and how important it is to incorporate it into a design process, but very few have applied it and produced prototypes or products. Working with a concept linked to emotions and personal memories makes it difficult to get a general approach in a design process. The outline of this work questions in what way it is possible to achieve sentimentality in design by working with four terms: engagement, history, augmentation, and perceived durability. The methods chosen to be applied in this work are research by design, focus group, thematic analysis, and a look & feel prototype. These methods were chosen because they were considered suitable for answering the research question. Two focus groups were conducted based on this, where participants were encouraged to discuss their own views on sentimentality and how and what they value in objects they value. The results of the study show that it is not possible to actively create a product that conveys sentimentality, but it is possible to trigger a sentimental feeling in users by using links to emotions and memories. However, the results show that ensoulment is something that can be better incorporated into a design process to create value for the user. The conclusion drawn is that it is not possible to create a sentimental value in a new product, but it is possible to trigger sentimentality using different senses. Using the four terms will mean that a design has a greater chance of being ensouled from the start.
302

Finansiell inkludering i det digitala Sverige: Upplevelser och lösningar

Berggren, Martin January 2023 (has links)
This study examines the experiences of financially and digitally vulnerable individuals in Sweden regarding the digitization of financial services. The study aims to understand how these individuals use digital financial services and what support they believe is needed to design an inclusive financial system. The study uses phenomenology as a research strategy and collects data through semistructured interviews. Data is analyzed with thematic analysis. The results were divided into two main areas, experiences around access to digital financial services and opinions about support measures to facilitate inclusion. The interview participants indicated that access to digital financial services is good, while barriers exist to being able to use them. These barriers were, lack of adequate technology, concerns about safety and non-independent use. Respondents emphasized the need for improved information and training to understand and navigate digital financial systems. The study suggests that future research is needed to deepen the understanding regarding the role of institutions and companies in the creation of a more inclusive financial landscape.
303

Engaging health care providers in design researchProposing future interaction designs for communicating with limited English proficient patients at the Emergency Department bedside.

Sanderson, Kyrsten A. 15 October 2013 (has links)
No description available.
304

Lost In Transition: A Patient-Provider Service Framework to Improve Transitional Care

Elizondo Costa, Ricardo 14 October 2013 (has links)
No description available.
305

Redesigning digital matchmaking : A design suggestion for improvement of the hosting experience for matching events

Westberg, Anna January 2022 (has links)
The chance for companies to find the most relevant candidates at a job fair is low and it is more and more common for companies to use technology to facilitate the employee selection process. The company Cruitive offers a digital event matching system that facilitates for companies and candidates to find matches. From a Human-Technology-Organisation (HTO) perspective, the interaction between human and technology must be considered, to optimize the quality and the work conditions in the system. The current design of Cruitives matching event system was not user centred, and the system needed to be redesigned. The purpose of this study was to improve the usability of the system. To improve the usability and the design of the system, this study was divided into three phases; 1) identifying the current experience of the system, 2) creating a prototype of the system and 3) evaluate the prototype. In the first phase, a qualitative approach with semi-structured interviews and think-aloud observations were performed. Thematic analysis was performed on the data and resulted in four themes: Lack of information, Difficult to navigate, Lack of functionality and Important elements were not highlighted. The second phase were based on the first phase and was a process that included several steps. The phase consisted of creating personas, context scenarios, requirement specification and sketches and lastly, a Hi-Fi design proposal. The last phase included usability tests on the design proposal, where the participants received several tasks to solve. The usability was measured through the variable’s efficiency, expediency, and satisfaction and after each task, the participants gave comments on the prototype. The usability tests showed that 2 of 3 of the user and operational requirements were achieved. Furthermore, the comments from the usability tests were divided into appreciated features and areas of improvements. In the discussion, solutions to the areas of improvements were suggested. The conclusion was to change the design according to the suggested recommendations and to implement the design to make the system more usable.
306

Designing for Body Awareness : Exploring the Interaction Between Screen and Participant in Pre-Recorded Online Workouts

