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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.
121

Elevens skrivprocess i klassrummet : Användandet av digitala och analoga verktyg och dess påverkan. / The pupil´s writing process in the classroom : The use of digital and analog tools and its impact

Koschnike, Dennise, Lindgren, Linnea, Ebel, Paulina January 2023 (has links)
Digital competence is a skill that schools must teach. As society becomes more and more digitized, there are good reasons to argue how big a role digital devices should have in the classroom and how it affects the pupil´s learning in contrast to the traditional analogue teaching. Of interest was how pupils` writing process is influenced by digital tools in the teaching. The method chosen to be used in the work was to investigate what previous research says about the research area. It was reviewed through thematic analysis and compiled. The result shows that the balance between digital and analogue is important, and that the tools should complement each other. A digital competence and motivation are factors that influence the writing process, the research highlights. The material does not only deal with studies at the primary level, due to research gaps, which is needed to ensure the contextual relevance. However, all studies are done in a school environment. For further research there is interest in investigating how digital competence can be developed among students and staff in Swedish schools.
122

Making a Mess : Sociomaterial collaboration in a library renovation

Wranning, Joel January 2023 (has links)
This thesis examines the roles played by digital information and communication technologies in a Swedish public library’s three-year long renovation project. As a case study of technology-influenced collaboration in a cultural heritage institution, this study addresses a gap in digital humanities research on the practical details of sociotechnical collaboration, as well as a lack of documentation of an ongoing trend of renovations and rebuildings of Swedish public libraries.  A large number of internal materials produced at the library during the course of its renovations was studied, and semi-structured qualitative interviews with three of the cultural heritage workers involved were conducted. Reading these materials with an actor-network theory approach, an account was constructed of the renovation project and the usages therein of digital technologies, in order to examine these technologies as actors and their effects on the project. It was found that, throughout the project, information and communication technologies were used to think, plan, organize, discuss, and make decisions about the work, that limitations and affordances of these technologies shaped how they could be used, and that this thus had effects on the project. Digital technologies are shown to have been active and agential, and avenues for future research are suggested.
123

User Experience for Digital Onboarding : Examining fragmented system environments

Lorenzo, Sarah, Herrgård, Rebecka January 2023 (has links)
As system environments become more complex, digital onboarding plays an increasingly vital role in helping new hires adapt to their digital surroundings. However, the user experience for new employees during digital onboarding in the workplace remains understudied compared to non-digital onboarding. In this Research through Design project spanning almost five months, we investigated the key aspects of digital onboarding that impact new hires' user experience and devised strategies to overcome challenges posed by fragmented systems. Through interviews and vast data collection at a tech company, “Company X”, in Sweden, we identified pain points in the current digital onboarding process. Creative methods were employed to address these challenges, resulting in the creation and testing of a high-fidelity prototype. Feedback from new hires indicated that several of their experienced challenges had been successfully addressed. This study provides valuable insights for improving digital onboarding and user experience in fragmented system environments.
124

Datadrivna beslut inom Livslångt lärande : En process för att organisationer ska lyckas med strategisk kompetensförsörjning / Data-driven Decision-making in Lifelong Learning : A Process for Organizations to Succeed with Strategic Competence Provision

