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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.
491

Intuitive Design for Maximum Productivity: Leveraging Semi-Automatic Functions in Wheel Loaders : A User-Centered Approach to Enhance Novice Operator Adoption of Semi-Automatic Functions

Norström, Samuel January 2024 (has links)
This thesis explores the adoption of semi-automatic functions in wheel loaders by novice operators with three years of experience, highlighting the design's role in enhancing operator engagement and efficiency in short-cycle loading tasks. Research findings demonstrate that hands-on, practical learning of semi-automatic functions is significantly more effective than theoretical approaches, although both remain crucial. The study identifies a major barrier to adopting semi-automatic functions: the lack of familiarity and previous exposure to these functions, leading to a preference for manual control due to the operator’s traditional method’s comfort and perceived simplicity. To address these challenges, this thesis proposes a design solution that includes clear, easy-to-understand instructions and real-time feedback to help operators recognize the semi-automatic function’s ergonomic and efficiency benefits. Demonstrating the practical advantages of these functions in action has proven to shift operators’ attitudes positively. Furthermore, the operators’ perceptions of their usability and usefulness significantly influence the adoption of semi-automatic functions. The design recommendations advocate for an intuitive interface that offers step-by-step guidance and interactive tutorials, making the semi-automatic functions more accessible and encouraging novice operators to transition more smoothly to semi-automation. Overall, the thesis underscores the importance of a user-centered design approach that facilitates the initial adoption of semi-automatic functions and supports the ongoing development of operator skills and the optimization of work practices in the construction industry. / Denna uppsats utforskar användningen av semi-automatiska funktioner i hjullastare av nybörjaroperatörer med tre års erfarenhet, och lägger vikt på rollen som design spelar för att kunna öka operatörens engagemang och effektivitet under kortcykellastning. Resultatet av forskningen visar att praktisk inlärning av semi-automatiska funktioner är betydligt mer effektiv än teoretiska tillvägagångssätt, även om båda är viktiga. Studien har identifierat ett stort hinder för att använda semi-automatiska funktioner: bristen på bekantskap och tidigare exponering för dessa funktioner, vilket leder till en preferens för manuell kontroll på grund av bekvämlighet och enkelheten av sina traditionella metoder. För att möta dessa utmaningar föreslår denna uppsats en designlösning som inkluderar tydliga, lättförståeliga instruktioner och realtidsfeedback för att hjälpa operatörer att känna igen de ergonomiska och effektivitetsfördelar som halvautomatiska funktioner erbjuder. Att demonstrera de praktiska fördelarna med dessa funktioner under manövrering med fordonet har visat sig positivt påverka operatörernas attityder. Dessutom påverkar operatörernas uppfattningar om användbarheten och nyttan avsevärt användningen av semi-automatiska funktioner. Designrekommendationerna förespråkar ett intuitivt gränssnitt som erbjuder steg- för-stegvägledning vilket gör de semi-automatiska funktionerna mer tillgängliga och uppmuntrar nybörjaroperatörer att övergå smidigare till semi-automatik. Slutligen understryker uppsatsen vikten av en användarcentrerad designmetod som inte bara underlättar den initiala användningen av semi-automatiska funktioner, utan också stödjer den kontinuerliga utvecklingen av operatörers färdigheter och optimeringen av arbetsmetoder inom byggnadsindustrin.
492

AR-HUD Design Guidelines : A Cross-Cultural Usability Study on Cognitive Workload and Preferences in HUD interfaces