Ollermark, Karin January 2022 (has links)
This thesis explores how we might design the interaction between the screen and participant in a pre-recorded online workout to enhance body awareness. This thesis uses a user-centred design approach combined with autoethnographic research to address the challenges of pre-recorded video workouts. The aim is to contribute to the interaction design practice by exploring the body’s role with screens in movement interaction to create meaningful experiences using human pose estimation. The thesis relates to theory about the mechanics of the body, body awareness and observation of movements. Analysing insights about feedback, guidance, and peripheral cues in online workouts, has led to designing for kinaesthetic development with the focus on helping the user to reflect on their body and come aware of their movements. By designing for a learning environment where the screens pace adapts depending on the participant’s learning ability can contribute to increase body awareness of the participants.
307

It Should Just Work : Research Through Design With Children About Smart Home Interactions

Eklund, Isak January 2022 (has links)
A smart home is a term for everyday appliances connected to each other by a hub or the internet. By research through design, this project aims to understand how children can be included in the design process and seen as users affected by the current smart home products but don’t have their own means to communicate with them. By conducting interviews and then moving on to co-design workshops, it was possible to understand and identify the design opportunities in the project. Based on the insight from interviews, most children don’t have a way to interact with a smart object in their own home. The design was pushed toward understanding how we can involve children in the interactive design process. This thesis project has been focused on research, specifically research through design. The main goal has not been to develop an artefact at the end of the project but rather to create knowledge around how we can involve children when designing smart homes. The findings of this study show that the children participating cared more about the actions they wanted to do in a specific room rather than how to interact with the room itself. However, some ideas came up when asked for particular interactions or devices.
308

Using community-centered development to improve the interface of an application targeted at lesbians

Laroussi, Evelina January 2018 (has links)
Lesbesocial is a mobile application for same-sex attracted women, with the main purpose to strengthen the community and provide a safe environment for social interactions. Lesbesocial was designed with the intention of providing a space to discuss LGBTG-related topics, meet new people and find events. However, Lesbesocial struggles with participation among members. Lesbesocial is not the only online community, targeted to same-sex attracted women, that struggles in this way. While applications targeted to gay-males are thriving, similar applications for women are few with less downloads. Previous research on communities for same-sex attracted women have been emphasizing the importance of having them, because being in such communities can help to support identity formation and increase self-esteem. Furthermore, This paper utilizes a community-centered design approach to investigate how to improve lesbians’ participation in online communities. I do this through examining previous research on online communities and investigating fears and desires of the lesbian community in relation to being same-sex attracted. The analysis identifies six design implications to improve the application and engage users to participate. Social- and personal trust, as well as a sense of belonging, was found to be the most relevant aspects to consider when developing a community for same-sex attracted women. / Lesbesocial är en mobil applikation för bisexuella och lesbiska kvinnor, med huvudsyftet att stärka gemenskapen mellan dem och tillhandahålla en säker miljö för sociala interaktioner. Lesbesocial utformades med avsikt att ge utrymme för att diskutera HBTQ-relaterade ämnen, träffa nya människor och hitta event. Lesbesocial kämpar med att få medlemmarna att aktivt delta i communityn och är inte den enda communityn riktat till homo- och bisexuella kvinnor som, genom tiden, har gjort det. Medan liknande applikationer riktade till homosexuella män utvecklas och växer på marknaden, är liknande applikationer för kvinnor färre med mindre nedladdningar. Tidigare forskning om communityn för bi- och homosexuella kvinnor har betonat vikten av att ha dem, eftersom att communityn kan hjälpa till att stödja identitetsbildning och öka självkänsla hos de personersom deltar. I denna forskningsuppsats används en community-centrerad designmetod för att undersöka hur man förbättrar lesbiska kvinnors deltagande i en online-community. Jag gör det genom att undersöka tidigare forskning om onlinecommunityn och undersöker farhågor och önskningar hos lesbiska kvinnor i förhållande till att attraheras av samma kön. Analysen identifierar sex designimplikationer för att förbättra applikationen och engagera användarna till att delta. Socialt och personligt förtroende, liksom en känsla av tillhörighet, visade sig vara de mest relevanta aspekterna att överväga när man utvecklade en community för homo- och bisexuella kvinnor.
309

