Spelling suggestions: "subject:"1interaction design "" "subject:"1interaction 1design ""
241 |
Where have we been, where are we now and where could we go? : Re imagining the accessibility of digital mapsVeskoukis, Alexandra January 2021 (has links)
By investigating digital maps with an inclusive- and research through design approach, this research project aims on answering the research question: how can a digital map convey accessibility information of a route before the journey without the need of special adaptation?The research question involves two issues, how digital maps can convey information about a route and what accessibility information of a route is.With Rätt från början and the Swedish Agency for Accessible Media as stakeholders, a recruitment of participants with different capabilities, preference, characteristics, and needs was completed to explore how the participants use digital maps and perceive accessibility of the physical world by using the methods of interviews and design probes.The design process resulted in prototypes of a digital map that affords exploration without displaying normative standards of accessibility by using a design strategy of presenting the world as it is through audio-haptic and visual communication.
|
242 |
Feral Futures: speculating more-than-human interactions in urban environmentsMiller, Marsali January 2021 (has links)
This thesis explores the concept of ‘feral’ while speculating possible futures of more-than-human interactions in urban environments. Feral in this project is described as living and non-living entities that are uncontrollable, unintentional, situated and dethatched from humans. The aim of this thesis to implement more-than-human theory and concepts into design practice to expand the design space of non-anthropocentric design. A speculative design approach is used to question and alter the status quo of power relations within more-than-human interactions through its experimental and critical nature (Bardzell, Bardzell and Koefoed Hansen, 2015; Dunne and Raby, 2013). Further, a series of methods, approaches and speculative fabulations (Haraway, 2016) are proposed that tell stories of possible worlds and act as a catalyst for moving more-than-human theory beyond concepts towards design practice.
|
243 |
Syndemic : A design prototype of a dashboard to understand pandemics beyond epidemiologyCinelli, Ester January 2021 (has links)
This study wants to investigate how Interaction Design techniques can contribute to giving meaning to data visualization in a syndemic dashboard and to gain understanding from it. I am going to present to you a Syndemic Dashboard that has the goal of helping researchers to find trends, patterns and make predictions of the spread of Covid-19 in the Swedish context, collaborating with K3, IUR, DVMT, and the University of Oxford. In order to do this, I will first give an overview of what a dashboard is, dashboarding practices and interaction techniques, cognitive aspects involved to generate meaning, and relevant theories to gain understanding from Big Data. Consequently, I will explain the process and the methodologies applied to achieve the final result. The thesis ends with a discussion about the final result and proposes future investigations.
|
244 |
Undermine_Through_Design : What if digital technology did something else?Pouwels, Ilse January 2021 (has links)
This project is initiated based on observations from me and other people in the design/technology community. Products and services are optimised for efficiency and standardisation caring more for profit than privacy. We, humans, are becoming the product to be consumed by our technologies. However I believe that good interaction design can also be the remedy to this issue created by it. Celebrating fluidity, creating interactions that trigger reflection and empower users. Designing things away and creating hacks. This initiated the research question of this thesis: How do we design interactions that empower people in their engagements with the digital so a balanced relation can be formed? This thesis is approaching this issue through a process I call co-reflection through disruptive design. This is a hands on design methode that use experiments as contextualisations of the reflections done by the designer. The experiments are shared with people in order to reflect upon as well. The returning reflections are used to continue the project and often lead to a reframing of it. The big fluctuating issue being targeted in this project called for a process inline with this nature. Throughout this process three design principles and three design handles are initiated. This project is finalised with a last experiment Huddle. This is a nomad server where the digital design manifesto is kept and collectively written. The proposed design principles and handles are a small stab at the bigger issue. Looking at the fluidity of the process and the community involvement I chose to not deliver a final solution but another experiment that is in flux. Through reading, signing and contribution on the website the manifesto is crafted. So this thesis report is a finalisation of the Undermine_Through_design thesis but the start of the live of _Huddle. All photographs in this report which are uncited have been taken by the author, Ilse Pouwels.