Bäckelin, Jonas January 2023 (has links)
Syftet med denna studie var att ta fram en process för hur modern teknik kan användas för att organisationer ska lyckas med strategisk kompetensförsörjning. Begreppet datadrivna beslut används när så kallade klassificeringsalgoritmer kan hjälpa oss att upptäcka en ’önskad kompetens som saknas’ eller ’föreslå ett område som vi behöver utveckla’. Metoden utgår från tjänstedesign och denna studie använde sig av en empati karta, som skapades från en enkät studie på det sociala yrkesnätverket LinkedIn med virtuell snöbollsmetod (jmf. respondentdriven sampling). Den utgår från kvalitativa data som beskriver insikter utifrån användarnas upplevelser och drivkrafter. Sedan var det viktig att definiera vilka aktörer som berörs av utmaningen för att kunna beskriva stegen i en användarresa och ta fram en designskiss. Design processen inkluderade även intervjuer med huvudaktörerna för att kunna undersöka rotorsaker och sålla idéer med hjälp av klusteranalys. Slutligen testades en digital prototyp och för att utvärdera vad som fungerade och titta på förbättringar skapades feedback matris. Underlaget för att undersöka problemet kommer från behovet inom användargruppen och perspektiv från aktörer, som sedan validerats genom att använda flera olika verktyg hämtade från tjänstedesign. Slutsatsen var att datadrivet beslutsfattande går ut på att använda mätbara indikatorer och data för att fatta beslut som är i linje med strategiska mål inom kompetensförsörjning. Detta redovisas som en användarresa som består av stegen ”Initiera & kartlägga”, ”Genomföra & uppföljning” och ”Utvärdera & reflektera”. / The purpose of this study was to develop a process for how modern technology can be used for organizations to succeed in strategic competence provision. The concept of data-driven decisions is used when so-called classification algorithms can help us discover a 'desired competence that is missing' or 'suggest an area that we need to develop'.  The method is based on service design and this study used an empathy map, which was created from a survey on the professional social network LinkedIn using the virtual snowball method (cf. respondent-driven sampling). It is based on qualitative data that describes insights based on the users' experiences and driving forces. Then it was important to define which stakeholders that are affected by the challenge in order to be able to describe the steps in a journey map and produce a design sketch. The design process also included interviews with the main stakeholders in order to investigate root causes and sorting ideas using cluster analysis. Finally, a digital prototype was tested and to evaluate what worked and look for improvements, a feedback matrix was created. The basis for investigating the problem comes from the need within the user group and perspectives from stakeholders, which are then validated by using several different tools taken from service design. The conclusion was that data-driven decision-making involves define measurable indicators and data to make decisions that are in line with strategic goals in competence provision. This is reported as a user journey consisting of the steps "Initiate & map out", "Implement & follow up" and "Evaluate & reflect".
125

Enhancing the meaning of urban biking through implicit interaction

von Loeper, Jan January 2023 (has links)
Fundamentally, interaction design is about getting in between: Between people and what is important to them. While it often makes sense to make mediated interactions explicit, implicit interactions can integrate harmoniously into the here and now and happen almost unnoticed. In this master’s thesis, I explore different approaches to harmoniously integrate interactions with mobile and wearable devices into cycling. Cycling can be treated as a modality. It can influence the behaviour of the operating system or provide considerations for the design of applications. Rather than adding to the existing flow of signals, I propose to tap into that flow and even take it a step further: I explore ways to add meaning to what people are already doing as if there were no interface. Wearable devices, such as the current Apple Watch, can provide comprehensive insight into ongoing activities. The name "smartwatch" suggests that this device is meant to be attended to, but the greater opportunity lies in sensing and adding meaning to what is already happening. This allows people to immerse themselves in their ‘natural’ environment with their heads up and their hands free.
126

Framtidens UX-design : En empirisk och explorativ studie om yrkesverksammas inställning till generativa AI-verktyg inom UX-design / The future of UX-design : An empirical and exploratory study of professionals' attitudes towards generative AI tools in UX design

Lind, Tova January 2023 (has links)
No description available.
127

Designing for Interconnectedness : Strategies for More-Than-Human Experiences

Fischer, Anton, Jameson, Flora January 2023 (has links)
More-than-human design represents a paradigm shift that decentralises the human in relation to the rest of the living world. As part of this movement, scholars call for a new worldview that recognizes the interconnectedness between human and non-human beings. Prior studies have focused on the experience of human-human connections, leaving the more- than-human largely unexplored. Addressing this gap, this study explores design strategies for fostering feelings and reflections of interconnectedness towards the more-than-human world and associated emotions. With a research-through-design methodology, two workshops were conducted, resulting in six key design strategies and an "interconnectedness experience framework". The strategies were evaluated through a prototype in partnership with AquaPrint, a Swedish company that up-cycles fishing nets into designer furniture. Future research should evaluate the strategies individually and in combinations as well as in a field setting. The presented framework and strategies are intended for practitioners as inspiration in design projects to promote noticing the more-than-human world, and encouraging a posthuman perspective.
128

Choreographic Interfaces : Through the use of dancing & choreography in the design process – encourage and elevate personal movement languages at home.