Svensson, Jonatan, Hammar, Jesper January 2024 (has links)
This master’s thesis project has been made in collaboration with Luleå University of Technology and client company ZEEKR to advance the knowledge about Augmented-Reality Head-Up Displays (AR-HUDs). The technological advancements being made in the automotive industry are rapidly moving forward, and the implementation of Head-Up Displays has been a hot topic and focal point of user safety and driving assistance discussions for the past couple of years.The earliest HUDs would only show static information (speedometer, speed limits, and other status information), but lately the implementation of Augmented Reality technology in HUDs can be seen in many flagship car brands. The projection technology has been improving drastically since the early versions, but despite this, many still believe the system to be only a gimmick that does not add real value to the user. In fact, many believe it has the opposite effect of its actual purpose: to aid the user in driving.  We have engaged in this project with ZEEKR to establish a guideline on what to have in mind when designing the interface for a system like this. Given ZEEKR’s market presence in China and Europe, we also explore cultural expectations and user interactions to balance satisfaction across markets. To summarize this into something concise, the following research questions have been shaped:  1. How can the design of an AR-HUD be tailored to meet the divergent cultural expectations of users in ZEEKR’s primary markets, China and Europe, while maintaining a cohesive user experience?  2. How can information be optimally presented on an AR-HUD to achieve a balanced cognitive workload for the driver?  As we progressed in the thesis, we gravitated towards a third research question which proved to also be of interest to ZEEKR. The research question emerged as:  3. How can AR-HUD systems be assessed resource efficiently while maximizing user  feedback?  The thesis follows an iterative, 4-phase process based on an Industrial Design Engineer’s workflow. Initially context was explored through user and stakeholder interactions, collecting qualitative and quantitative data. Then multiple HUD concepts were generated and tested. Three comprehensive user tests were conducted: a low-fidelity prototyping workshop, a medium-fidelity VR user test with digitally added HUD elements, and a high-fidelity VR user test with a Logitech G29 rig in a Unity game engine for interactive driving simulations.  Our findings, combined with academic research and expertise in interface design and user experience, are concrete design suggestions for the designing of AR HUD systems. The findings also show that the cultural differences between the two user groups were not a as big as anticipated, altough further testing is required to fully determine this. The resutls also include a standardized test-protocol built in Unity that ZEEKR can use for future testings. / Detta examensarbete har utförts i samarbete med Luleå tekniska universitet och ZEEKR för att öka kunskapen om Augmented Reality Head-Up Displays (AR- HUDs). De teknologiska framstegen inom fordonsindustrin rör sig snabbt framåt, och implementeringen av HUD:ar har varit en central punkt i diskussioner om användarsäkerhet och körassistans. De tidigaste HUD:arna visade endast statisk information, men på senare tid har augmented reality-teknologi implementerats i många ledande bilmärken. Projektionsteknologin har förbättrats drastiskt, men många anser att systemet bara är en gimmick som inte tillför något verkligt värde. Många anser faktiskt att det har motsatt effekt av sitt egentliga syfte: att hjälpa användaren vid körning.  Vi har engagerat oss i detta projekt med ZEEKR för att etablera en riktlinje för vad man ska ha i åtanke när man designar gränssnittet för ett system som detta. Med tanke på ZEEKR:s marknadsnärvaro i Kina och Europa utforskar vi också kulturella förväntningar och användarinteraktioner för att balansera tillfredsställelse över marknader. För att sammanfatta detta i något koncist har följande forskningsfrågor formulerats:  1. Hur kan designen av en AR-HUD skräddarsys för att möta de olika kulturella förväntningarna hos användare på ZEEKR:s primära marknader, Kina och Europa, samtidigt som man bibehåller en sammanhängande användarupplevelse?  2. Hur kan information presenteras optimalt på en AR-HUD för att uppnå en balanserad kognitiv arbetsbelastning för föraren?  När vi gick vidare med avhandlingen, drogs vi mot en tredje forskningsfråga som också visade sig vara av intresse för ZEEKR. Forskningsfrågan formulerades som:  3. Hur kan AR-HUD-system utvärderas resurseffektivt samtidigt som användarinsikterna maximeras?  Examensarbetet följer en iterativ process med fyra phasear baserad på en industridesigningenjörs arbetsflöde. Inledningsvis undersöktes kontexten genom interaktioner med användare och intressenter, och kvalitativ och kvantitativ data samlades in. Därefter genererades och testades flera HUD-koncept. Tre omfattande användartester genomfördes: en lågfidelitets-prototyp workshop, ett medelfidelitets- VR-test med digitalt tillagda HUD-element, och ett högfidelitets-VR-test med en Logitech G29-rigg i Unity-spelmotor för interaktiva körsimuleringar.  Våra resultat,i kombination med akademisk forskning och expertis inom gränssnittsdesign och användarupplevelse, utgör konkreta designförslag för utformningen av AR HUD-system. Resultaten visar också att de kulturella skillnaderna mellan de två användargrupperna inte var så stora som förväntat, även om ytterligare tester krävs för att fullt ut fastställa detta. Resultaten inkluderar också ett standardiserat testprotokoll byggt i Unity som ZEEKR kan använda för framtida tester.
493

