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Social discovery and information sharing in sport climbingSipinen, Anders January 2015 (has links)
In this report i examine current practices of knowledge sharing in the climbing community. Through the use of co-design methods ideas are developed and brought out by the community. The role of the interaction designer becomes the enabler for the community to create a participatory design of a system supporting information creation and knowledge sharing in the context of exploration. The aim is to use established interaction design research methods to examine the activity and with the practitioners from the community explore what role technology can play in enhancing the experience for information sharing between individuals and groups.In order to find an answer to the thesis central research about the role co-design can play in engaging a non-designers in this diverse community to design of an interactive service, practitioners from the community is engaged through a co-design workshops and discussions. This collaborative methodology is applied and used from the initial ideation phase all the way to the exploration phase and into the last design formation stage. By using the creativity of the community through the entire process, the result is not only grounded in theory but also in the expectations and specific activities of its intended users. Another reason for engaging the community when researching is attempting to involve and build on the individual’s unique perspectives that comes from each participant's specific experiences.The information is explored in relation to current technologies and practice and how it can be applied to the main activity to better achieve the community's or participants goals. Using methods of research through design to perform technological exploration ideas are evaluated by constructing prototypes that can be used to introduce technology to the participants and test concepts. Outcome and documentation is evaluated to examine the overall experience and identify desired results. The final result is a prototype of an interactive system called The Circuit Tool that supports the exploration of a new form of curated information produced by individuals or groups of climbers to share within the community.
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En ny Upplevelse - En studie i formgivande av interaktioner på webben och effektivisering av arbetsflödenBorgqvist, Philip January 2008 (has links)
We’re all aware that technology progresses forward with giant leaps on a daily basis. Inone-way or another this affects us in our everyday life. It can affect us in the way we’re shopping, communicating, researching, planning future events or how we choose tobe entertained.That the web is an increasingly stronger tool for communicating in more or less everytype of business is becoming more evident for people. For the past few months I’vebeen working at Adamsson Appelfeldt Advertising in designing and developing a highlyinteractive website for a Swedish furniture company called Ragnars. By being involvedin the work process myself, I’ve tried to analyze how I, as an interaction designer, can improve it and make it work smoother for everyone involved. Maybe we can get amore distinct indication on when, where and how problems arise by letting users testthe website on a regular basis.In this report you’ll follow me through the design process, how I’ve involved users in theproject, and how I have evolved individually as an interaction designer.The help of using interaction design for creative solutions on the web and other areas of development online is definitely something that should be explored further.
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Designing for Fika - At Topp Design & Innovation StudioDetter, Freja January 2018 (has links)
Together with Topp Design & Innovation, this thesis explores the possibilities of designing for fika time - a Swedish phenomenon of scheduled coffee breaks. The thesis attributes to interaction design through inspiration of how one can design the social context of fika. By conducting semi-structured interviews and observations, the aim is to unravel the opinion of fika from the employees’ perspective. Insights from the research showed that improvement in norms, non-work-related conversations and planning of fika were themes to be improved on. As a result, this thesis proposes three concepts; “Visual Conversations”, “Fika Troll 2.0” and “Breaking the Norms”.
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Äldresanvändning av smartphones ur ett användbarhetsperspektivJonsson, Sofia January 2018 (has links)
Svenskarna och internet (2014) points out that the use of smartphones continues to grow, despite this only 14 percent of the elderly in the age of 60 or more, interacts with a smartphone daily. The reason why older people do not use smartphones are thought to be because the technology is difficult and hard. The purpose of this study was to find shortcomings in usability for older people when interacting with a smartphone as well as what improvements should be made to increase the usability. To achieve this purpose five older respondents in the age of 60 years or older were observed and interviewed. Furthermore, a separate model has been created based on previous research to analyze the results. The analysis resulted in a revised model with existing shortcomings and pronounced improvement proposals. The shortcomings found in smartphone user interfaces are lack of information on how to perform different tasks, which means they are guessing solutions, another lack is that icons are alike. According to the study, descriptive texts should be provided to each icon. The improvements that older people would prefer to increase the usability are that it should be one gesture to navigate through the phone which is the dragged gesture, pointed information in a smartphone how they perform their tasks and icons as well as buttons should be named after performance. Proposals for future research are to investigate differences between older novices and older skilled users of smartphones and at what age older people are getting worse in interacting with smartphones.