Wallgren, Amanda January 2023 (has links)
We increasingly move through and with technology in our homes. One could, using a dance metaphor, view our home as a stage where we become unintentional performers to an audience of digital devices. Still, the way we interact with our devices is mostly based on us, as humans, adapting to the technology – leading to technology-driven products rather than humanistic. By involving dancers and learning from choreographic approaches, the project aim is to consider the body in the design process to form more humanistic interactions where the technology adapts to our personal ways of moving.  Through interviews, autobiographical research, recurring workshops with professional dancers, and prototyping, the realisation came digital devices make us unlearn how to move creatively at an earlier stage but that feedback on our movements together with how a space is designed can encourage it. Furthermore, that when designing for movement one has a lot of power, since while claiming what is the right movement one is at the same time deciding what is the wrong movement– which might lead to exclusion. This led to the outcome of the project which suggest a way in which we might evaluate Choreographic Interfaces based on how open for personalisation they are. From this a concept is proposed where what role digital devices should have in our home is redefined.  Instead of using conventional ways of interacting with digital devices (e.g., buttons, phone, voice assistant, motion sensors), this project takes the shape of a system which lets the user configure and manage devices using existing “choreographies” and routines that naturally develop over time when people live together. The system learns how people move at home during different times and manifests it in contextual ”zones”, which, through visual feedback, allow users to change the appearance of their space, such as setting the room up for play mode, meditation, or a morning stretch. The suggestion is that future movement technologies might enable us to redefine how we live our lives at home through eliciting joy, play, and wellbeing while we interact with our digital devices.  This project aims to contribute to the field of interaction design through suggesting a shift away from designers creating each interaction and the users just adapting to them. Instead, the suggestion is the approach of Choreographic Interfaces where the designer empower the user to utilise their personal way of moving and encourages an active relationship with their devices at home.
129

How are you feeling now? : A self-awareness service to enhance emotional intelligence

SHIN, HYUNJIN January 2023 (has links)
Emotions play a critical role within the workplace, impacting employees' well-being, motivation, productivity, colleague relationships, and overall workplace culture. As a designer, my objective was to address emotional issues in the workplace by developing a tool capable of recognizing and effectively managing emotions. Through a comprehensive research process involving workshops, interviews, and surveys with employees, I identified self-awareness as a fundamental and essential aspect in addressing emotional issues within organisations. Building upon these findings, I created a design tool named "How are you feeling now?" which prompts employees to reflect upon their emotions while providing resources for their effective management. This service incorporates features such as emotion recording and the presentation of emotion history, facilitating users' self-reflection on their emotional states. I dedicated efforts to visually represent the various elements associated with emotions in this tool, aiming to enable individuals to scrutinise their emotions with greater attentiveness and depth. It is my intention that this visualisation process captivates users' interest and encourages them to momentarily embrace and acknowledge their emotions. Furthermore, by visually displaying the historical record of emotions, my goal is to assist employees in understanding that emotions constitute an ongoing accumulation of valuable data. Ultimately, I aspire for this heightened self-awareness to yield positive behavioural transformations by enabling individuals to regulate and transform their emotions effectively.
130

Carefree in 2060 : Pension saving for a full life

Beauprez, Kimberley January 2023 (has links)
The pension system in Sweden today is a very simple system. Taxed incomes generate pension incomes, paid out monthly after retirement. Yet the topic seems riddled with emotions; guilt, shame and anxiety over what you should or should not do. Increasing inflation, population age and climate change are projected to pose big threats to pensions in the coming decades. By 2060, pension incomes are projected to diminish substantially. Yet the future brings hope too; the gender gap in pension incomes is today at 30% and is projected to go down to 4% by 2040 as the changing view on women in the workplace and policy making is evening the (occupational) field. To learn about pension on the personal, professional and societal layers, I conducted conversations with professionals working for the pension agency, banks, savings solutions and researchers at economics and sociology departments at universities, as well as with individuals with pension planning on their minds (or not). The professionals argued that financial literacy teaches how simple the system is while the individuals feel overwhelmed and confused, showing that the system is not complicated but feels complicated. This dissonance became the space for designing. I propose to look at money as an actor we have a relationship with, to scale away guilt, shame or anxiety and leverage the positives. Through the strategic use of reflection, we learn about our ongoing relationship with money; formed in childhood, and shaped by everyday life planning towards the future. Thus, we grow towards a life where money serves us by investing in our values, hopes and dreams. As we change our financial behaviour today, we change our relationship in the future. The value of money does not start with the currency, but with the intention of use, in the hopes and dreams of a person that wants to spend their time with families and hobbies, not with stocks and funds. Looking at financial planning more holistically shows how the established system is biased, rejecting those that do not speak the language. We as designers can be mindful of this and make more inclusive tools to learn this financial language. Insofar the system can be changed is what I examine through speculative futures methods and designs.

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