Introducing Generative Artificial Intelligence in Tech Organizations : Developing and Evaluating a Proof of Concept for Data Management powered by a Retrieval Augmented Generation Model in a Large Language Model for Small and Medium-sized Enterprises in Tech / Introducering av Generativ Artificiell Intelligens i Tech Organisationer : Utveckling och utvärdering av ett Proof of Concept för datahantering förstärkt av en Retrieval Augmented Generation Model tillsammans med en Large Language Model för små och medelstora företag inom Tech

Lithman, Harald, Nilsson, Anders January 2024 (has links)
In recent years, generative AI has made significant strides, likely leaving an irreversible mark on contemporary society. The launch of OpenAI's ChatGPT 3.5 in 2022 manifested the greatness of the innovative technology, highlighting its performance and accessibility. This has led to a demand for implementation solutions across various industries and companies eager to leverage these new opportunities generative AI brings. This thesis explores the common operational challenges faced by a small-scale Tech Enterprise and, with these challenges identified, examines the opportunities that contemporary generative AI solutions may offer. Furthermore, the thesis investigates what type of generative technology is suitable for adoption and how it can be implemented responsibly and sustainably. The authors approach this topic through 14 interviews involving several AI researchers and the employees and executives of a small-scale Tech Enterprise, which served as a case company, combined with a literature review.  The information was processed using multiple inductive thematic analyses to establish a solid foundation for the investigation, which led to the development of a Proof of Concept. The findings and conclusions of the authors emphasize the high relevance of having a clear purpose for the implementation of generative technology. Moreover, the authors predict that a sustainable and responsible implementation can create the conditions necessary for the specified small-scale company to grow.  When the authors investigated potential operational challenges at the case company it was made clear that the most significant issue arose from unstructured and partially absent documentation. The conclusion reached by the authors is that a data management system powered by a Retrieval model in a LLM presents a potential path forward for significant value creation, as this solution enables data retrieval functionality from unstructured project data and also mitigates a major inherent issue with the technology, namely, hallucinations. Furthermore, in terms of implementation circumstances, both empirical and theoretical findings suggest that responsible use of generative technology requires training; hence, the authors have developed an educational framework named "KLART".  Moving forward, the authors describe that sustainable implementation necessitates transparent systems, as this increases understanding, which in turn affects trust and secure use. The findings also indicate that sustainability is strongly linked to the user-friendliness of the AI service, leading the authors to emphasize the importance of HCD while developing and maintaining AI services. Finally, the authors argue for the value of automation, as it allows for continuous data and system updates that potentially can reduce maintenance.  In summary, this thesis aims to contribute to an understanding of how small-scale Tech Enterprises can implement generative AI technology sustainably to enhance their competitive edge through innovation and data-driven decision-making.
494

Unlocking your digital legacy : A perspective on immortality through our digital traces

Rapakoulia, Klio January 2019 (has links)
Every day, we use technology. Online interactions leave traces and traces serves as portals into different aspects of our personalities, or how we want to be perceived by others. We are encouraged to record and express everything, from our most important moments to the least. However, the digital tools we use privilege only the moment, not the long term. They also tend to make everything feel equally important, thus giving us no incentive to go through our digital traces and decide what has lasting meaning and should be preserved and what we would like to be forgotten.The fabric of our lives is intertwined with our digital traces. What happens to them after the end of our lives? Just as our physical things live on past us, sometimes becoming a part of the lives of our family and friends this will surely be true for our data.How might we curate our digital legacy?
495

Släpp kontrollbehovet och låt automatiken göra jobbet : En kvalitativ studie om hur ett gränssnitt kan effektivisera publiceringsprocessen