A Culture-Centered Design Approach to Improve a User Interface for Migrants

Munasinghe, Aroshine January 2017 (has links)
A web application known as the Virtual Volunteer has been developed by IBM, the International Federation Red Cross and the Red Crescent Movement. The aim of this application is to extend support to migrants beyond the physical help they receive. The application is also a resource for volunteers who want to help migrants. This paper explores how a culture-centered design approach can help to improve a user interface and enhance the usability for a global audience using Virtual Volunteer as a design case. By conducting multiple interviews and task completion tests with verbal protocols, the results present two independent redesigned prototypes.  The culture-centered design approach yielded valuable feedback and data from the migrants that would not have been possible to collect from a more traditional approach like the one employed when creating the Virtual Volunteer in the first place. The results also revealed that all functions in the application were not clearly understandable for the migrants as they were for the Swedish volunteers. The overall results of the design case shows that a culture-centered design approach together with common usability methods are efficient to use when developing user interfaces for migrants and volunteers. / IBM, Röda Korset och Röda Halvmånen, har tillsammans utvecklat en webbapplikation, Virtual Volunteer, till stöd för migranter som kommer till Sverige. Syftet med applikationen är att utöka stöd till migranter utöver den fysiska hjälp de får. Ett annat syfte är också att applikationen ska fungera som ett hjälpmedel för volontärer som vill hjälpa migranter. I den här studien undersöks hur en kulturcentrerad designmetod kan bidra till att förbättra användargränssnittet och användbarheten för en global publik genom att använda Virtual Volunteer som en designutmaning. Vi skapade två olika prototyper baserat på intervjuer och användartester med migranter och svenska volontärer. Den kulturcentrerade designmetoden gav mycket värdefull feedback och data från migranter jämfört med ett traditionellt tillvägagångssätt som i första hand användes vid skapandet av Virtual Volunteer. Resultaten av designarbetet och användarstudierna visar att designmetoder som tar hänsyn till kultur kan vara en effektiv metod för att utveckla gränssnitt som riktar sig till migranter såväl som svenska volontärer.
310

Re-imagining motocross safety through autobiographical design / Nytänkande av säkerhet för motocross genom självbiografisk design

Larsson, Victor January 2017 (has links)
This study explores the design space of motocross within Human-Computer Interaction with focus on warning riders of danger while practicing unsupervised. Using autobiographical design, the aim was to investigate mechanisms and modalities suitable for motocross where the environment, tracks, physical and mental load on the riders were some of the challenges faced. With basis in research within other sports and a domain expert focus group, a prototype was developed and iterated over a period of three months using the author and recruited participants as riders. The process was documented using a diary. The study concluded that using the helmet as mounting point was effective due to not being intrusive for the riders and no track alterations were needed to implement the system for real use. Visual feedback using light mounted under the visor showed to be unreliable due to sun interference, while sound created by vibrations on the top of the helmet shown to be suitable for warning motocross riders. Using visual and auditory modalities together, the light was concluded to be efficient as an information display when attention was brought to the rider by the vibration sound. / Denna studie utforskar designrymden (eng. design space) för motocross inom människa-datorinteraktion med fokus på att varna motocrossförare om faror när träning sker utan tillsyn. Genom att använda en självbiografisk metod var syftet att utforska mekanismer och modaliteter för motocross där den extrema miljön, banorna och den fysiska och mentala påfrestningen på förarna är några av utmaningarna. Med grund i relaterad forskning inom andra sporter och en expertfokusgrupp, utvecklades och utvärderades en prototyp över tre månader där författaren tillsammans med rekryterade deltagare var testförare. Processen dokumenterades med en testdagbok. Att placera prototypen på hjälmens ovansida visades vara effektivt då förare inte uppfattade prototypen som störande och banorna behövde inte förändras för att implementera systemet. Visuella varningar med ljus under hjälmens skärm visades vara opålitligt på grund av solens påverkan, medan ljud skapade genom vibrationer på hjälmens ovansida visades vara effektivt för att varna motocrossförare. Genom att använda den visuella och auditiva modaliteten tillsammans kunde ljus användas som information, då förarens uppmärksamhet påkallades genom vibrationsljudet.

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