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Den optimala bloggen : En kvalitativ studie om bloggläsares attityder och idéer kring bloggdesignKylberg, Linda, Hedberg, Stina January 2011 (has links)
The purpose of this study is to examine which aspects of blogs and blog design that are important to blog readers but also to find new ideas for blog design. From a qualitative standpoint we have examined how seven users experience that blogs design, structure and functionalities affects the general experience of the blog. The study also examines how the users wish to interact with a blog. During two design workshops we let seven active blog readers imagine and sketch out the design and functionalities they would like in a blog. We put this in relation to theories about the anatomy of blogs, methods of design, social navigation and virtual communities. The major finding is that the aspects most important to blog readers are navigation, structure and social interaction. Based on these aspects we discuss more closely the ideas our subjects had about what the blog of their dreams would look like.
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Blip : Verktyg för att underlätta bättre miljöval i dagligvaruhandelnEvaldsson, Felicia January 2019 (has links)
I rapporten beskrivs process och genomförande av designprocess med utgångspunkt i en problemställning gällande hur man kan underlätta för konsumenter i en fysisk mataffär att få samt förstå information gällande hälsa och miljö om varor. Genom nära samarbete med användare, relevanta marknadsaktörer och med stöd från aktiva designers och strateger har projektet resulterat i ett uppdaterat interaktivt system i redan befintliga scanners i matbutik. Detta med framförallt miljö och användare i huvudfokus. / The report describes the process and implementation of a design process based on a problem concerning how one can make it easier for consumers in a physical grocerystore to obtain and understand information regarding health and the environment for individual goods. Through close collaboration with users, relevant market acteurs and with the support from active designers and strategists, the project has resulted in an updated interactive system placed in already existing scanners at the grocery store. This is primarily with the environment and users in the main focus.
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Designing an interactive installation with sounds from rural areas - Explorations of the interactivity with soundsOkholm Hansen, Simone Marie January 2017 (has links)
This project takes a research through design approach, presenting the design process of an interactive sonic installation – SoundEscape – mounted on a walking bridge in Ørstedsparken, Copenhagen. SoundEscape makes people interact with sounds from rural areas of Denmark into the middle of the city. Featuring speakers and motion sensors, the prototype uses people crossing the bridge as an input for building up a soundscape – layer by layer as the person detected moves on. SoundEscape is just one prototype exploring how people can build up a soundscape through their movement across the bridge. The paper suggest more areas of the interactive design space to explore. Designing the installation, we went through four phases: field research, exploration synthesis, and concept development. Participants where included in the process to collect sound input from rural areas in Denmark. In all phases, we kept a close dialogue with the context, grounding design decisions in the observations and explorations we did on the bridge. We made two tests of the prototype: on a mini-scale model and in the park context. The paper presents a framework for interactive sonic installations that are used to analyse SoundEscape and compares it with another sonic installation on a bridge that have a different form of interactivity. Based on this analysis, the findings from the design process, and the two tests, the paper discuss the interactivity in the prototype. The paper suggest how the interactions with the soundscape can be further extended.