Frithiof, Jessica, Liljeblad, Josefine January 2018 (has links)
Denna studie och uppsats har behandlat samt fokuserat på att synliggöra användarproblem och bearbeta dessa genom bakomliggande teorier kring olika systemegenskaper. Studien utgår från det aktuella administrationsverktyget Everyware. Verktyget Everyware används idag av tidningar och mediehus för att bygga upp och underhålla webbtidningar. En ständig ökning av digital nyhetspublicering bidrar till en konkurrens inom tidnings- och mediebranschen. Detta betyder i sin tur att branschen vill publicera sina nyheter så snabbt och smidigt som möjligt. Detta har varit en bidragande faktor till studiens syfte. Syftet med studien har varit att ta fram ett nytänkande gränssnittsförslag som utifrån användaren ska upplevas som lätthanterligt, smidigt och responsivt. Det teoretiska ramverk som står till grund för studien är baserat på teorin IS Success Model. Med denna teori har studien undersökt vilka framgångsfaktorer ett informationssystem, enligt användarna, bör tillhandahålla. Som komplement till teorin har studien även använt sig av vetenskapliga områden som användarupplevelse, användbarhet och användarnytta. Genom både kedje- och ändamålsenligt urval har åtta potentiella användare av aktuellt verktyg involverats. Det empiriska materialet har samlats in genom individuella semistrukturerade intervjuer samt en gruppintervju. Utifrån det empiriska material som samlades in har sedan tydliga mönster tagits fram för att senare vidareutvecklas och bearbetas vidare i arbetsprocessen. En kategorisering utifrån olika upplevelser kring användandet av det aktuella verktyget, har tagit studien vidare mot gränssnittsarbetet. För att kunna skapa gränssnittsförslag krävdes en analys av det resultat som framkommit. En innehållsanalys och ett affinitetsdiagram skapades för att ta reda på primära önskemål hos användarna gällande administrationsverktygets egenskaper. Utifrån analysen kunde slutligen ett förslag på ett nytänkande gränssnitt för administrationsverktyget Everyware tas fram. Resultatet av denna studie har visat att användare av ett administrationsverktyg, för skapande av webbtidningar, är beroende av att verktyget tillhandahåller särskilda system, information och serviceegenskaper. Dessa egenskaper kan i sin tur leda till förmåner för användare av administrationsverktyget, tidningsbranschen samt läsarna. / This study has addressed and focused on visualizing user problems and processing them through underlying theories about different system properties. The study is based on the current administration tool Everyware. The tool is today used by newspapers and media houses to build and maintain web magazines. An ongoing increase in digital news publishing contributes to competition in the newspaper and media industry. This in turn means that the industry wants to publish news as quickly and smoothly as possible, which has been a contributing factor to the purpose of the study. The purpose of the study has been to develop a new-minded interface proposal which, according to the users, should be experienced as easy to use, smooth and responsively. The theoretical framework for the study is based on the theory IS Success Model. With this theory, the study has investigated what success factors an information system, according to users, should provide. As a complement to the theory, the study has also used scientific areas such as user experience, usability and utility. Through different methods has eight potential users of the current tool been involved. The empirical material has been collected through individual semi structured interviews and a group interview. Based on the collected data, patterns have been developed for further development and adaption in the work process. A categorization based on different experiences regarding the use of the current tool took the study further towards the interface proposal. In order to create interface proposals, an analysis of the result that was obtained was required. A content analysis and an affinity diagram were created to determine primary requirements of users regarding a management tool properties. Based on the analysis, a proposal of a new interface for the Everyware administration tool could finally be made. The result of this study has shown that users of administration tools are dependent on that the tool are providing specific system, information and service characteristics. These characteristics can in turn lead to net benefits for users of the administration tool but also the newspaper industry and the readers.
496

Exploring Game Design Pitfalls through patterns : Experiences when making our first game / Undersökning av fallgropar inom speldesign genom design mönster : erfarenheter från första spelprojektet

Hedenskog, Jens January 2012 (has links)
The purpose of this report is to analyze what went wrong with the adventure game project called Fairytale, I started together with 4 of my fellow university students at Gotland University, spring 2007. My ambition with this report is to enlighten problems in game design that arose during the game development process in order to prevent others from making the same mistakes. The problems are analyzed according to game design patterns defined by Björk, S. and Holopainen, J. (2005). Patterns in Game Design. Boston, Massachusetts. Jenifer Niles. The game was exhibited to the public at Gotland Game Awards 2007, Leipzig Game Developers Conference 2007, Tekniska Museet 2007, Almedalsveckan 2008 and Gotland Game Awards 2008. The results of the report show that redesigning already finished game features means a lot of troubles in relation to its dependency on other game elements. The key abilities of the main character were vaguely defined since the beginning of the project which caused problems with earlier designed levels whenever a new item was introduced. The terrain of the prior levels didn’t match the abilities of the new items, which forced changes to be made. The biggest mistake with this project was that finished game elements never were considered final. My role in the project was the solo game programmer and co-designer. I shared the designing tasks together with Annika Fogelgren who also was the producer of our team. Albertina Sparrhult, Emma Johansson and Marie Viberg were our core graphic artists. Together, we created the Fairytale game.
497

