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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.
1

Ljus i mörker - design som imiterar perceptionen av dagsljus inomhus

Axelsson, Erika January 2019 (has links)
På jordklotets nordliga breddgrader påverkas människor av mörka säsonger med liten tillgång till dagsljus, med fysiska påföljder så som sömnproblem och energibrist. Problemet kan minskas med ljuskällor som kan imitera soldygnet men dessa produkter lämnar föga åt fantasin. Denna studie har undersökt möjligheten att genom produktdesign imitera nordbors perception av dagsljus inomhus för att erbjuda användaren en emotionell upplevelse. Genom användarcentrerad design och kvalitativa metoder sammanställdes empiriska data för att skapa en samlad bild av nordbors perception av dagsljus inomhus. Studiens teoretiska ramverk berörde även ljusdesign och framför allt human-centric lighting samt ludisk design. Studien visar att det är av stor vikt att erbjuda individanpassning i denna typ av produkt för att förse användaren med en emotionell upplevelse. Slutkonceptet är en takarmatur för hemmet som erbjuder användaren lekfull design och interaktion, möjlighet att återskapa dygnsrytm samt en imitation av den egna perceptionen av dagsljus. / On the northern latitudes of the globe, people are affected by dark seasons with little access to daylight, with physical effects such as problems sleeping and loss of energy. The problems can be reduced with light sources that can imitate the sun, but these products leave little to the imagination.This study has investigated the possibility of imitating northerners’ perception of daylight indoors through product design to offer the user an emotional experience. Through user-centered design and qualitative methods, empirical data were compiled to create a unified image of northerners’ perception of daylight indoors. The study's theoretical framework also included lighting design, above all, human-centric lighting and ludic design.The study shows that it is of great importance to offer individual customization in this kind of product in order to provide the user with an emotional experience. The final concept is a light fixture for the home that offers the user playful design and interaction, the opportunity to recreate the circadian rhythm and an imitation of one's own perception of daylight.
2

Tuning into uncertainty : A material exploration of object detection through play

Rukanskaitė, Julija January 2021 (has links)
The ubiquitous yet opaque logic of machine learning complicates both the design process and end-use. Because of this, much of Interaction Design and HCI now focus on making this logic transparent through human-like explanations and tight control while disregarding other, non-normative human-AI interactions as technical failures. In this thesis I re-frame such interactions as generative for both material exploration and user experience in non-purpose-driven applications. By expanding on the notion of machine learning uncertainty with play, queering, and more-than human design, I try to understand them in a designerly way. This re-framing is followed by a material-centred Research through Design process that concludes with Object Detection Radio: a ludic device that sonifies Tensorflow.js Object Detection API’s prediction probabilities. The design process suggests ways of making machine learning uncertainty explicit in human-AI interaction. In addition, I propose play as an alternative way of relating to and understanding the agency of machine learning technology.
3

Phantom Physicalizations Reinterpreting Dreams Through Physical Representation

Olislagers, Vincent January 2012 (has links)
This thesis begins with a philosophical question: What if we could amplify our waking experience with the aesthetic qualitiesof dreams? Through a discourse on experiential dream related aspects in philosophy, design and daily life it examines what itmeans, and has meant, to dream, and how these qualities already permeate the physical world. I hypothesize that objects capable of representing dream related physiological data as physical output have the potential to amplify our waking experience. To formulate a set of considerations for the design of such objects, an ethnographic study of dream experience, comprising a survey, a cultural probe study and interviews, has been conducted. The text concludes by exploring how dream elements like ambiguity, synesthetic sensibility, and affective self-exploration may benefit interaction design, raising questions about how digital media can facilitate personal, meaningful experiences.

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