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Digitala publikationer : Nästa steg i tidningens utveckling / Digital publications : The next step in the magazine's developmentLange, Josefin January 2012 (has links)
Denna rapport beskriver hur dagens tekniska processer ser ut vid tillverkning av applikationer för interaktiva publikationer. En interaktiv publikation är en digitalt skapad tidning med ett extra lager av information som man kan interagera med. Exempel på interaktivitet är bildspel, video och informationsflöden i realtid som visas direkt i tidningen. Rapporten fokuserar på vad det är som ger ett mervärde till en digital interaktiv publikation och vilka funktioner det är som kan ge upphov till detta. Genom en jämförande analys mellan digitala publikationer och papperstidningar tas fyra designaspekter fram för att användas som grund för hur interaktiva element bör hanteras i framställningen av digitala publikationer. En prototyp av en interaktiv publikation har tagits fram för att visa hur designaspekterna kan tillämpas och för att visa hur information kan presenteras på ett mer interaktivt sätt. / This report describes how today's technological processes look like in the production of applications for interactive publications. An interactive publication is a digitally created magazine with an extra layer of information that you can interact with. Examples of interactivity is slideshows and video and data streams in real time that are displayed directly in the magazine. The report focuses on what it is that adds value to a digital interactive publication, and what functions which may provide cause to this. Through a comparative analysis of digital publications and the newspapers, four designaspects have been developed as an basis for how the interactive elements should be handled in the production of digital publications. A prototype of an interactive publication was developed to show how the designaspects can be applied and to show how information can be presented in a more interactive way.
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Agent O - Utvecklingen av ett mobilt lärospelFergusson, Christopher, Karlsson, Daniel, Zuta, Festim January 2006 (has links)
I denna rapport vill vi lyfta fram de möjligheter och begränsningar som finns för att skapa nya engagerande läromiljöer genom att implementera ett mobilt lärospel i ett svenskt skolsammanhang. För att exemplifiera detta har vi i vårt projekt skapat ett mobilt lärospel kallat Agent O, som två högstadieskolor med ungdomar mellan 15-16 år gamla fått testspela. / This essay is a product of our bachelor of science in interactiondesign. Our focus in this project was to evaluate the mobile learning game from MIT and transform it so it would fit into Swedish schools and to redesign the interface from an interactiondesigners perspective and make it more goal-orientated for teenagers at the age of 13 to 16 years old. This resulted in the mobile learning game called Agent O. A learning game with the main purpose to evolve an interaction between the pupils and the pedagogical material through a handheld computer. Taking the learning procedure to a level where the learning part differs as when reading a textbook or solving a mathematic equation. Learning by doing may encourage the teenager to be active in the lecture in a progressive way.In this essay we present the theoretical basis by giving a background and context description of technology where it has been used as an educational complement. We will describe the limitations when designing an interface for mobile games, and look upon the possibilities for this kind of mobile learning game in Swedish schools. We have performed two main usertests at two schools in Malmö and the results of these tests are presented in the report.
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Ekologiska val i en e-handelskontext : En mental modell över användares köpbeteendeEkwall, Andreas, Braaf, Johanna January 2013 (has links)
Att köpa ekologiskt är ingen ny företeelse, men i takt med att både e-handel och efterfrågan på ekologiska varor konstant ökar så behövs det stöd för designers för att kunna möta dessa utmaningar. För att kunna designa e-handelswebbsidor med ekologiska valmöjligheter krävs förståelse för användaren och dess behov. Genomatt kartlägga målinriktade beteenden går det att påvisa när en användare är mottaglig för ett ekologiskt val på en e-handelswebbsida. En mental modell byggs utifrån användares målinriktade beteende och denna kan användas som stöd av designers för att förstå när en användare är mer mottaglig för ekologiska val på en e-handelswebbsida. Denna studie resulterar i en identifiering och kartläggning över när en användare är mer öppen för ekologiska val. / Buying ecologically not a new phenomenon, but as to both e-commerce and the demand for organic products is constantly increasing, so support is required for designers to meet these challenges. In order to design e-commerce websites with ecological options requires an understanding of the user and their needs. By mapping the targeted behaviors you can detect when a user is susceptible to an ecological choice for an e-commerce website. A mental model is built based onuser's targeted behavior, and this can be used to support the designers to understand when a user is more susceptible to ecological choices on an e-commercewebsite. This study results in the identification and mapping of when a user is more open to ecological choices.
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