Revealing The Nature Of Human Characteristics Through Interaction Design

Luu, Trieu Vy January 2017 (has links)
Everyday we come up with new solutions for our existing problems. But the solutions of today are tomorrow’s problem. The products we create as designers are often bringing more complexity in our society than it is initially intended for. This thesis aims to give a new perspective on the design practice community. Instead of starting with a problem-solving scope, this thesis intent is to find what is truly meaningful for human life, meaning finding, and to propose how we can envision new ways of meaning making within interaction design. The two processes together of meaning finding and meaning making is how we can aim for concrete results that are relevant for our society. To better understand what truly matters for human life, I collected 14 stories through ethnographic research. These ethnographic stories reveal the nature of human characteristics when people face and overcome big challenges in life. Some of these ethnographic stories highlights the life of a WWII survivor, war refugee, leukaemia child-patient and a widow. Parallel, to the ethnographic work, I explored how I can evoke a deeper connection between people, by making them listen to each-other’s heartbeat.  Inevitably, by exploring the fundamental elements of human life and observing the emotions and behaviour of my interviewees and participants, the thesis find itself often on the playground between philosophy and human life. But by taking a strong interaction design perspective, these insights were manifested in the human design manifesto booklet. This booklet proposes six expressions for designers, with the intention to embrace the fundamental elements of human life when we design:  1. Design attitudes, not solutions. 2. Design the medicine of the mind. 3. Design for relationships. 4. Design for our direct senses. 5. Design for the deep human connection. 6. Design the act of kindness  Later on, for the meaning making part: one statement from the Human Design Manifesto was selected to explore in depth: Design the act of kindness. For this expression project Hidden Figures was created. Hidden Figures is a design proposal which demonstrates that a design creation can be driven by the fundamental elements of human life. In this case proposing the act of kindness as a vision on how our society could be.  In overall, this master’s thesis demonstrates how our design proposals can embody and resonate well between the three levels of design philosophy, a designer’s vision and interaction design practice: How we, as designers, can use meaning-making and meaning-finding to create more relevant impact for our society. Last, I hope this work encourages other designers to think deeply about their own creations and its impact. And help designers reflect on why they create and how they could also alternatively practice design.
498

Samarbetet mellan människa och automation i det avhjälpande underhållet : behovsanalys och krav på framtida utveckling av automationsutrustning / Collaboration between humans and automation within remedial maintenance : requirements and demands of the future development of automation

