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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.
81

Emotional Chairs - A study of how emotional objects enter our lives

Jensen, Halfdan Hauch January 2013 (has links)
This thesis is a design study of how everyday objects with embedded digital emotionality can be expected to be accepted into peoples lives. Through the design and evaluation of a chair and a stool with digital emotional features, the project explores the way these objects are given presence, and let into peoples lives. By placing them in the homes of volunteers for a shorter time, the project zooms in on the initial meeting with more emotional everyday objects. The project defines the creation of personality and narratives around the objects as being good design assets in designing for emotional relations. Further it states, and discusses, how balancing detailing and open/ended design features are important in both a general design perspective and when creating personality and narratives.
82

Poetic Stairs

Thorstensson, Katarina January 2016 (has links)
No description available.
83

Representing bicycle-based interaction: An interaction design exploration into bicycling research

von Oldenburg, Tim January 2015 (has links)
In public spaces, we constantly interact with each other - whether we are aware of it or not. Most of these interactions are indirect and subtle, ranging from flâneurial people-watching, over negotiation of turns in urban traffic, to passive aggression. This is not only true for pedestrians, but equally so for bicyclists.Bicycling is an embodied and social practice. When designing for cycle-based experiences, interaction designers face many problems while conducting research: mobility is always on the move and therefore hard to capture; the fleeting moments of interaction are almost imperceptible to the eye; and verbal accounts of bicyclists cannot represent the experiential qualities of a ride properly.While there exists a history of ethnographic studies into bicyclists' behaviour, it proves to be difficult to enquire into these more subtle interactions. More conventional representations of experience, such as video, fail to capture many of the qualities inherent in taking a ride and being 'out there'. It would be naive to neglect these qualities in our research when designing for cycle-based interaction.This thesis builds on the work of ethnographers and designers engaged in bicycling research. It explores new ways of enquiry that help researchers find out what really happens on the saddle and beyond.
84

The Customer Buying Process - a tedious affair or a pelasant experience?

Neubauer, Marie, Marcelius, Matilda January 2010 (has links)
Services constitute an ever growing part of the western economy. A lot of people are employed in the service sector and almost every day most of us come into contact with a service of some kind. A special kind of service is the self-service concept that leaves the customers to manage on their own. At IKEA, the international home products retailer, customers choose, pick up, transport and assemble the products themselves. This makes it important to give special attention to store layout and how things in the store are organized.Connections were made between the preparations customers do at home and the actions they perform in the store. To create a more positive shopping experience by making it easier for the customers to find their way in the store and pick up the products they want, focus was laid on a digital map based on an electronic shopping list.
85

Study of a relationship. Designerly explorations of machine learning algorithms

Billewicz, Agnieszka January 2017 (has links)
Study of a relationship is a 10-week Research by Design project that explores the space of intersection between Design and Machine Learning. It is a series of design engagements and experiments, heavily grounded in the present time and simple technology, that produces a semi-abstract knowledge on relationship that can be established between human and Machine Learning artefacts. This research strives to propose an alternative designerly approach towards Machine Learning, one that would promote evoking positive emotions, usage for personal purposes and understanding of basic principles behind technology, thus putting the human in the position of control.
86

Supporting electracy in children through storytelling

Escobar, Dariela January 2014 (has links)
No description available.
87

Design of Information visualization System for Managing Virtualized Server Network

Yang, Xun January 2011 (has links)
Information Visualization technics has been widely used in exploring complex data space. In the area of network visualization, the extreme complexity and professional requirements of IT engineers make it hard to design visualization strategies facilitating their daily works. This paper introduces an interactive visualization tool kit for managing network systems. It starts with the research of different visualization technics and existing visualization systems, follows with the concept development process, including user research and the evolution of mockups. A final prototype is proposed, evaluated by discussion with users.
88

Managing the gap between the physical and digital world through a balance between transparent and performative interaction

Goble, Matthew January 2010 (has links)
Th is paper focuses on bridging the gap between the physical and digital world by creating a balance between performative (learned) interaction and transparent (direct-realism) interaction. The balance between these two types of interactions is also reminiscent of the balance between how people currently interact with digital objects and how people interact with physical objects.This paper does a deep review of the many ways designers, researchers, and even psychologists have studied interaction between the physical and digital world. The project started off with a literature review, the literature review consisted of four sections; a review of related papers and projects, discussion of related theories, my analysis of reviewed literature, and ended with the creation of design guidelines for Near-Field Communication (NFC) devices.The paper proceeds through a hands-on, iterative physical prototyping process in order to develop aprototype that allows our physical interactions to be supported digitally through the use of mobile computing. Wireless communication and metadata are used to create a physical interaction, which is both highly personalized and contextually based in a digital way. An interaction that supports our deeper understanding of the purpose of the interaction, and which also benefi ts from the availability of digital information, which is personal and contextual.Lastly a proposal for a fi nal design for a digital device that will allow the user to bridge the gap between the physical and digital world is described in this paper. This final design incorporates both my analysis of the reviewed projects, theories and literature, and the findings from two rounds of user testing with and iterative physical prototype. This is followed by overall conclusions and suggestions for future work.
89

MusicFootprints: designing interactions for outdoor places

Tsouni, Danai January 2015 (has links)
This thesis is a research on how people can create a stronger connection to a place through the music that they are listening to in the specific place. It is about making a place’s identity stronger through social interactions based on people’s musical choices. A theoretical research on social interactions in public places and on the field of urban computing and urban interaction design has contributed to the formation of this thesis. Additionally, a study of design examples that have already been implemented by others and are possessed with common characteristics to the subject, as well as a set of design methodologies in terms of Research through Design process, all lead to the design of the final concept of MusicFootprints service.MusicFootprints focuses on the design quality of “imageability” and on the experimental techniques of the Situationists “dérive and détournement” in order to show that it is the way of interactivity and the position of the system in the outdoor environment that matters. Finally, it leads to the creation of a music-living archive interactive system and opens a discussion about a connection between past, present and future’s peoples’ music choices.
90

Promoting Shared, Home-based Family Activities with Interaction Design

Houlberg-Laursen, Maria January 2015 (has links)
This project focuses on the interaction between parents and children in their everyday practices as a family.It investigates how interaction design can help to engage both children and parents in shared home-based activities through digital media. The target group involved in this project is limited to boys aged 10-12 and their parents.The project contributions within the field of interaction design research as well as it presents two design suggestions for how this knowledge can be put to use as digital design concepts. It concludes that when designing digital media intended to enhance relations between parents and children, the main focus is face-to-face interaction and creating a space that allows for creativity, communication and physical presence.

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