|
245 |
Exploring User Experience designers experiences working with Machine LearningBergström, Emil January 2021 (has links)
The user experience (UX) design practice (c.m.p interaction design practice) has started to make profound changes in designing intelligent digital services using Machine Learning (ML) to enhance the UX. ML has the capability to enhance the user’s experience, for example, facilitating more accurate decisions or improving efficiency in achieving one's goals. However, research suggests that ML is a challenging design material in design practice, such as not envisioning the best-suited solution because of not comprehending data dependency when prototyping or the lack of tools and methods for evaluating the solution. Without a doubt, ML opens new doors for UX designers to be creative in their practice. However, research indicates that lack of knowledge transfer into UX design practice may hamper this potential. This paper explores how UX designers experience ML. The findings resulted in 5 experiences: 1) Absence of competence, 2) Lack of incentive for competence development, 3) Challenging articulating design criteria, 4) Mature vs. Immature customers, 5) Lack of support for ethical concerns. I discuss the implications of these findings and propose how we can understand UX design practice and opportunities for additional design research to support designers working with ML.
|
246 |
Analysing the digital marketing tool Digital Plattform : Identifying issues users are experiencing when using a digital marketing tool for the first timeNyblom, Oscar January 2021 (has links)
Digital marketing is becoming more influential for businesses and along with it so does digital marketing tools. To make digital marketing tools useful for new users and businesses, they should be easy to use and allow for a good user experience. By analysing the digital marketing tool ‘Digital Plattform’ by Digital Marknadsplan, this study examines how to make design suggestions to improve user experience by using theories in interaction design and insights from user tests that highlights common issues. It turns out there are common issues that has been highlighted trough a heuristic analysis and a thematic analysis. Some issues include a lack of feedback and information along with general inconsistencies. By providing design suggestions to these issues, they could be targeted directly and therefore improving the user experience for new potential users. The results of this study could also be argued to be applicable to other digital marketing tools in improving their user experience for new users.
|
247 |
Is seeing still believing?Dang, Mihn Huy January 2020 (has links)
Social media content moderators perform a critical function of modern civic society: they act as first responders on social media platforms, getting confronted with harmful digital content on a daily basis.Without them, the Internet would be at the mercy of the unpredictable, global social climate, likely making the Internet a less safe, less peaceful place to be. Nevertheless, disturbing content screening cannot easily be addressed with the future’s planned full integration of artificial intelligence. Content moderation is not a technical challenge that can be solved by employing artificial intelligence as the solution to the content moderation related issues. Automated tools, for example, which are built to recognise creative permutations of language, fail their job. Cultural nuances and linguistic specificities are challenging to algorithms. For this reason, it is important to keep content moderation as a human process, because algorithms are not infallible in the content screening workflow and despite all the struggles content moderators face with screening content. The design concept explores how the emergence of deep fakes can be tackled by social media content moderators without relying too much on algorithms and computer power, but on human skills.
|
248 |
Are You Experienced: A Speculative Experiment in UXD Testing SitesRoll, Melanie Renee 03 May 2022 (has links)
No description available.
|
249 |
Investigating the Impact of Interaction DesignBuher, Melynda 25 May 2010 (has links)
In recent years, the use of online courses has emerged as a way to quickly and easily deliver content to large numbers of trainees. In writing these courses, pharmaceutical course developers often use traditional instructional design models and techniques to design course content for online learning. But is this truly enough? Interaction design principles and practices can also be incorporated to increase the quality of learning by improving learner comprehension and retention. Using pharmaceutical content and learners, this research investigated how interaction design impacts online learning by measuring the effect of applying different graphical user interfaces. The results were surprising, as the data showed no significant improvement in retention rates between graphical treatments. However, the incorporation of graphics did slightly improve overall course satisfaction.
|
250 |
What Does Agency in Interaction Design Mean? / Vad betyder agency inom interaktionsdesign?Sundnér, Kim Matti January 2021 (has links)
Agency has yet to see an in-depth discovery within Human Computer Interaction (HCI). It has and still is the subject of research, however, work is still needed to understand what agency in HCI is, on a fundamental level. Theory from different fields provide a foundation with the goal of discovering agency and what it can contribute to design. In this thesis, agency’s foundation in philosophy is explored along with contributions of agency in interaction design. Topics on agency within HCI are used to further nuance understanding of how designers can use perception of agency, both in the user and the artifact, in their design practice. A phenomenological view on agency in interaction design is used, building on Actor Network Theory. Furthermore, nuances of influence, disable, opaqueness, and imperative are presented, explored empirically and put in relation to theory on agency within HCI.
|
Page generated in 0.0838 seconds