Eklind, Sebastian, Larsson, Michelle January 2017 (has links)
Detta arbete har utforskat interaktionen mellan människa och automation inom det avhjälpande underhållet på två tillverkande företag. Arbetets syfte är bidra till att människor och automationsutrustningar framgångsrikt kan samarbeta i framtidens fabriker. Studien har undersökt hur interaktionen ser ut i dagsläget, var det idag saknas interaktion, hur interaktionen kan komma att se ut i framtiden samt vilka krav som behöver uppnås för att komma dit. Studien har också haft ett fokus på hållbar utveckling och hur interaktionen kan påverka denna. Projektets resultat är framtaget genom att utföra två deltagande observationer, en på vartdera företaget samt fyra semistrukturerade intervjuer per företag. I dagsläget sker mycket kommunikation genom telefon för att påkalla uppmärksamhet hos personal med information om larm och plats. Felsökning sker genom en panel vid maskinen alternativt via dator som kopplas upp mot maskinen vid djupare felsökning. Det finns i dagsläget även teknik såsom kommunikationsradio, tangentbord och mus som undviks att användas i största möjliga mån eftersom de anses vara svåra att manövrera. Resultaten visar att det finns ett behov av att få mer information i underhållets alla faser och att tekniken som används behöver vara mer mobil än i dagsläget. Författarna ger förslag på att handhållna enheter kan användas i framtidens underhåll och att röstigenkänning, Virtual Reality och Augmented Reality kan användas i dessa. Även smarta klockor rekommenderas att användas för att påkalla uppmärksamhet hos personal och samtidigt ge information om larm. Det finns en förhoppning om att mer information och mer mobil teknik kan effektivisera underhållet och därmed minska tiden för att utföra ett avhjälpande underhåll. Författarna rekommenderar starkt att all teknik som är tänkt att bli implementerad först testas i en realistisk miljö av de personer som ska använda tekniken. / The project has explored the interaction between humans and automation within the remedial maintenance on two manufacturing companies. The purpose of the project is to contribute to the interaction between humans and automation and by that make it successful in the future. The study has investigated how the present interaction is designed, where there is a need for interaction, how the interaction can be designed in the future together with the requirements that will need to be achieved to get there. In this study there is also a focus on sustainable development and how the interaction affects it. The result of the project is produced by performing two attendance observations, one at each company and four semi-structured interviews at each company. Today a lot of communication is done by phone to get the attention of personnel and summon them to the machine that has stopped. The troubleshooting of the machine is done in a panel or with a computer if deeper troubleshooting is needed. The computer needs to be connected to the machine. Today there are some technics that are present but these are not used due to the fact that they are perceived tedious to use. These technics are communication radio, mouse and keyboard. The result of the study indicates that there is a need for more information in all the phases of a remedial maintenance work. It also shows that the technics needs to be more mobile compared to how it is today. The authors recommends that handheld devices are used in the future and that softwares such as voice recognition, Virtual Reality and Augmented Reality are used within the handheld devices. Smartwatches are also interesting in an attention point of view where alarm messages can be shown. There is a belief that with more information and more mobility the maintenance will be more effective in the future and that the time for remedial maintenance will reduce. The authors strongly recommend that all technics that will be implemented need to first be tested in a realistic environment and by the people that should use it.
499

Designing for Empathy in Elderly Care : Exploration of Opportunities to Deliver Behaviour Change Interventions through mHealth Applications, to Promote Empathic Behaviour in Elderly Home Care Nursing Assistants

Bergqvist, Malin January 2019 (has links)
Background The Swedish population is ageing quickly and the system for elderly home care is under increasing pressure. Staff turnover is high, nursing assistants are reporting stress, and employers have to recruit staff lacking sufficient experience. These factors are barriers to empathic care, considered essential to patient health outcomes. Elderly care should rely on cognitive empathy, be other-oriented and improve the client’s situation based on contextual understanding. There is a need for education and support for nursing assistants, so that they can provide empathic care. Purpose The thesis explores empathy as a skill in elderly home care to identify opportunities of promoting empathy in the client-nursing assistant interaction, by means of behaviour change interventions delivered through an mHealth application that nursing assistants already use at work. Method A group interview was conducted with six nursing assistants from four elderly home care organisations in a Swedish municipality, to learn about their experience of empathy at work, and factors affecting their ability to give empathic care. The respondents were using the same mHealth application to get and provide information about client visits. The Behaviour Change Wheel framework was used to analyze behavioural drivers of empathic care in elderly home care. Results Influences on empathic behaviour was identified in all 14 domains in the Theoretical Domains Framework. 13 target behaviours, 7 Intervention Functions and 45 Behaviour Change Techniques were suggested as suitable candidates to investigate for intervention development. Conclusion Empathy seems possible to promote through resource-efficient digital behaviour change interventions. Future studies may use this work as a starting point for development of interventions to promote empathic behaviour in elderly care.
500

Interactive Data Physicalizations : How natural science museums might engage visitors through tangible and embodied interaction

Sueiro, Vinicius January 2021 (has links)
For thousands of years, physical objects have been used to represent data, in order to support cognition, communication and learning. Such representations, especially newly computer-supported ones, became the focus of an emerging field called data physicalization. Although most physicalizations are passive (i.e., static), a growing number of active (i.e., dynamic) representations have been recently created. There is still, however, an immense opportunity in exploring interactive data physicalizations. This thesis proposes a tangible artifact (a shovel equipped with orientation sensors) that could be used by visitors of Earth sciences museums. SuperTunnel Simulator calculates a hole through Earth, indicating where in the world visitors would end up if they dug in a certain direction. Feedback from participants indicate such embodied interaction might influence learning by igniting visitors’ curiosity and stimulating hypothesis formulation. Finally, we point to research opportunities in conveying data not through an object’s shape, but through our interaction with it.

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